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Improve documentation relating to Frustum
and HalfSpace
(#9136)
# Objective This PR's first aim is to fix a mistake in `HalfSpace`'s documentation. When defining a `Frustum` myself in bevy_basic_portals, I realised that the "distance" of the `HalfSpace` is not, as the current doc defines, the "distance from the origin along the normal", but actually the opposite of that. See the example I gave in this PR. This means one of two things: 1. The documentation about `HalfSpace` is wrong (it is either way because of the `n.p + d > 0` formula given later anyway, which is how it behaves, but in that formula `d` is indeed the opposite of the "distance from the origin along the normal", otherwise it should be `n.p > d`) 2. The distance is supposed to be the "distance from the origin along the normal" but when used in a Frustum it's used as the opposite, and it is a mistake 3. Same as 2, but it is somehow intended Since I think `HalfSpace` is only used for `Frustum`, and it's easier to fix documentation than code, I assumed for this PR we're in case number 1. If we're in case number 3, the documentation of `Frustum` needs to change, and in case number 2, the code needs to be fixed. While I was at it, I also : - Tried to improve the documentation for `Frustum`, `Aabb`, and `VisibilitySystems`, among others, since they're all related to `Frustum`. - Fixed documentation about frustum culling not applying to 2d objects, which is not true since https://github.com/bevyengine/bevy/pull/7885 ## Remarks and questions - What about a `HalfSpace` with an infinite distance, is it allowed and does it represents the whole space? If so it should probably be mentioned. - I referenced the `update_frusta` system in `bevy_render::view::visibility` directly instead of referencing its system set, should I reference the system set instead? It's a bit annoying since it's in 3 sets. - `visibility_propagate` is not public for some reason, I think it probably should be, but for now I only documented its system set, should I make it public? I don't think that would count as a breaking change? - Why is `Aabb` inserted by a system, with `NoFrustumCulling` as an opt-out, instead of having it inserted by default in `PbrBundle` for example and then the system calculating it when it's added? Is it because there is still no way to have an optional component inside a bundle? --------- Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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3 changed files with 114 additions and 22 deletions
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@ -3,7 +3,32 @@ use bevy_math::{Affine3A, Mat3A, Mat4, Vec3, Vec3A, Vec4, Vec4Swizzles};
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use bevy_reflect::Reflect;
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use bevy_utils::HashMap;
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/// An axis-aligned bounding box.
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/// An axis-aligned bounding box, defined by:
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/// - a center,
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/// - the distances from the center to each faces along the axis,
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/// the faces are orthogonal to the axis.
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///
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/// It is typically used as a component on an entity to represent the local space
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/// occupied by this entity, with faces orthogonal to its local axis.
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///
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/// This component is notably used during "frustum culling", a process to determine
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/// if an entity should be rendered by a [`Camera`] if its bounding box intersects
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/// with the camera's [`Frustum`].
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///
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/// It will be added automatically by the systems in [`CalculateBounds`] to entities that:
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/// - could be subject to frustum culling, for example with a [`Handle<Mesh>`]
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/// or `Sprite` component,
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/// - don't have the [`NoFrustumCulling`] component.
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///
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/// It won't be updated automatically if the space occupied by the entity changes,
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/// for example if the vertex positions of a [`Mesh`] inside a `Handle<Mesh>` are
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/// updated.
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///
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/// [`Camera`]: crate::camera::Camera
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/// [`NoFrustumCulling`]: crate::view::visibility::NoFrustumCulling
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/// [`CalculateBounds`]: crate::view::visibility::VisibilitySystems::CalculateBounds
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/// [`Mesh`]: crate::mesh::Mesh
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/// [`Handle<Mesh>`]: crate::mesh::Mesh
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#[derive(Component, Clone, Copy, Debug, Default, Reflect)]
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#[reflect(Component)]
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pub struct Aabb {
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@ -76,11 +101,28 @@ impl Sphere {
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}
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}
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/// A bisecting plane that partitions 3D space into two regions.
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/// A region of 3D space, specifically an open set whose border is a bisecting 2D plane.
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/// This bisecting plane partitions 3D space into two infinite regions,
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/// the half-space is one of those regions and excludes the bisecting plane.
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///
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/// Each instance of this type is characterized by the bisecting plane's unit normal and distance from the origin along the normal.
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/// Any point `p` is considered to be within the `HalfSpace` when the distance is positive,
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/// meaning: if the equation `n.p + d > 0` is satisfied.
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/// Each instance of this type is characterized by:
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/// - the bisecting plane's unit normal, normalized and pointing "inside" the half-space,
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/// - the signed distance along the normal from the bisecting plane to the origin of 3D space.
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///
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/// The distance can also be seen as:
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/// - the distance along the inverse of the normal from the origin of 3D space to the bisecting plane,
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/// - the opposite of the distance along the normal from the origin of 3D space to the bisecting plane.
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///
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/// Any point `p` is considered to be within the `HalfSpace` when the length of the projection
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/// of p on the normal is greater or equal than the opposite of the distance,
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/// meaning: if the equation `normal.dot(p) + distance > 0.` is satisfied.
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///
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/// For example, the half-space containing all the points with a z-coordinate lesser
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/// or equal than `8.0` would be defined by: `HalfSpace::new(Vec3::NEG_Z.extend(-8.0))`.
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/// It includes all the points from the bisecting plane towards `NEG_Z`, and the distance
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/// from the plane to the origin is `-8.0` along `NEG_Z`.
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///
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/// It is used to define a [`Frustum`], but is also a useful mathematical primitive for rendering tasks such as light computation.
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#[derive(Clone, Copy, Debug, Default)]
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pub struct HalfSpace {
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normal_d: Vec4,
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@ -88,8 +130,8 @@ pub struct HalfSpace {
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impl HalfSpace {
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/// Constructs a `HalfSpace` from a 4D vector whose first 3 components
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/// represent the bisecting plane's unit normal, and the last component signifies
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/// the distance from the origin to the plane along the normal.
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/// represent the bisecting plane's unit normal, and the last component is
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/// the signed distance along the normal from the plane to the origin.
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/// The constructor ensures the normal vector is normalized and the distance is appropriately scaled.
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#[inline]
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pub fn new(normal_d: Vec4) -> Self {
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@ -104,23 +146,46 @@ impl HalfSpace {
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Vec3A::from(self.normal_d)
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}
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/// Returns the distance from the origin to the bisecting plane along the plane's unit normal vector.
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/// This distance helps determine the position of a point `p` on the bisecting plane, as per the equation `n.p + d = 0`.
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/// Returns the signed distance from the bisecting plane to the origin along
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/// the plane's unit normal vector.
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#[inline]
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pub fn d(&self) -> f32 {
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self.normal_d.w
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}
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/// Returns the bisecting plane's unit normal vector and the distance from the origin to the plane.
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/// Returns the bisecting plane's unit normal vector and the signed distance
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/// from the plane to the origin.
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#[inline]
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pub fn normal_d(&self) -> Vec4 {
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self.normal_d
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}
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}
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/// A frustum made up of the 6 defining half spaces.
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/// Half spaces are ordered left, right, top, bottom, near, far.
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/// The normal vectors of the half spaces point towards the interior of the frustum.
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/// A region of 3D space defined by the intersection of 6 [`HalfSpace`]s.
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///
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/// Frustums are typically an apex-truncated square pyramid (a pyramid without the top) or a cuboid.
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///
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/// Half spaces are ordered left, right, top, bottom, near, far. The normal vectors
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/// of the half-spaces point towards the interior of the frustum.
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///
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/// A frustum component is used on an entity with a [`Camera`] component to
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/// determine which entities will be considered for rendering by this camera.
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/// All entities with an [`Aabb`] component that are not contained by (or crossing
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/// the boundary of) the frustum will not be rendered, and not be used in rendering computations.
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///
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/// This process is called frustum culling, and entities can opt out of it using
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/// the [`NoFrustumCulling`] component.
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///
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/// The frustum component is typically added from a bundle, either the `Camera2dBundle`
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/// or the `Camera3dBundle`.
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/// It is usually updated automatically by [`update_frusta`] from the
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/// [`CameraProjection`] component and [`GlobalTransform`] of the camera entity.
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///
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/// [`Camera`]: crate::camera::Camera
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/// [`NoFrustumCulling`]: crate::view::visibility::NoFrustumCulling
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/// [`update_frusta`]: crate::view::visibility::update_frusta
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/// [`CameraProjection`]: crate::camera::CameraProjection
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/// [`GlobalTransform`]: bevy_transform::components::GlobalTransform
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#[derive(Component, Clone, Copy, Debug, Default, Reflect)]
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#[reflect(Component)]
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pub struct Frustum {
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@ -153,7 +153,13 @@ pub struct VisibilityBundle {
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pub computed: ComputedVisibility,
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}
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/// Use this component to opt-out of built-in frustum culling for Mesh entities
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/// Use this component to opt-out of built-in frustum culling for entities, see
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/// [`Frustum`].
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///
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/// It can be used for example:
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/// - when a [`Mesh`] is updated but its [`Aabb`] is not, which might happen with animations,
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/// - when using some light effects, like wanting a [`Mesh`] out of the [`Frustum`]
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/// to appear in the reflection of a [`Mesh`] within.
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#[derive(Component, Default, Reflect)]
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#[reflect(Component, Default)]
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pub struct NoFrustumCulling;
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@ -161,15 +167,12 @@ pub struct NoFrustumCulling;
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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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/// rendered view. The collection is updated automatically by the [`check_visibility()`]
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/// system, and renderers can use it to optimize rendering of a particular view, to
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/// rendered view. The collection is updated automatically by the [`VisibilitySystems::CheckVisibility`]
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/// system set, and renderers can use it to optimize rendering of a particular view, to
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/// prevent drawing items not visible from that view.
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///
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/// This component is intended to be attached to the same entity as the [`Camera`] and
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/// the [`Frustum`] defining the view.
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///
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/// Currently this component is ignored by the sprite renderer, so sprite rendering
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/// is not optimized per view.
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#[derive(Clone, Component, Default, Debug, Reflect)]
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#[reflect(Component)]
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pub struct VisibleEntities {
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@ -193,13 +196,21 @@ impl VisibleEntities {
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum VisibilitySystems {
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/// Label for the [`calculate_bounds`] and `calculate_bounds_2d` systems,
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/// calculating and inserting an [`Aabb`] to relevant entities.
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CalculateBounds,
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/// Label for the [`apply_deferred`] call after [`VisibilitySystems::CalculateBounds`]
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CalculateBoundsFlush,
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/// Label for the [`update_frusta<OrthographicProjection>`] system.
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UpdateOrthographicFrusta,
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/// Label for the [`update_frusta<PerspectiveProjection>`] system.
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UpdatePerspectiveFrusta,
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/// Label for the [`update_frusta<Projection>`] system.
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UpdateProjectionFrusta,
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/// Label for the system propagating the [`ComputedVisibility`] in a
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/// [`hierarchy`](bevy_hierarchy).
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VisibilityPropagate,
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/// Label for the [`check_visibility()`] system updating each frame the [`ComputedVisibility`]
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/// Label for the [`check_visibility`] system updating [`ComputedVisibility`]
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/// of each entity and the [`VisibleEntities`] of each view.
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CheckVisibility,
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}
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@ -253,6 +264,10 @@ impl Plugin for VisibilityPlugin {
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}
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}
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/// Computes and adds an [`Aabb`] component to entities with a
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/// [`Handle<Mesh>`](Mesh) component and without a [`NoFrustumCulling`] component.
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///
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/// This system is used in system set [`VisibilitySystems::CalculateBounds`].
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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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@ -267,6 +282,11 @@ pub fn calculate_bounds(
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}
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}
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/// Updates [`Frustum`].
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///
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/// This system is used in system sets [`VisibilitySystems::UpdateProjectionFrusta`],
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/// [`VisibilitySystems::UpdatePerspectiveFrusta`], and
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/// [`VisibilitySystems::UpdateOrthographicFrusta`].
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pub fn update_frusta<T: Component + CameraProjection + Send + Sync + 'static>(
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mut views: Query<
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(&GlobalTransform, &T, &mut Frustum),
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Ok(())
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}
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/// System updating the visibility of entities each frame.
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/// Updates the visibility of entities each frame.
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///
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/// The system is part of the [`VisibilitySystems::CheckVisibility`] set. Each frame, it updates the
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/// This system is part of the [`VisibilitySystems::CheckVisibility`] set. Each frame, it updates the
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/// [`ComputedVisibility`] of all entities, and for each view also compute the [`VisibleEntities`]
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/// for that view.
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pub fn check_visibility(
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@ -108,6 +108,13 @@ impl Plugin for SpritePlugin {
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}
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}
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/// System calculating and inserting an [`Aabb`] component to entities with either:
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/// - a `Mesh2dHandle` component,
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/// - a `Sprite` and `Handle<Image>` components,
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/// - a `TextureAtlasSprite` and `Handle<TextureAtlas>` components,
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/// and without a [`NoFrustumCulling`] component.
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///
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/// Used in system set [`VisibilitySystems::CalculateBounds`].
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pub fn calculate_bounds_2d(
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mut commands: Commands,
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meshes: Res<Assets<Mesh>>,
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