bevy_render/view/visibility/mod.rs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770
mod range;
mod render_layers;
use std::any::TypeId;
pub use range::*;
pub use render_layers::*;
use bevy_app::{Plugin, PostUpdate};
use bevy_asset::{Assets, Handle};
use bevy_derive::Deref;
use bevy_ecs::{prelude::*, query::QueryFilter};
use bevy_hierarchy::{Children, Parent};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_transform::{components::GlobalTransform, TransformSystem};
use bevy_utils::{Parallel, TypeIdMap};
use crate::{
camera::{Camera, CameraProjection},
mesh::Mesh,
primitives::{Aabb, Frustum, Sphere},
};
use super::NoCpuCulling;
/// 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, Default)]
pub struct VisibleEntities {
#[reflect(ignore)]
pub entities: TypeIdMap<Vec<Entity>>,
}
impl VisibleEntities {
pub fn get<QF>(&self) -> &[Entity]
where
QF: 'static,
{
match self.entities.get(&TypeId::of::<QF>()) {
Some(entities) => &entities[..],
None => &[],
}
}
pub fn get_mut<QF>(&mut self) -> &mut Vec<Entity>
where
QF: 'static,
{
self.entities.entry(TypeId::of::<QF>()).or_default()
}
pub fn iter<QF>(&self) -> impl DoubleEndedIterator<Item = &Entity>
where
QF: 'static,
{
self.get::<QF>().iter()
}
pub fn len<QF>(&self) -> usize
where
QF: 'static,
{
self.get::<QF>().len()
}
pub fn is_empty<QF>(&self) -> bool
where
QF: 'static,
{
self.get::<QF>().is_empty()
}
pub fn clear<QF>(&mut self)
where
QF: 'static,
{
self.get_mut::<QF>().clear();
}
pub fn push<QF>(&mut self, entity: Entity)
where
QF: 'static,
{
self.get_mut::<QF>().push(entity);
}
}
/// A convenient alias for `With<Handle<Mesh>>`, for use with
/// [`VisibleEntities`].
pub type WithMesh = With<Handle<Mesh>>;
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum VisibilitySystems {
/// Label for the [`calculate_bounds`], `calculate_bounds_2d` and `calculate_bounds_text2d` systems,
/// calculating and inserting an [`Aabb`] to relevant entities.
CalculateBounds,
/// Label for [`update_frusta`] in [`CameraProjectionPlugin`](crate::camera::CameraProjectionPlugin).
UpdateFrusta,
/// 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.configure_sets(
PostUpdate,
(CalculateBounds, UpdateFrusta, VisibilityPropagate)
.before(CheckVisibility)
.after(TransformSystem::TransformPropagate),
)
.add_systems(
PostUpdate,
(
calculate_bounds.in_set(CalculateBounds),
(visibility_propagate_system, reset_view_visibility).in_set(VisibilityPropagate),
check_visibility::<WithMesh>.in_set(CheckVisibility),
),
);
}
}
/// 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 [`CameraProjectionPlugin`](crate::camera::CameraProjectionPlugin).
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>) {
query.iter_mut().for_each(|mut view_visibility| {
// 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.bypass_change_detection() = 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.
///
/// This system needs to be run for each type of renderable entity. If you add a
/// new type of renderable entity, you'll need to add an instantiation of this
/// system to the [`VisibilitySystems::CheckVisibility`] set so that Bevy will
/// detect visibility properly for those entities.
pub fn check_visibility<QF>(
mut thread_queues: Local<Parallel<Vec<Entity>>>,
mut view_query: Query<(
Entity,
&mut VisibleEntities,
&Frustum,
Option<&RenderLayers>,
&Camera,
Has<NoCpuCulling>,
)>,
mut visible_aabb_query: Query<
(
Entity,
&InheritedVisibility,
&mut ViewVisibility,
Option<&RenderLayers>,
Option<&Aabb>,
&GlobalTransform,
Has<NoFrustumCulling>,
Has<VisibilityRange>,
),
QF,
>,
visible_entity_ranges: Option<Res<VisibleEntityRanges>>,
) where
QF: QueryFilter + 'static,
{
let visible_entity_ranges = visible_entity_ranges.as_deref();
for (view, mut visible_entities, frustum, maybe_view_mask, camera, no_cpu_culling) in
&mut view_query
{
if !camera.is_active {
continue;
}
let view_mask = maybe_view_mask.unwrap_or_default();
visible_aabb_query.par_iter_mut().for_each_init(
|| thread_queues.borrow_local_mut(),
|queue, query_item| {
let (
entity,
inherited_visibility,
mut view_visibility,
maybe_entity_mask,
maybe_model_aabb,
transform,
no_frustum_culling,
has_visibility_range,
) = 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.unwrap_or_default();
if !view_mask.intersects(entity_mask) {
return;
}
// If outside of the visibility range, cull.
if has_visibility_range
&& visible_entity_ranges.is_some_and(|visible_entity_ranges| {
!visible_entity_ranges.entity_is_in_range_of_view(entity, view)
})
{
return;
}
// If we have an aabb, do frustum culling
if !no_frustum_culling && !no_cpu_culling {
if let Some(model_aabb) = maybe_model_aabb {
let world_from_local = transform.affine();
let model_sphere = Sphere {
center: world_from_local.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, &world_from_local, true, false) {
return;
}
}
}
view_visibility.set();
queue.push(entity);
},
);
visible_entities.clear::<QF>();
thread_queues.drain_into(visible_entities.get_mut::<QF>());
}
}
#[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_mut()
.spawn(visibility_bundle(Visibility::Hidden))
.id();
let root1_child1 = app.world_mut().spawn(VisibilityBundle::default()).id();
let root1_child2 = app
.world_mut()
.spawn(visibility_bundle(Visibility::Hidden))
.id();
let root1_child1_grandchild1 = app.world_mut().spawn(VisibilityBundle::default()).id();
let root1_child2_grandchild1 = app.world_mut().spawn(VisibilityBundle::default()).id();
app.world_mut()
.entity_mut(root1)
.push_children(&[root1_child1, root1_child2]);
app.world_mut()
.entity_mut(root1_child1)
.push_children(&[root1_child1_grandchild1]);
app.world_mut()
.entity_mut(root1_child2)
.push_children(&[root1_child2_grandchild1]);
let root2 = app.world_mut().spawn(VisibilityBundle::default()).id();
let root2_child1 = app.world_mut().spawn(VisibilityBundle::default()).id();
let root2_child2 = app
.world_mut()
.spawn(visibility_bundle(Visibility::Hidden))
.id();
let root2_child1_grandchild1 = app.world_mut().spawn(VisibilityBundle::default()).id();
let root2_child2_grandchild1 = app.world_mut().spawn(VisibilityBundle::default()).id();
app.world_mut()
.entity_mut(root2)
.push_children(&[root2_child1, root2_child2]);
app.world_mut()
.entity_mut(root2_child1)
.push_children(&[root2_child1_grandchild1]);
app.world_mut()
.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_mut().spawn(visibility_bundle(Visible)).id();
let root1_child1 = app.world_mut().spawn(visibility_bundle(Inherited)).id();
let root1_child2 = app.world_mut().spawn(visibility_bundle(Hidden)).id();
let root1_child1_grandchild1 = app.world_mut().spawn(visibility_bundle(Visible)).id();
let root1_child2_grandchild1 = app.world_mut().spawn(visibility_bundle(Visible)).id();
let root2 = app.world_mut().spawn(visibility_bundle(Inherited)).id();
let root3 = app.world_mut().spawn(visibility_bundle(Hidden)).id();
app.world_mut()
.entity_mut(root1)
.push_children(&[root1_child1, root1_child2]);
app.world_mut()
.entity_mut(root1_child1)
.push_children(&[root1_child1_grandchild1]);
app.world_mut()
.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>>());
}
}