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https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
# Objective
Sadly, #4944 introduces a serious exponential despawn behavior, which cannot be included in 0.8. [Handling AABBs properly is a controversial topic](https://github.com/bevyengine/bevy/pull/5423#issuecomment-1199995825) and one that deserves more time than the day we have left before release.
## Solution
This reverts commit c2b332f98a
.
This commit is contained in:
parent
4078273e93
commit
418beffaec
1 changed files with 38 additions and 157 deletions
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@ -1,18 +1,15 @@
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mod render_layers;
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use smallvec::SmallVec;
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pub use render_layers::*;
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use bevy_app::{CoreStage, Plugin};
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_asset::{Assets, Handle};
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use bevy_ecs::prelude::*;
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use bevy_hierarchy::{Children, Parent};
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use bevy_reflect::std_traits::ReflectDefault;
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use bevy_reflect::Reflect;
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use bevy_transform::components::GlobalTransform;
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use bevy_transform::TransformSystem;
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use bevy_utils::HashMap;
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use std::cell::Cell;
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use thread_local::ThreadLocal;
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@ -130,11 +127,6 @@ pub struct VisibilityBundle {
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#[derive(Component)]
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pub struct NoFrustumCulling;
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/// Use this component to opt-out of built-in [`Aabb`] updating for Mesh entities (i.e. to opt out
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/// of [`update_bounds`]).
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#[derive(Component)]
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pub struct NoAabbUpdate;
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/// Collection of entities visible from the current view.
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///
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/// This component contains all entities which are visible from the currently
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@ -168,59 +160,9 @@ impl VisibleEntities {
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}
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}
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/// Tracks which [`Entities`](Entity) have which meshes for entities whose [`Aabb`]s are managed by
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/// the [`calculate_bounds`] and [`update_bounds`] systems. This is needed because `update_bounds`
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/// recomputes `Aabb`s for entities whose mesh has been mutated. These mutations are visible via
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/// [`AssetEvent<Mesh>`](AssetEvent) which tells us which mesh was changed but not which entities
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/// have that mesh.
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#[derive(Debug, Default, Clone)]
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pub struct EntityMeshMap {
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entities_with_mesh: HashMap<Handle<Mesh>, SmallVec<[Entity; 1]>>,
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mesh_for_entity: HashMap<Entity, Handle<Mesh>>,
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}
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impl EntityMeshMap {
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/// Register the passed `entity` as having the passed `mesh_handle`.
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fn register(&mut self, entity: Entity, mesh_handle: &Handle<Mesh>) {
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// Note that this list can have duplicates if an entity is registered for a mesh multiple
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// times. This should be rare and only cause an additional `Aabb.clone()` in
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// `update_bounds` so it is preferable to a `HashSet` for now.
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self.entities_with_mesh
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.entry(mesh_handle.clone_weak())
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.or_default()
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.push(entity);
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self.mesh_for_entity
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.insert(entity, mesh_handle.clone_weak());
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}
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/// Deregisters the mapping between an `Entity` and `Mesh`. Used so [`update_bounds`] can
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/// track which mappings are still active so `Aabb`s are updated correctly.
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fn deregister(&mut self, entity: Entity) {
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let mut inner = || {
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let mesh = self.mesh_for_entity.remove(&entity)?;
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// This lookup failing is _probably_ an error.
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let entities = self.entities_with_mesh.get_mut(&mesh)?;
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// There could be duplicate entries in here if an entity was registered with a mesh
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// multiple times. It's important to remove all references so that if an entity gets a
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// new mesh and its old mesh is mutated, the entity doesn't get its old mesh's new
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// `Aabb`. Note that there _should_ only be one entity.
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for i in (0..entities.len()).rev() {
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if entities[i] == entity {
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entities.swap_remove(i);
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}
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}
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Some(())
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};
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inner();
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}
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}
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
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pub enum VisibilitySystems {
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CalculateBounds,
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UpdateBounds,
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UpdateOrthographicFrusta,
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UpdatePerspectiveFrusta,
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UpdateProjectionFrusta,
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@ -236,121 +178,60 @@ impl Plugin for VisibilityPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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use VisibilitySystems::*;
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app.init_resource::<EntityMeshMap>()
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.add_system_to_stage(
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CoreStage::PostUpdate,
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calculate_bounds.label(CalculateBounds),
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)
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.add_system_to_stage(CoreStage::PostUpdate, update_bounds.label(UpdateBounds))
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_frusta::<OrthographicProjection>
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.label(UpdateOrthographicFrusta)
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.after(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_frusta::<PerspectiveProjection>
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.label(UpdatePerspectiveFrusta)
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.after(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_frusta::<Projection>
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.label(UpdateProjectionFrusta)
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.after(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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visibility_propagate_system.label(VisibilityPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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check_visibility
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.label(CheckVisibility)
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.after(CalculateBounds)
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.after(UpdateBounds)
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.after(UpdateOrthographicFrusta)
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.after(UpdatePerspectiveFrusta)
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.after(UpdateProjectionFrusta)
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.after(VisibilityPropagate)
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.after(TransformSystem::TransformPropagate),
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);
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app.add_system_to_stage(
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CoreStage::PostUpdate,
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calculate_bounds.label(CalculateBounds),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_frusta::<OrthographicProjection>
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.label(UpdateOrthographicFrusta)
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.after(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_frusta::<PerspectiveProjection>
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.label(UpdatePerspectiveFrusta)
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.after(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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update_frusta::<Projection>
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.label(UpdateProjectionFrusta)
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.after(TransformSystem::TransformPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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visibility_propagate_system.label(VisibilityPropagate),
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)
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.add_system_to_stage(
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CoreStage::PostUpdate,
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check_visibility
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.label(CheckVisibility)
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.after(CalculateBounds)
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.after(UpdateOrthographicFrusta)
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.after(UpdatePerspectiveFrusta)
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.after(UpdateProjectionFrusta)
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.after(VisibilityPropagate)
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.after(TransformSystem::TransformPropagate),
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);
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}
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}
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/// Calculates [`Aabb`]s for [`Entities`](Entity) with [`Mesh`]es.
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pub fn calculate_bounds(
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mut commands: Commands,
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meshes: Res<Assets<Mesh>>,
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without_aabb: Query<(Entity, &Handle<Mesh>), (Without<Aabb>, Without<NoFrustumCulling>)>,
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mut entity_mesh_map: ResMut<EntityMeshMap>,
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) {
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for (entity, mesh_handle) in &without_aabb {
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if let Some(mesh) = meshes.get(mesh_handle) {
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if let Some(aabb) = mesh.compute_aabb() {
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entity_mesh_map.register(entity, mesh_handle);
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commands.entity(entity).insert(aabb);
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}
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}
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}
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}
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/// Updates [`Aabb`]s for [`Entities`](Entity) with [`Mesh`]es. This includes `Entities` that have
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/// been assigned new `Mesh`es as well as `Entities` whose `Mesh` has been directly mutated.
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///
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/// To opt out of bound calculation for an `Entity`, give it the [`NoAabbUpdate`] component.
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///
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/// NOTE: This system needs to remove entities from their collection in
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/// [`EntityMeshMap`] whenever a mesh handle is reassigned or an entity's mesh handle is
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/// removed. This may impact performance if meshes with many entities are frequently
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/// reassigned/removed.
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pub fn update_bounds(
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mut commands: Commands,
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meshes: Res<Assets<Mesh>>,
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mut mesh_reassigned: Query<
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(Entity, &Handle<Mesh>, &mut Aabb),
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(
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Changed<Handle<Mesh>>,
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Without<NoFrustumCulling>,
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Without<NoAabbUpdate>,
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),
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>,
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mut entity_mesh_map: ResMut<EntityMeshMap>,
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mut mesh_events: EventReader<AssetEvent<Mesh>>,
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entities_lost_mesh: RemovedComponents<Handle<Mesh>>,
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) {
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for entity in entities_lost_mesh.iter() {
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entity_mesh_map.deregister(entity);
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}
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for (entity, mesh_handle, mut aabb) in mesh_reassigned.iter_mut() {
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entity_mesh_map.deregister(entity);
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if let Some(mesh) = meshes.get(mesh_handle) {
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if let Some(new_aabb) = mesh.compute_aabb() {
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entity_mesh_map.register(entity, mesh_handle);
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*aabb = new_aabb;
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}
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}
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}
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let to_update = |event: &AssetEvent<Mesh>| {
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let handle = match event {
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AssetEvent::Modified { handle } => handle,
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_ => return None,
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};
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let mesh = meshes.get(handle)?;
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let entities_with_handle = entity_mesh_map.entities_with_mesh.get(handle)?;
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let aabb = mesh.compute_aabb()?;
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Some((aabb, entities_with_handle))
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};
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for (aabb, entities_with_handle) in mesh_events.iter().filter_map(to_update) {
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for entity in entities_with_handle {
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commands.entity(*entity).insert(aabb.clone());
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}
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}
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}
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pub fn update_frusta<T: Component + CameraProjection + Send + Sync + 'static>(
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mut views: Query<(&GlobalTransform, &T, &mut Frustum)>,
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) {
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