bevy/crates/bevy_sprite/src/picking_backend.rs
BD103 7c593179e3
Fix bevy_picking plugin suffixes (#16082)
# Objective

- `MeshPickingBackend` and `SpritePickingBackend` do not have the
`Plugin` suffix
- `DefaultPickingPlugins` is masquerading as a `Plugin` when in reality
it should be a `PluginGroup`
- Fixes #16081.

## Solution

- Rename some structures:

|Original Name|New Name|
|-|-|
|`MeshPickingBackend`|`MeshPickingPlugin`|
|`MeshPickingBackendSettings`|`MeshPickingSettings`|
|`SpritePickingBackend`|`SpritePickingPlugin`|
|`UiPickingBackendPlugin`|`UiPickingPlugin`|

- Make `DefaultPickingPlugins` a `PluginGroup`.
- Because `DefaultPickingPlugins` is within the `DefaultPlugins` plugin
group, I also added support for nested plugin groups to the
`plugin_group!` macro.

## Testing

- I used ripgrep to ensure all references were properly renamed.
- For the `plugin_group!` macro, I used `cargo expand` to manually
inspect the expansion of `DefaultPlugins`.

---

## Migration Guide

> [!NOTE]
>
> All 3 of the changed structures were added after 0.14, so this does
not need to be included in the 0.14 to 0.15 migration guide.

- `MeshPickingBackend` is now named `MeshPickingPlugin`.
- `MeshPickingBackendSettings` is now named `MeshPickingSettings`.
- `SpritePickingBackend` is now named `SpritePickingPlugin`.
- `UiPickingBackendPlugin` is now named `UiPickingPlugin`.
- `DefaultPickingPlugins` is now a a `PluginGroup` instead of a
`Plugin`.
2024-10-25 20:11:51 +00:00

163 lines
6.7 KiB
Rust

//! A [`bevy_picking`] backend for sprites. Works for simple sprites and sprite atlases. Works for
//! sprites with arbitrary transforms. Picking is done based on sprite bounds, not visible pixels.
//! This means a partially transparent sprite is pickable even in its transparent areas.
use core::cmp::Reverse;
use crate::{Sprite, TextureAtlasLayout};
use bevy_app::prelude::*;
use bevy_asset::prelude::*;
use bevy_ecs::prelude::*;
use bevy_math::{prelude::*, FloatExt, FloatOrd};
use bevy_picking::backend::prelude::*;
use bevy_render::prelude::*;
use bevy_transform::prelude::*;
use bevy_window::PrimaryWindow;
#[derive(Clone)]
pub struct SpritePickingPlugin;
impl Plugin for SpritePickingPlugin {
fn build(&self, app: &mut App) {
app.add_systems(PreUpdate, sprite_picking.in_set(PickSet::Backend));
}
}
pub fn sprite_picking(
pointers: Query<(&PointerId, &PointerLocation)>,
cameras: Query<(Entity, &Camera, &GlobalTransform, &OrthographicProjection)>,
primary_window: Query<Entity, With<PrimaryWindow>>,
images: Res<Assets<Image>>,
texture_atlas_layout: Res<Assets<TextureAtlasLayout>>,
sprite_query: Query<(
Entity,
&Sprite,
&GlobalTransform,
Option<&PickingBehavior>,
&ViewVisibility,
)>,
mut output: EventWriter<PointerHits>,
) {
let mut sorted_sprites: Vec<_> = sprite_query
.iter()
.filter_map(|(entity, sprite, transform, picking_behavior, vis)| {
if !transform.affine().is_nan() && vis.get() {
Some((entity, sprite, transform, picking_behavior))
} else {
None
}
})
.collect();
sorted_sprites.sort_by_key(|x| Reverse(FloatOrd(x.2.translation().z)));
let primary_window = primary_window.get_single().ok();
for (pointer, location) in pointers.iter().filter_map(|(pointer, pointer_location)| {
pointer_location.location().map(|loc| (pointer, loc))
}) {
let mut blocked = false;
let Some((cam_entity, camera, cam_transform, cam_ortho)) = cameras
.iter()
.filter(|(_, camera, _, _)| camera.is_active)
.find(|(_, camera, _, _)| {
camera
.target
.normalize(primary_window)
.map(|x| x == location.target)
.unwrap_or(false)
})
else {
continue;
};
let Ok(cursor_ray_world) = camera.viewport_to_world(cam_transform, location.position)
else {
continue;
};
let cursor_ray_len = cam_ortho.far - cam_ortho.near;
let cursor_ray_end = cursor_ray_world.origin + cursor_ray_world.direction * cursor_ray_len;
let picks: Vec<(Entity, HitData)> = sorted_sprites
.iter()
.copied()
.filter_map(|(entity, sprite, sprite_transform, picking_behavior)| {
if blocked {
return None;
}
// Hit box in sprite coordinate system
let extents = match (sprite.custom_size, &sprite.texture_atlas) {
(Some(custom_size), _) => custom_size,
(None, None) => images.get(&sprite.image)?.size().as_vec2(),
(None, Some(atlas)) => texture_atlas_layout
.get(&atlas.layout)
.and_then(|layout| layout.textures.get(atlas.index))
// Dropped atlas layouts and indexes out of bounds are rendered as a sprite
.map_or(images.get(&sprite.image)?.size().as_vec2(), |rect| {
rect.size().as_vec2()
}),
};
let anchor = sprite.anchor.as_vec();
let center = -anchor * extents;
let rect = Rect::from_center_half_size(center, extents / 2.0);
// Transform cursor line segment to sprite coordinate system
let world_to_sprite = sprite_transform.affine().inverse();
let cursor_start_sprite = world_to_sprite.transform_point3(cursor_ray_world.origin);
let cursor_end_sprite = world_to_sprite.transform_point3(cursor_ray_end);
// Find where the cursor segment intersects the plane Z=0 (which is the sprite's
// plane in sprite-local space). It may not intersect if, for example, we're
// viewing the sprite side-on
if cursor_start_sprite.z == cursor_end_sprite.z {
// Cursor ray is parallel to the sprite and misses it
return None;
}
let lerp_factor =
f32::inverse_lerp(cursor_start_sprite.z, cursor_end_sprite.z, 0.0);
if !(0.0..=1.0).contains(&lerp_factor) {
// Lerp factor is out of range, meaning that while an infinite line cast by
// the cursor would intersect the sprite, the sprite is not between the
// camera's near and far planes
return None;
}
// Otherwise we can interpolate the xy of the start and end positions by the
// lerp factor to get the cursor position in sprite space!
let cursor_pos_sprite = cursor_start_sprite
.lerp(cursor_end_sprite, lerp_factor)
.xy();
let is_cursor_in_sprite = rect.contains(cursor_pos_sprite);
blocked = is_cursor_in_sprite
&& picking_behavior
.map(|p| p.should_block_lower)
.unwrap_or(true);
is_cursor_in_sprite.then(|| {
let hit_pos_world =
sprite_transform.transform_point(cursor_pos_sprite.extend(0.0));
// Transform point from world to camera space to get the Z distance
let hit_pos_cam = cam_transform
.affine()
.inverse()
.transform_point3(hit_pos_world);
// HitData requires a depth as calculated from the camera's near clipping plane
let depth = -cam_ortho.near - hit_pos_cam.z;
(
entity,
HitData::new(
cam_entity,
depth,
Some(hit_pos_world),
Some(*sprite_transform.back()),
),
)
})
})
.collect();
let order = camera.order as f32;
output.send(PointerHits::new(*pointer, picks, order));
}
}