bevy/crates/bevy_pbr/src/bundle.rs
Doonv 1c67e020f7
Move EntityHash related types into bevy_ecs (#11498)
# Objective

Reduce the size of `bevy_utils`
(https://github.com/bevyengine/bevy/issues/11478)

## Solution

Move `EntityHash` related types into `bevy_ecs`. This also allows us
access to `Entity`, which means we no longer need `EntityHashMap`'s
first generic argument.

---

## Changelog

- Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` into `bevy::ecs::entity::hash` .
- Removed `EntityHashMap`'s first generic argument. It is now hardcoded
to always be `Entity`.

## Migration Guide

- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
2024-02-12 15:02:24 +00:00

129 lines
4.5 KiB
Rust

use crate::{
CascadeShadowConfig, Cascades, DirectionalLight, Material, PointLight, SpotLight,
StandardMaterial,
};
use bevy_asset::Handle;
use bevy_ecs::entity::EntityHashMap;
use bevy_ecs::{bundle::Bundle, component::Component, reflect::ReflectComponent};
use bevy_reflect::Reflect;
use bevy_render::{
mesh::Mesh,
primitives::{CascadesFrusta, CubemapFrusta, Frustum},
view::{InheritedVisibility, ViewVisibility, Visibility, VisibleEntities},
};
use bevy_transform::components::{GlobalTransform, Transform};
/// A component bundle for PBR entities with a [`Mesh`] and a [`StandardMaterial`].
pub type PbrBundle = MaterialMeshBundle<StandardMaterial>;
/// A component bundle for entities with a [`Mesh`] and a [`Material`].
#[derive(Bundle, Clone)]
pub struct MaterialMeshBundle<M: Material> {
pub mesh: Handle<Mesh>,
pub material: Handle<M>,
pub transform: Transform,
pub global_transform: GlobalTransform,
/// User indication of whether an entity is visible
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
}
impl<M: Material> Default for MaterialMeshBundle<M> {
fn default() -> Self {
Self {
mesh: Default::default(),
material: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
}
}
}
#[derive(Component, Clone, Debug, Default, Reflect)]
#[reflect(Component)]
pub struct CubemapVisibleEntities {
#[reflect(ignore)]
data: [VisibleEntities; 6],
}
impl CubemapVisibleEntities {
pub fn get(&self, i: usize) -> &VisibleEntities {
&self.data[i]
}
pub fn get_mut(&mut self, i: usize) -> &mut VisibleEntities {
&mut self.data[i]
}
pub fn iter(&self) -> impl DoubleEndedIterator<Item = &VisibleEntities> {
self.data.iter()
}
pub fn iter_mut(&mut self) -> impl DoubleEndedIterator<Item = &mut VisibleEntities> {
self.data.iter_mut()
}
}
#[derive(Component, Clone, Debug, Default, Reflect)]
#[reflect(Component)]
pub struct CascadesVisibleEntities {
/// Map of view entity to the visible entities for each cascade frustum.
#[reflect(ignore)]
pub entities: EntityHashMap<Vec<VisibleEntities>>,
}
/// A component bundle for [`PointLight`] entities.
#[derive(Debug, Bundle, Default)]
pub struct PointLightBundle {
pub point_light: PointLight,
pub cubemap_visible_entities: CubemapVisibleEntities,
pub cubemap_frusta: CubemapFrusta,
pub transform: Transform,
pub global_transform: GlobalTransform,
/// Enables or disables the light
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
}
/// A component bundle for spot light entities
#[derive(Debug, Bundle, Default)]
pub struct SpotLightBundle {
pub spot_light: SpotLight,
pub visible_entities: VisibleEntities,
pub frustum: Frustum,
pub transform: Transform,
pub global_transform: GlobalTransform,
/// Enables or disables the light
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
}
/// A component bundle for [`DirectionalLight`] entities.
#[derive(Debug, Bundle, Default)]
pub struct DirectionalLightBundle {
pub directional_light: DirectionalLight,
pub frusta: CascadesFrusta,
pub cascades: Cascades,
pub cascade_shadow_config: CascadeShadowConfig,
pub visible_entities: CascadesVisibleEntities,
pub transform: Transform,
pub global_transform: GlobalTransform,
/// Enables or disables the light
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
}