This repository was archived by the owner on Mar 4, 2025. It is now read-only.
Open
Conversation
Owner
|
The answers to your questions are documented here: https://docs.rs/bevy_mod_picking/latest/bevy_mod_picking/backend/struct.PointerHits.html#structfield.picks
|
github-merge-queue bot
pushed a commit
to bevyengine/bevy
that referenced
this pull request
Aug 26, 2024
# Objective Add `bevy_picking` sprite backend as part of the `bevy_mod_picking` upstreamening (#12365). ## Solution More or less a copy/paste from `bevy_mod_picking`, with the changes [here](aevyrie/bevy_mod_picking#354). I'm putting that link here since those changes haven't yet made it through review, so should probably be reviewed on their own. ## Testing I couldn't find any sprite-backend-specific tests in `bevy_mod_picking` and unfortunately I'm not familiar enough with Bevy's testing patterns to write tests for code that relies on windowing and input. I'm willing to break the pointer hit system into testable blocks and add some more modular tests if that's deemed important enough to block, otherwise I can open an issue for adding tests as follow-up. ## Follow-up work - More docs/tests - Ignore pick events on transparent sprite pixels with potential opt-out --------- Co-authored-by: Aevyrie <[email protected]>
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Sprite backend was not reporting world position or normal for hits. Upon further investigation I found that the backend was also not correctly hit testing sprites if they had rotation about any axis other than the Z axis. This was producing some very surprising results in some cases (i.e. reported hits weren't even close to the sprites).
This pr fixes both of these issues: sprite hits are now determined by intersecting the sprite's bounding rect with a 3d line segment extending from
(cursor_x, cursor_y, near_clip)and(cursor_x, cursor_y, far_clip). This should return correct results for any arbitrary sprite transform. Hit position and normal are now being populated as well.One question I have about the impl is whether backends are supposed to return hits in any particular order. Before, depth was being determined by sprite's Z coordinate, but since sprites now support arbitrary rotations, it's possible that a sprite with a deeper Z value could be picked in front of another. Does that mean that the hits should be sorted after hits are collected? And if so, does that mean that the sprite sorting that happens before the hit-testing can/should be removed?