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84 changes: 51 additions & 33 deletions crates/bevy_sprite/src/picking_backend.rs
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ use bevy_image::prelude::*;
use bevy_math::{prelude::*, FloatExt};
use bevy_picking::backend::prelude::*;
use bevy_reflect::prelude::*;
use bevy_render::prelude::*;
use bevy_render::{prelude::*, view::RenderLayers};
use bevy_transform::prelude::*;
use bevy_window::PrimaryWindow;

Expand Down Expand Up @@ -78,15 +78,14 @@ impl Plugin for SpritePickingPlugin {
}

fn sprite_picking(
pointers: Query<(&PointerId, &PointerLocation)>,
cameras: Query<(
Entity,
&Camera,
&GlobalTransform,
&Projection,
Option<&RenderLayers>,
Has<SpritePickingCamera>,
)>,
primary_window: Query<Entity, With<PrimaryWindow>>,
images: Res<Assets<Image>>,
texture_atlas_layout: Res<Assets<TextureAtlasLayout>>,
settings: Res<SpritePickingSettings>,
Expand All @@ -96,71 +95,90 @@ fn sprite_picking(
&GlobalTransform,
&Pickable,
&ViewVisibility,
Option<&RenderLayers>,
)>,
mut output: EventWriter<PointerHits>,
ray_map: Res<RayMap>,
pointer_locations: Query<(&PointerId, &PointerLocation)>,
primary_window: Query<Entity, With<PrimaryWindow>>,
) {
let mut sorted_sprites: Vec<_> = sprite_query
.iter()
.filter_map(|(entity, sprite, transform, pickable, vis)| {
.filter_map(|(entity, sprite, transform, pickable, vis, layers)| {
if !transform.affine().is_nan() && vis.get() {
Some((entity, sprite, transform, pickable))
Some((entity, sprite, transform, pickable, layers))
} else {
None
}
})
.collect();

// radsort is a stable radix sort that performed better than `slice::sort_by_key`
radsort::sort_by_key(&mut sorted_sprites, |(_, _, transform, _)| {
radsort::sort_by_key(&mut sorted_sprites, |(_, _, transform, _, _)| {
-transform.translation().z
});

let primary_window = primary_window.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, Projection::Orthographic(cam_ortho), _)) =
cameras
.iter()
.filter(|(_, camera, _, _, cam_can_pick)| {
let marker_requirement = !settings.require_markers || *cam_can_pick;
camera.is_active && marker_requirement
})
.find(|(_, camera, _, _, _)| {
camera
.target
.normalize(primary_window)
.is_some_and(|x| x == location.target)
})
for (ray_id, ray) in ray_map.iter() {
let Ok((
cam_entity,
camera,
cam_transform,
Projection::Orthographic(cam_ortho),
cam_render_layers,
cam_can_pick,
)) = cameras.get(ray_id.camera)
else {
continue;
};

let viewport_pos = camera
.logical_viewport_rect()
.map(|v| v.min)
.unwrap_or_default();
let pos_in_viewport = location.position - viewport_pos;
let marker_requirement = !settings.require_markers || cam_can_pick;
if !(camera.is_active && marker_requirement) {
continue;
}

let Ok(cursor_ray_world) = camera.viewport_to_world(cam_transform, pos_in_viewport) else {
let Some(location) = pointer_locations.iter().find_map(|(id, loc)| {
if *id == ray_id.pointer {
return loc.location.as_ref();
}
None
}) else {
continue;
};

if camera
.target
.normalize(primary_window)
.is_none_or(|x| x != location.target)
{
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 cursor_ray_end = ray.origin + ray.direction * cursor_ray_len;

let mut blocked = false;

let picks: Vec<(Entity, HitData)> = sorted_sprites
.iter()
.copied()
.filter_map(|(entity, sprite, sprite_transform, pickable)| {
.filter_map(|(entity, sprite, sprite_transform, pickable, layers)| {
if blocked {
return None;
}

if let Some(cam_render_layers) = cam_render_layers {
if let Some(layers) = layers {
if !cam_render_layers.intersects(layers) {
return None;
}
}
}
Comment on lines +171 to +177
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Suggested change
if let Some(cam_render_layers) = cam_render_layers {
if let Some(layers) = layers {
if !cam_render_layers.intersects(layers) {
return None;
}
}
}
if !cam_render_layers
.unwrap_or_default()
.intersects(layers.unwrap_or_default())
{
return None;
}

Entities without RenderLayers are assumed to be RenderLayers::layer(0) (which is the default() value). This is needed to skip cases like camera = None, sprite = Some(RenderLayers::layer(1)) .

Mesh picking backend does this:

let cam_layers = cam_layers.to_owned().unwrap_or_default();

let entity_layers = layers.get(entity).cloned().unwrap_or_default();
let render_layers_match = cam_layers.intersects(&entity_layers);


// 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_start_sprite = world_to_sprite.transform_point3(ray.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
Expand Down Expand Up @@ -244,6 +262,6 @@ fn sprite_picking(
.collect();

let order = camera.order as f32;
output.write(PointerHits::new(*pointer, picks, order));
output.write(PointerHits::new(ray_id.pointer, picks, order));
}
}