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Add Visibility component to UI (#3426)
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# Objective

Fixes #3422 

## Solution

Adds the existing `Visibility` component to UI bundles and checks for it in the extract phase of the render app.

The `ComputedVisibility` component was not added. I don't think the UI camera needs frustum culling, but having `RenderLayers` work may be desirable. However I think we would need to change `check_visibility()` to differentiate between 2d, 3d and UI entities.
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Davier committed Dec 23, 2021
1 parent 79d36e7 commit 3c383fe
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Showing 3 changed files with 19 additions and 5 deletions.
2 changes: 1 addition & 1 deletion crates/bevy_render/src/view/visibility/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ use crate::{
};

/// User indication of whether an entity is visible
#[derive(Component, Clone, Reflect)]
#[derive(Component, Clone, Reflect, Debug)]
#[reflect(Component)]
pub struct Visibility {
pub is_visible: bool,
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8 changes: 7 additions & 1 deletion crates/bevy_ui/src/entity.rs
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ use crate::{
use bevy_ecs::bundle::Bundle;
use bevy_render::{
camera::{Camera, DepthCalculation, OrthographicProjection, WindowOrigin},
view::VisibleEntities,
view::{Visibility, VisibleEntities},
};
use bevy_text::Text;
use bevy_transform::prelude::{GlobalTransform, Transform};
Expand All @@ -18,6 +18,7 @@ pub struct NodeBundle {
pub image: UiImage,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
}

#[derive(Bundle, Clone, Debug, Default)]
Expand All @@ -30,6 +31,7 @@ pub struct ImageBundle {
pub image: UiImage,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
}

#[derive(Bundle, Clone, Debug)]
Expand All @@ -41,6 +43,7 @@ pub struct TextBundle {
pub focus_policy: FocusPolicy,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
}

impl Default for TextBundle {
Expand All @@ -53,6 +56,7 @@ impl Default for TextBundle {
style: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
}
}
}
Expand All @@ -68,6 +72,7 @@ pub struct ButtonBundle {
pub image: UiImage,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub visibility: Visibility,
}

impl Default for ButtonBundle {
Expand All @@ -82,6 +87,7 @@ impl Default for ButtonBundle {
image: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
}
}
}
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14 changes: 11 additions & 3 deletions crates/bevy_ui/src/render/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ use bevy_render::{
render_resource::*,
renderer::{RenderDevice, RenderQueue},
texture::Image,
view::ViewUniforms,
view::{ViewUniforms, Visibility},
RenderApp, RenderStage, RenderWorld,
};
use bevy_sprite::{Rect, SpriteAssetEvents, TextureAtlas};
Expand Down Expand Up @@ -139,12 +139,16 @@ pub fn extract_uinodes(
&GlobalTransform,
&UiColor,
&UiImage,
&Visibility,
Option<&CalculatedClip>,
)>,
) {
let mut extracted_uinodes = render_world.get_resource_mut::<ExtractedUiNodes>().unwrap();
extracted_uinodes.uinodes.clear();
for (uinode, transform, color, image, clip) in uinode_query.iter() {
for (uinode, transform, color, image, visibility, clip) in uinode_query.iter() {
if !visibility.is_visible {
continue;
}
let image = image.0.clone_weak();
// Skip loading images
if !images.contains(image.clone_weak()) {
Expand Down Expand Up @@ -174,6 +178,7 @@ pub fn extract_text_uinodes(
&Node,
&GlobalTransform,
&Text,
&Visibility,
Option<&CalculatedClip>,
)>,
) {
Expand All @@ -185,7 +190,10 @@ pub fn extract_text_uinodes(
1.
};

for (entity, uinode, transform, text, clip) in uinode_query.iter() {
for (entity, uinode, transform, text, visibility, clip) in uinode_query.iter() {
if !visibility.is_visible {
continue;
}
// Skip if size is set to zero (e.g. when a parent is set to `Display::None`)
if uinode.size == Vec2::ZERO {
continue;
Expand Down

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