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Add Visibility component to UI (#3426)
# Objective Fixes #3422 ## Solution Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app. The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
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adb3ad399c
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3 changed files with 19 additions and 5 deletions
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@ -15,7 +15,7 @@ use crate::{
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};
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/// User indication of whether an entity is visible
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#[derive(Component, Clone, Reflect)]
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#[derive(Component, Clone, Reflect, Debug)]
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#[reflect(Component)]
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pub struct Visibility {
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pub is_visible: bool,
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@ -5,7 +5,7 @@ use crate::{
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use bevy_ecs::bundle::Bundle;
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use bevy_render::{
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camera::{Camera, DepthCalculation, OrthographicProjection, WindowOrigin},
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view::VisibleEntities,
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view::{Visibility, VisibleEntities},
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};
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use bevy_text::Text;
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use bevy_transform::prelude::{GlobalTransform, Transform};
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@ -18,6 +18,7 @@ pub struct NodeBundle {
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pub image: UiImage,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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pub visibility: Visibility,
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}
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#[derive(Bundle, Clone, Debug, Default)]
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@ -30,6 +31,7 @@ pub struct ImageBundle {
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pub image: UiImage,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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pub visibility: Visibility,
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}
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#[derive(Bundle, Clone, Debug)]
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@ -41,6 +43,7 @@ pub struct TextBundle {
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pub focus_policy: FocusPolicy,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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pub visibility: Visibility,
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}
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impl Default for TextBundle {
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@ -53,6 +56,7 @@ impl Default for TextBundle {
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style: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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}
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}
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}
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@ -68,6 +72,7 @@ pub struct ButtonBundle {
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pub image: UiImage,
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pub transform: Transform,
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pub global_transform: GlobalTransform,
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pub visibility: Visibility,
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}
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impl Default for ButtonBundle {
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@ -82,6 +87,7 @@ impl Default for ButtonBundle {
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image: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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}
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}
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}
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@ -23,7 +23,7 @@ use bevy_render::{
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render_resource::*,
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renderer::{RenderDevice, RenderQueue},
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texture::Image,
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view::ViewUniforms,
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view::{ViewUniforms, Visibility},
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RenderApp, RenderStage, RenderWorld,
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};
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use bevy_sprite::{Rect, SpriteAssetEvents, TextureAtlas};
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@ -139,12 +139,16 @@ pub fn extract_uinodes(
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&GlobalTransform,
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&UiColor,
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&UiImage,
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&Visibility,
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Option<&CalculatedClip>,
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)>,
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) {
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let mut extracted_uinodes = render_world.get_resource_mut::<ExtractedUiNodes>().unwrap();
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extracted_uinodes.uinodes.clear();
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for (uinode, transform, color, image, clip) in uinode_query.iter() {
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for (uinode, transform, color, image, visibility, clip) in uinode_query.iter() {
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if !visibility.is_visible {
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continue;
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}
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let image = image.0.clone_weak();
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// Skip loading images
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if !images.contains(image.clone_weak()) {
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@ -174,6 +178,7 @@ pub fn extract_text_uinodes(
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&Node,
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&GlobalTransform,
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&Text,
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&Visibility,
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Option<&CalculatedClip>,
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)>,
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) {
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@ -185,7 +190,10 @@ pub fn extract_text_uinodes(
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1.
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};
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for (entity, uinode, transform, text, clip) in uinode_query.iter() {
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for (entity, uinode, transform, text, visibility, clip) in uinode_query.iter() {
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if !visibility.is_visible {
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continue;
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}
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// Skip if size is set to zero (e.g. when a parent is set to `Display::None`)
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if uinode.size == Vec2::ZERO {
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continue;
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