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Upstream CorePlugin from bevy_mod_picking (#13677)
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# Objective

This is the first of a series of PRs intended to begin the upstreaming
process for `bevy_mod_picking`. The purpose of this PR is to:
+ Create the new `bevy_picking` crate
+ Upstream `CorePlugin` as `PickingPlugin`
+ Upstream the core pointer and backend abstractions.

This code has been ported verbatim from the corresponding files in
[bevy_picking_core](https://github.com/aevyrie/bevy_mod_picking/tree/main/crates/bevy_picking_core/src)
with a few tiny naming and docs tweaks.

The work here is only an initial foothold to get the up-streaming
process started in earnest. We can do refactoring and improvements once
this is in-tree.

---------

Co-authored-by: Aevyrie <aevyrie@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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3 people authored Jun 15, 2024
1 parent eb3c813 commit aaccbe8
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4 changes: 4 additions & 0 deletions Cargo.toml
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Expand Up @@ -63,6 +63,7 @@ default = [
"bevy_winit",
"bevy_core_pipeline",
"bevy_pbr",
"bevy_picking",
"bevy_gltf",
"bevy_render",
"bevy_sprite",
Expand Down Expand Up @@ -123,6 +124,9 @@ bevy_pbr = [
"bevy_core_pipeline",
]

# Provides picking functionality
bevy_picking = ["bevy_internal/bevy_picking"]

# Provides rendering functionality
bevy_render = ["bevy_internal/bevy_render", "bevy_color"]

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12 changes: 8 additions & 4 deletions crates/bevy_internal/Cargo.toml
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Expand Up @@ -180,6 +180,9 @@ meshlet_processor = ["bevy_pbr?/meshlet_processor"]
# Provides a collection of developer tools
bevy_dev_tools = ["dep:bevy_dev_tools"]

# Provides a picking functionality
bevy_picking = ["dep:bevy_picking"]

# Enable support for the ios_simulator by downgrading some rendering capabilities
ios_simulator = ["bevy_pbr?/ios_simulator", "bevy_render?/ios_simulator"]

Expand Down Expand Up @@ -214,18 +217,19 @@ bevy_asset = { path = "../bevy_asset", optional = true, version = "0.14.0-dev" }
bevy_audio = { path = "../bevy_audio", optional = true, version = "0.14.0-dev" }
bevy_color = { path = "../bevy_color", optional = true, version = "0.14.0-dev" }
bevy_core_pipeline = { path = "../bevy_core_pipeline", optional = true, version = "0.14.0-dev" }
bevy_dev_tools = { path = "../bevy_dev_tools", optional = true, version = "0.14.0-dev" }
bevy_dynamic_plugin = { path = "../bevy_dynamic_plugin", optional = true, version = "0.14.0-dev" }
bevy_gilrs = { path = "../bevy_gilrs", optional = true, version = "0.14.0-dev" }
bevy_gizmos = { path = "../bevy_gizmos", optional = true, version = "0.14.0-dev", default-features = false }
bevy_gltf = { path = "../bevy_gltf", optional = true, version = "0.14.0-dev" }
bevy_pbr = { path = "../bevy_pbr", optional = true, version = "0.14.0-dev" }
bevy_picking = { path = "../bevy_picking", optional = true, version = "0.14.0-dev" }
bevy_render = { path = "../bevy_render", optional = true, version = "0.14.0-dev" }
bevy_dynamic_plugin = { path = "../bevy_dynamic_plugin", optional = true, version = "0.14.0-dev" }
bevy_scene = { path = "../bevy_scene", optional = true, version = "0.14.0-dev" }
bevy_sprite = { path = "../bevy_sprite", optional = true, version = "0.14.0-dev" }
bevy_text = { path = "../bevy_text", optional = true, version = "0.14.0-dev" }
bevy_ui = { path = "../bevy_ui", optional = true, version = "0.14.0-dev" }
bevy_winit = { path = "../bevy_winit", optional = true, version = "0.14.0-dev" }
bevy_gilrs = { path = "../bevy_gilrs", optional = true, version = "0.14.0-dev" }
bevy_gizmos = { path = "../bevy_gizmos", optional = true, version = "0.14.0-dev", default-features = false }
bevy_dev_tools = { path = "../bevy_dev_tools", optional = true, version = "0.14.0-dev" }

[lints]
workspace = true
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2 changes: 2 additions & 0 deletions crates/bevy_internal/src/lib.rs
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Expand Up @@ -44,6 +44,8 @@ pub use bevy_log as log;
pub use bevy_math as math;
#[cfg(feature = "bevy_pbr")]
pub use bevy_pbr as pbr;
#[cfg(feature = "bevy_picking")]
pub use bevy_picking as picking;
pub use bevy_ptr as ptr;
pub use bevy_reflect as reflect;
#[cfg(feature = "bevy_render")]
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27 changes: 27 additions & 0 deletions crates/bevy_picking/Cargo.toml
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@@ -0,0 +1,27 @@
[package]
name = "bevy_picking"
version = "0.14.0-dev"
edition = "2021"
description = "Provides screen picking functionality for Bevy Engine"
homepage = "https://bevyengine.org"
repository = "https://github.com/bevyengine/bevy"
license = "MIT OR Apache-2.0"

[dependencies]
bevy_app = { path = "../bevy_app", version = "0.14.0-dev" }
bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }
bevy_math = { path = "../bevy_math", version = "0.14.0-dev" }
bevy_reflect = { path = "../bevy_reflect", version = "0.14.0-dev" }
bevy_render = { path = "../bevy_render", version = "0.14.0-dev" }
bevy_transform = { path = "../bevy_transform", version = "0.14.0-dev" }
bevy_utils = { path = "../bevy_utils", version = "0.14.0-dev" }
bevy_window = { path = "../bevy_window", version = "0.14.0-dev" }

uuid = { version = "1.1", features = ["v4"] }

[lints]
workspace = true

[package.metadata.docs.rs]
rustdoc-args = ["-Zunstable-options", "--cfg", "docsrs"]
all-features = true
1 change: 1 addition & 0 deletions crates/bevy_picking/README.md
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@@ -0,0 +1 @@
# Bevy Picking
232 changes: 232 additions & 0 deletions crates/bevy_picking/src/backend.rs
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//! This module provides a simple interface for implementing a picking backend.
//!
//! Don't be dissuaded by terminology like "backend"; the idea is dead simple. `bevy_picking`
//! will tell you where pointers are, all you have to do is send an event if the pointers are
//! hitting something. That's it. The rest of this documentation explains the requirements in more
//! detail.
//!
//! Because `bevy_picking` is very loosely coupled with its backends, you can mix and match as
//! many backends as you want. For example, You could use the `rapier` backend to raycast against
//! physics objects, a picking shader backend to pick non-physics meshes, and the `bevy_ui` backend
//! for your UI. The [`PointerHits`]s produced by these various backends will be combined, sorted,
//! and used as a homogeneous input for the picking systems that consume these events.
//!
//! ## Implementation
//!
//! - A picking backend only has one job: read [`PointerLocation`](crate::pointer::PointerLocation)
//! components and produce [`PointerHits`] events. In plain English, a backend is provided the
//! location of pointers, and is asked to provide a list of entities under those pointers.
//!
//! - The [`PointerHits`] events produced by a backend do **not** need to be sorted or filtered, all
//! that is needed is an unordered list of entities and their [`HitData`].
//!
//! - Backends do not need to consider the [`Pickable`](crate::Pickable) component, though they may
//! use it for optimization purposes. For example, a backend that traverses a spatial hierarchy
//! may want to early exit if it intersects an entity that blocks lower entities from being
//! picked.
//!
//! ### Raycasting Backends
//!
//! Backends that require a ray to cast into the scene should use [`ray::RayMap`]. This
//! automatically constructs rays in world space for all cameras and pointers, handling details like
//! viewports and DPI for you.

use bevy_ecs::prelude::*;
use bevy_math::Vec3;
use bevy_reflect::Reflect;

/// Common imports for implementing a picking backend.
pub mod prelude {
pub use super::{ray::RayMap, HitData, PointerHits};
pub use crate::{
pointer::{PointerId, PointerLocation},
PickSet, Pickable,
};
}

/// An event produced by a picking backend after it has run its hit tests, describing the entities
/// under a pointer.
///
/// Some backends may only support providing the topmost entity; this is a valid limitation of some
/// backends. For example, a picking shader might only have data on the topmost rendered output from
/// its buffer.
#[derive(Event, Debug, Clone)]
pub struct PointerHits {
/// The pointer associated with this hit test.
pub pointer: prelude::PointerId,
/// An unordered collection of entities and their distance (depth) from the cursor.
pub picks: Vec<(Entity, HitData)>,
/// Set the order of this group of picks. Normally, this is the
/// [`bevy_render::camera::Camera::order`].
///
/// Used to allow multiple `PointerHits` submitted for the same pointer to be ordered.
/// `PointerHits` with a higher `order` will be checked before those with a lower `order`,
/// regardless of the depth of each entity pick.
///
/// In other words, when pick data is coalesced across all backends, the data is grouped by
/// pointer, then sorted by order, and checked sequentially, sorting each `PointerHits` by
/// entity depth. Events with a higher `order` are effectively on top of events with a lower
/// order.
///
/// ### Why is this an `f32`???
///
/// Bevy UI is special in that it can share a camera with other things being rendered. in order
/// to properly sort them, we need a way to make `bevy_ui`'s order a tiny bit higher, like adding
/// 0.5 to the order. We can't use integers, and we want users to be using camera.order by
/// default, so this is the best solution at the moment.
pub order: f32,
}

impl PointerHits {
#[allow(missing_docs)]
pub fn new(pointer: prelude::PointerId, picks: Vec<(Entity, HitData)>, order: f32) -> Self {
Self {
pointer,
picks,
order,
}
}
}

/// Holds data from a successful pointer hit test. See [`HitData::depth`] for important details.
#[derive(Clone, Debug, PartialEq, Reflect)]
pub struct HitData {
/// The camera entity used to detect this hit. Useful when you need to find the ray that was
/// casted for this hit when using a raycasting backend.
pub camera: Entity,
/// `depth` only needs to be self-consistent with other [`PointerHits`]s using the same
/// [`RenderTarget`](bevy_render::camera::RenderTarget). However, it is recommended to use the
/// distance from the pointer to the hit, measured from the near plane of the camera, to the
/// point, in world space.
pub depth: f32,
/// The position of the intersection in the world, if the data is available from the backend.
pub position: Option<Vec3>,
/// The normal vector of the hit test, if the data is available from the backend.
pub normal: Option<Vec3>,
}

impl HitData {
#[allow(missing_docs)]
pub fn new(camera: Entity, depth: f32, position: Option<Vec3>, normal: Option<Vec3>) -> Self {
Self {
camera,
depth,
position,
normal,
}
}
}

pub mod ray {
//! Types and systems for constructing rays from cameras and pointers.

use crate::backend::prelude::{PointerId, PointerLocation};
use bevy_ecs::prelude::*;
use bevy_math::Ray3d;
use bevy_reflect::Reflect;
use bevy_render::camera::Camera;
use bevy_transform::prelude::GlobalTransform;
use bevy_utils::{hashbrown::hash_map::Iter, HashMap};
use bevy_window::PrimaryWindow;

/// Identifies a ray constructed from some (pointer, camera) combination. A pointer can be over
/// multiple cameras, which is why a single pointer may have multiple rays.
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Reflect)]
pub struct RayId {
/// The camera whose projection was used to calculate the ray.
pub camera: Entity,
/// The pointer whose pixel coordinates were used to calculate the ray.
pub pointer: PointerId,
}

impl RayId {
/// Construct a [`RayId`].
pub fn new(camera: Entity, pointer: PointerId) -> Self {
Self { camera, pointer }
}
}

/// A map from [`RayId`] to [`Ray3d`].
///
/// This map is cleared and re-populated every frame before any backends run. Ray-based picking
/// backends should use this when possible, as it automatically handles viewports, DPI, and
/// other details of building rays from pointer locations.
///
/// ## Usage
///
/// Iterate over each [`Ray3d`] and its [`RayId`] with [`RayMap::iter`].
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # use bevy_picking::backend::ray::RayMap;
/// # use bevy_picking::backend::PointerHits;
/// // My raycasting backend
/// pub fn update_hits(ray_map: Res<RayMap>, mut output_events: EventWriter<PointerHits>,) {
/// for (&ray_id, &ray) in ray_map.iter() {
/// // Run a raycast with each ray, returning any `PointerHits` found.
/// }
/// }
/// ```
#[derive(Clone, Debug, Default, Resource)]
pub struct RayMap {
map: HashMap<RayId, Ray3d>,
}

impl RayMap {
/// Iterates over all world space rays for every picking pointer.
pub fn iter(&self) -> Iter<'_, RayId, Ray3d> {
self.map.iter()
}

/// The hash map of all rays cast in the current frame.
pub fn map(&self) -> &HashMap<RayId, Ray3d> {
&self.map
}

/// Clears the [`RayMap`] and re-populates it with one ray for each
/// combination of pointer entity and camera entity where the pointer
/// intersects the camera's viewport.
pub fn repopulate(
mut ray_map: ResMut<Self>,
primary_window_entity: Query<Entity, With<PrimaryWindow>>,
cameras: Query<(Entity, &Camera, &GlobalTransform)>,
pointers: Query<(&PointerId, &PointerLocation)>,
) {
ray_map.map.clear();

for (camera_entity, camera, camera_tfm) in &cameras {
if !camera.is_active {
continue;
}

for (&pointer_id, pointer_loc) in &pointers {
if let Some(ray) =
make_ray(&primary_window_entity, camera, camera_tfm, pointer_loc)
{
ray_map
.map
.insert(RayId::new(camera_entity, pointer_id), ray);
}
}
}
}
}

fn make_ray(
primary_window_entity: &Query<Entity, With<PrimaryWindow>>,
camera: &Camera,
camera_tfm: &GlobalTransform,
pointer_loc: &PointerLocation,
) -> Option<Ray3d> {
let pointer_loc = pointer_loc.location()?;
if !pointer_loc.is_in_viewport(camera, primary_window_entity) {
return None;
}
let mut viewport_pos = pointer_loc.position;
if let Some(viewport) = &camera.viewport {
let viewport_logical = camera.to_logical(viewport.physical_position)?;
viewport_pos -= viewport_logical;
}
camera.viewport_to_world(camera_tfm, viewport_pos)
}
}
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