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https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
Fix #12255 Updating TargetCamera on multi camera scenes not allowing layout to be calculated (#12268)
# Objective - Fixes #12255 Still needs confirming what the consequences are from having camera viewport nodes live on the root of the taffy tree. ## Solution To fix calculating the layouts for UI nodes we need to cleanup the children previously set whenever `TargetCamera` is updated. This also maintains a list of taffy camera nodes and cleans them up when removed. --- ## Changelog Fixed #12255 ## Migration Guide changes affect private structs/members so shouldn't need actions by engine users.
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d6a7319106
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b02a2eff17
1 changed files with 238 additions and 23 deletions
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@ -2,14 +2,13 @@ mod convert;
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pub mod debug;
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use crate::{ContentSize, DefaultUiCamera, Node, Outline, Style, TargetCamera, UiScale};
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use bevy_ecs::entity::EntityHashMap;
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use bevy_ecs::{
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change_detection::{DetectChanges, DetectChangesMut},
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entity::Entity,
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entity::{Entity, EntityHashMap},
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event::EventReader,
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query::{With, Without},
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removal_detection::RemovedComponents,
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system::{Query, Res, ResMut, Resource},
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system::{Query, Res, ResMut, Resource, SystemParam},
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world::Ref,
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};
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use bevy_hierarchy::{Children, Parent};
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@ -53,6 +52,7 @@ struct RootNodePair {
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#[derive(Resource)]
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pub struct UiSurface {
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entity_to_taffy: EntityHashMap<taffy::node::Node>,
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camera_entity_to_taffy: EntityHashMap<taffy::node::Node>,
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camera_roots: EntityHashMap<Vec<RootNodePair>>,
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taffy: Taffy,
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}
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@ -79,6 +79,7 @@ impl Default for UiSurface {
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taffy.disable_rounding();
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Self {
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entity_to_taffy: Default::default(),
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camera_entity_to_taffy: Default::default(),
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camera_roots: Default::default(),
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taffy,
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}
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@ -167,6 +168,10 @@ without UI components as a child of an entity with UI components, results may be
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..default()
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};
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let camera_node = *self
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.camera_entity_to_taffy
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.entry(camera_id)
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.or_insert_with(|| self.taffy.new_leaf(viewport_style.clone()).unwrap());
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let existing_roots = self.camera_roots.entry(camera_id).or_default();
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let mut new_roots = Vec::new();
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for entity in children {
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@ -181,24 +186,16 @@ without UI components as a child of an entity with UI components, results may be
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self.taffy.remove_child(previous_parent, node).unwrap();
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}
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self.taffy.add_child(camera_node, node).unwrap();
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RootNodePair {
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implicit_viewport_node: self
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.taffy
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.new_with_children(viewport_style.clone(), &[node])
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.unwrap(),
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implicit_viewport_node: camera_node,
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user_root_node: node,
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}
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});
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new_roots.push(root_node);
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}
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// Cleanup the implicit root nodes of any user root nodes that have been removed
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for old_root in existing_roots {
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if !new_roots.contains(old_root) {
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self.taffy.remove(old_root.implicit_viewport_node).unwrap();
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}
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}
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self.camera_roots.insert(camera_id, new_roots);
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}
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@ -219,6 +216,15 @@ without UI components as a child of an entity with UI components, results may be
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}
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}
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/// Removes each camera entity from the internal map and then removes their associated node from taffy
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pub fn remove_camera_entities(&mut self, entities: impl IntoIterator<Item = Entity>) {
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for entity in entities {
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if let Some(node) = self.camera_entity_to_taffy.remove(&entity) {
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self.taffy.remove(node).unwrap();
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}
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}
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}
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/// Removes each entity from the internal map and then removes their associated node from taffy
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pub fn remove_entities(&mut self, entities: impl IntoIterator<Item = Entity>) {
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for entity in entities {
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@ -253,6 +259,14 @@ pub enum LayoutError {
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TaffyError(#[from] taffy::error::TaffyError),
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}
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#[derive(SystemParam)]
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pub struct UiLayoutSystemRemovedComponentParam<'w, 's> {
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removed_cameras: RemovedComponents<'w, 's, Camera>,
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removed_children: RemovedComponents<'w, 's, Children>,
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removed_content_sizes: RemovedComponents<'w, 's, ContentSize>,
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removed_nodes: RemovedComponents<'w, 's, Node>,
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}
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/// Updates the UI's layout tree, computes the new layout geometry and then updates the sizes and transforms of all the UI nodes.
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#[allow(clippy::too_many_arguments)]
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pub fn ui_layout_system(
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@ -268,9 +282,7 @@ pub fn ui_layout_system(
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mut measure_query: Query<(Entity, &mut ContentSize)>,
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children_query: Query<(Entity, Ref<Children>), With<Node>>,
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just_children_query: Query<&Children>,
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mut removed_children: RemovedComponents<Children>,
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mut removed_content_sizes: RemovedComponents<ContentSize>,
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mut removed_nodes: RemovedComponents<Node>,
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mut removed_components: UiLayoutSystemRemovedComponentParam,
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mut node_transform_query: Query<(&mut Node, &mut Transform)>,
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) {
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struct CameraLayoutInfo {
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@ -357,7 +369,7 @@ pub fn ui_layout_system(
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scale_factor_events.clear();
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// When a `ContentSize` component is removed from an entity, we need to remove the measure from the corresponding taffy node.
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for entity in removed_content_sizes.read() {
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for entity in removed_components.removed_content_sizes.read() {
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ui_surface.try_remove_measure(entity);
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}
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for (entity, mut content_size) in &mut measure_query {
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@ -367,15 +379,24 @@ pub fn ui_layout_system(
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}
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// clean up removed nodes
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ui_surface.remove_entities(removed_nodes.read());
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ui_surface.remove_entities(removed_components.removed_nodes.read());
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// clean up removed cameras
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ui_surface.remove_camera_entities(removed_components.removed_cameras.read());
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// update camera children
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for (camera_id, CameraLayoutInfo { root_nodes, .. }) in &camera_layout_info {
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ui_surface.set_camera_children(*camera_id, root_nodes.iter().cloned());
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for (camera_id, _) in cameras.iter() {
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let root_nodes =
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if let Some(CameraLayoutInfo { root_nodes, .. }) = camera_layout_info.get(&camera_id) {
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root_nodes.iter().cloned()
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} else {
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[].iter().cloned()
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};
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ui_surface.set_camera_children(camera_id, root_nodes);
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}
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// update and remove children
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for entity in removed_children.read() {
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for entity in removed_components.removed_children.read() {
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ui_surface.try_remove_children(entity);
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}
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for (entity, children) in &children_query {
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@ -521,17 +542,20 @@ mod tests {
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use bevy_core_pipeline::core_2d::Camera2dBundle;
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use bevy_ecs::entity::Entity;
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use bevy_ecs::event::Events;
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use bevy_ecs::prelude::{Commands, Component, In, Query, With};
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use bevy_ecs::schedule::apply_deferred;
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use bevy_ecs::schedule::IntoSystemConfigs;
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use bevy_ecs::schedule::Schedule;
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use bevy_ecs::system::RunSystemOnce;
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use bevy_ecs::world::World;
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use bevy_hierarchy::despawn_with_children_recursive;
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use bevy_hierarchy::BuildWorldChildren;
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use bevy_hierarchy::Children;
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use bevy_math::vec2;
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use bevy_math::Vec2;
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use bevy_math::{vec2, UVec2};
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use bevy_render::camera::ManualTextureViews;
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use bevy_render::camera::OrthographicProjection;
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use bevy_render::prelude::Camera;
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use bevy_render::texture::Image;
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use bevy_utils::prelude::default;
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use bevy_utils::HashMap;
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@ -657,6 +681,54 @@ mod tests {
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assert!(ui_surface.entity_to_taffy.is_empty());
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}
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#[test]
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fn ui_surface_tracks_camera_entities() {
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let (mut world, mut ui_schedule) = setup_ui_test_world();
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// despawn all cameras so we can reset ui_surface back to a fresh state
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let camera_entities = world
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.query_filtered::<Entity, With<Camera>>()
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.iter(&world)
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.collect::<Vec<_>>();
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for camera_entity in camera_entities {
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world.despawn(camera_entity);
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}
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ui_schedule.run(&mut world);
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// no UI entities in world, none in UiSurface
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let ui_surface = world.resource::<UiSurface>();
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assert!(ui_surface.camera_entity_to_taffy.is_empty());
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// respawn camera
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let camera_entity = world.spawn(Camera2dBundle::default()).id();
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let ui_entity = world
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.spawn((NodeBundle::default(), TargetCamera(camera_entity)))
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.id();
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// `ui_layout_system` should map `camera_entity` to a ui node in `UiSurface::camera_entity_to_taffy`
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ui_schedule.run(&mut world);
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let ui_surface = world.resource::<UiSurface>();
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assert!(ui_surface
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.camera_entity_to_taffy
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.contains_key(&camera_entity));
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assert_eq!(ui_surface.camera_entity_to_taffy.len(), 1);
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world.despawn(ui_entity);
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world.despawn(camera_entity);
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// `ui_layout_system` should remove `camera_entity` from `UiSurface::camera_entity_to_taffy`
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ui_schedule.run(&mut world);
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let ui_surface = world.resource::<UiSurface>();
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assert!(!ui_surface
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.camera_entity_to_taffy
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.contains_key(&camera_entity));
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assert!(ui_surface.camera_entity_to_taffy.is_empty());
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}
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#[test]
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#[should_panic]
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fn despawning_a_ui_entity_should_remove_its_corresponding_ui_node() {
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@ -785,6 +857,149 @@ mod tests {
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assert!(ui_surface.entity_to_taffy.is_empty());
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}
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#[test]
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fn ui_node_should_properly_update_when_changing_target_camera() {
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#[derive(Component)]
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struct MovingUiNode;
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fn update_camera_viewports(
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primary_window_query: Query<&Window, With<PrimaryWindow>>,
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mut cameras: Query<&mut Camera>,
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) {
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let primary_window = primary_window_query
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.get_single()
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.expect("missing primary window");
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let camera_count = cameras.iter().len();
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for (camera_index, mut camera) in cameras.iter_mut().enumerate() {
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let viewport_width =
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primary_window.resolution.physical_width() / camera_count as u32;
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let viewport_height = primary_window.resolution.physical_height();
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let physical_position = UVec2::new(viewport_width * camera_index as u32, 0);
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let physical_size = UVec2::new(viewport_width, viewport_height);
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camera.viewport = Some(bevy_render::camera::Viewport {
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physical_position,
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physical_size,
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..default()
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});
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}
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}
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fn move_ui_node(
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In(pos): In<Vec2>,
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mut commands: Commands,
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cameras: Query<(Entity, &Camera)>,
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moving_ui_query: Query<Entity, With<MovingUiNode>>,
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) {
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let (target_camera_entity, _) = cameras
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.iter()
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.find(|(_, camera)| {
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let Some(logical_viewport_rect) = camera.logical_viewport_rect() else {
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panic!("missing logical viewport")
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};
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// make sure cursor is in viewport and that viewport has at least 1px of size
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logical_viewport_rect.contains(pos)
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&& logical_viewport_rect.max.cmpge(Vec2::splat(0.)).any()
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})
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.expect("cursor position outside of camera viewport");
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for moving_ui_entity in moving_ui_query.iter() {
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commands
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.entity(moving_ui_entity)
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.insert(TargetCamera(target_camera_entity))
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.insert(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(pos.y),
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left: Val::Px(pos.x),
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..default()
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});
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}
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}
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fn do_move_and_test(
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world: &mut World,
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ui_schedule: &mut Schedule,
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new_pos: Vec2,
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expected_camera_entity: &Entity,
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) {
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world.run_system_once_with(new_pos, move_ui_node);
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ui_schedule.run(world);
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let (ui_node_entity, TargetCamera(target_camera_entity)) = world
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.query_filtered::<(Entity, &TargetCamera), With<MovingUiNode>>()
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.get_single(world)
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.expect("missing MovingUiNode");
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assert_eq!(expected_camera_entity, target_camera_entity);
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let ui_surface = world.resource::<UiSurface>();
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let layout = ui_surface
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.get_layout(ui_node_entity)
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.expect("failed to get layout");
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// negative test for #12255
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assert_eq!(Vec2::new(layout.location.x, layout.location.y), new_pos);
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}
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fn get_taffy_node_count(world: &World) -> usize {
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world.resource::<UiSurface>().taffy.total_node_count()
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}
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let (mut world, mut ui_schedule) = setup_ui_test_world();
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world.spawn(Camera2dBundle {
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camera: Camera {
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order: 1,
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..default()
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},
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..default()
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});
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world.spawn((
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NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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top: Val::Px(0.),
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left: Val::Px(0.),
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..default()
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},
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..default()
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},
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MovingUiNode,
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));
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ui_schedule.run(&mut world);
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let pos_inc = Vec2::splat(1.);
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let total_cameras = world.query::<&Camera>().iter(&world).len();
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// add total cameras - 1 (the assumed default) to get an idea for how many nodes we should expect
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let expected_max_taffy_node_count = get_taffy_node_count(&world) + total_cameras - 1;
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world.run_system_once(update_camera_viewports);
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ui_schedule.run(&mut world);
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let viewport_rects = world
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.query::<(Entity, &Camera)>()
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.iter(&world)
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.map(|(e, c)| (e, c.logical_viewport_rect().expect("missing viewport")))
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.collect::<Vec<_>>();
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for (camera_entity, viewport) in viewport_rects.iter() {
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let target_pos = viewport.min + pos_inc;
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do_move_and_test(&mut world, &mut ui_schedule, target_pos, camera_entity);
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}
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// reverse direction
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let mut viewport_rects = viewport_rects.clone();
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viewport_rects.reverse();
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for (camera_entity, viewport) in viewport_rects.iter() {
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let target_pos = viewport.max - pos_inc;
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do_move_and_test(&mut world, &mut ui_schedule, target_pos, camera_entity);
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}
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let current_taffy_node_count = get_taffy_node_count(&world);
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if current_taffy_node_count > expected_max_taffy_node_count {
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panic!("extra taffy nodes detected: current: {current_taffy_node_count} max expected: {expected_max_taffy_node_count}");
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}
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}
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#[test]
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fn ui_node_should_be_set_to_its_content_size() {
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let (mut world, mut ui_schedule) = setup_ui_test_world();
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