don't cull ui nodes that have a rotation (#5389)

# Objective

- Fixes #5293 
- UI nodes with a rotation that made the top left corner lower than the top right corner (z rotations greater than π/4) were culled

## Solution

- Do not cull nodes with a rotation, but don't do proper culling in this case



As a reminder, changing rotation and scale of UI nodes is not recommended as it won't impact layout. This is a quick fix but doesn't handle properly rotations and scale in clipping/culling. This would need a lot more work as mentioned here: c2b332f98a/crates/bevy_ui/src/render/mod.rs (L404-L405)
This commit is contained in:
François 2022-07-20 20:03:13 +00:00
parent 56e9a3de88
commit c0b87d284f

View file

@ -435,11 +435,19 @@ pub fn prepare_uinodes(
let transformed_rect_size = extracted_uinode.transform.transform_vector3(rect_size);
// Cull nodes that are completely clipped
if positions_diff[0].x - positions_diff[1].x >= transformed_rect_size.x
|| positions_diff[1].y - positions_diff[2].y >= transformed_rect_size.y
{
continue;
// Don't try to cull nodes that have a rotation
// In a rotation around the Z-axis, this value is 0.0 for an angle of 0.0 or π
// In those two cases, the culling check can proceed normally as corners will be on
// horizontal / vertical lines
// For all other angles, bypass the culling check
// This does not properly handles all rotations on all axis
if extracted_uinode.transform.x_axis[1] == 0.0 {
// Cull nodes that are completely clipped
if positions_diff[0].x - positions_diff[1].x >= transformed_rect_size.x
|| positions_diff[1].y - positions_diff[2].y >= transformed_rect_size.y
{
continue;
}
}
// Clip UVs (Note: y is reversed in UV space)