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visible_entities.rs
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use super::{Camera, DepthCalculation};
use crate::Draw;
use bevy_core::FloatOrd;
use bevy_ecs::{Entity, Query};
use bevy_transform::prelude::Transform;
#[derive(Debug)]
pub struct VisibleEntity {
pub entity: Entity,
pub order: FloatOrd,
}
#[derive(Default, Debug)]
pub struct VisibleEntities {
pub value: Vec<VisibleEntity>,
}
impl VisibleEntities {
pub fn iter(&self) -> impl DoubleEndedIterator<Item = &VisibleEntity> {
self.value.iter()
}
}
pub fn visible_entities_system(
mut camera_query: Query<(&Camera, &Transform, &mut VisibleEntities)>,
mut draw_query: Query<(Entity, &Draw)>,
draw_transform_query: Query<(&Draw, &Transform)>,
) {
for (camera, camera_transform, mut visible_entities) in &mut camera_query.iter() {
visible_entities.value.clear();
let camera_position = camera_transform.value.w_axis().truncate();
let mut no_transform_order = 0.0;
let mut transparent_entities = Vec::new();
for (entity, draw) in &mut draw_query.iter() {
if !draw.is_visible {
continue;
}
let order = if let Ok(transform) = draw_transform_query.get::<Transform>(entity) {
let position = transform.value.w_axis().truncate();
// smaller distances are sorted to lower indices by using the distance from the camera
FloatOrd(match camera.depth_calculation {
DepthCalculation::ZDifference => camera_position.z() - position.z(),
DepthCalculation::Distance => (camera_position - position).length(),
})
} else {
let order = FloatOrd(no_transform_order);
no_transform_order += 0.1;
order
};
if draw.is_transparent {
transparent_entities.push(VisibleEntity { entity, order })
} else {
visible_entities.value.push(VisibleEntity { entity, order })
}
}
// sort opaque entities front-to-back
visible_entities.value.sort_by_key(|e| e.order);
// sort transparent entities front-to-back
transparent_entities.sort_by_key(|e| -e.order);
visible_entities.value.extend(transparent_entities);
// TODO: check for big changes in visible entities len() vs capacity() (ex: 2x) and resize to prevent holding unneeded memory
}
}