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Use FloatOrd
for sprite Z comparison and ignore sprites with NaN (#15267)
# Objective Fixes #15258 ## Solution If my understanding is correct, sprites with NaN anywhere in their transform won't even get onto the screen, so should not generate pick events. This PR filters sprites with NaN in their transforms before sorting by depth, then uses `FloatOrd` to simplify the comparison. Since we're guaranteed to not have NaN values, it's technically unnecessary, and we could instead sort with `a.partial_cmp(&b).unwrap()`, or even `unwrap_unchecked()`. ## Testing I ran the picking example to ensure Z sorting was working as intended.
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1 changed files with 7 additions and 8 deletions
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@ -2,13 +2,13 @@
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//! sprites with arbitrary transforms. Picking is done based on sprite bounds, not visible pixels.
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//! sprites with arbitrary transforms. Picking is done based on sprite bounds, not visible pixels.
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//! This means a partially transparent sprite is pickable even in its transparent areas.
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//! This means a partially transparent sprite is pickable even in its transparent areas.
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use std::cmp::Ordering;
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use std::cmp::Reverse;
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use crate::{Sprite, TextureAtlas, TextureAtlasLayout};
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use crate::{Sprite, TextureAtlas, TextureAtlasLayout};
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use bevy_app::prelude::*;
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use bevy_app::prelude::*;
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use bevy_asset::prelude::*;
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use bevy_asset::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_math::{prelude::*, FloatExt};
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use bevy_math::{prelude::*, FloatExt, FloatOrd};
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use bevy_picking::backend::prelude::*;
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use bevy_picking::backend::prelude::*;
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use bevy_render::prelude::*;
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use bevy_render::prelude::*;
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use bevy_transform::prelude::*;
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use bevy_transform::prelude::*;
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@ -43,12 +43,11 @@ pub fn sprite_picking(
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>,
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>,
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mut output: EventWriter<PointerHits>,
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mut output: EventWriter<PointerHits>,
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) {
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) {
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let mut sorted_sprites: Vec<_> = sprite_query.iter().collect();
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let mut sorted_sprites: Vec<_> = sprite_query
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sorted_sprites.sort_by(|a, b| {
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.iter()
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(b.4.translation().z)
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.filter(|x| !x.4.affine().is_nan())
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.partial_cmp(&a.4.translation().z)
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.collect();
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.unwrap_or(Ordering::Equal)
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sorted_sprites.sort_by_key(|x| Reverse(FloatOrd(x.4.translation().z)));
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});
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let primary_window = primary_window.get_single().ok();
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let primary_window = primary_window.get_single().ok();
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