Struct bevy_render::view::visibility::VisibilityRange
source · pub struct VisibilityRange {
pub start_margin: Range<f32>,
pub end_margin: Range<f32>,
}
Expand description
Specifies the range of distances that this entity must be from the camera in order to be rendered.
This is also known as hierarchical level of detail or HLOD.
Use this component when you want to render a high-polygon mesh when the camera is close and a lower-polygon mesh when the camera is far away. This is a common technique for improving performance, because fine details are hard to see in a mesh at a distance. To avoid an artifact known as popping between levels, each level has a margin, within which the object transitions gradually from invisible to visible using a dithering effect.
You can also use this feature to replace multiple meshes with a single mesh
when the camera is distant. This is the reason for the term “hierarchical
level of detail”. Reducing the number of meshes can be useful for reducing
drawcall count. Note that you must place the VisibilityRange
component
on each entity you want to be part of a LOD group, as VisibilityRange
isn’t automatically propagated down to children.
A typical use of this feature might look like this:
Entity | start_margin | end_margin |
---|---|---|
Root | N/A | N/A |
├─ High-poly mesh | [0, 0) | [20, 25) |
├─ Low-poly mesh | [20, 25) | [70, 75) |
└─ Billboard imposter | [70, 75) | [150, 160) |
With this setup, the user will see a high-poly mesh when the camera is
closer than 20 units. As the camera zooms out, between 20 units to 25 units,
the high-poly mesh will gradually fade to a low-poly mesh. When the camera
is 70 to 75 units away, the low-poly mesh will fade to a single textured
quad. And between 150 and 160 units, the object fades away entirely. Note
that the end_margin
of a higher LOD is always identical to the
start_margin
of the next lower LOD; this is important for the crossfade
effect to function properly.
Fields§
§start_margin: Range<f32>
The range of distances, in world units, between which this entity will smoothly fade into view as the camera zooms out.
If the start and end of this range are identical, the transition will be abrupt, with no crossfading.
start_margin.end
must be less than or equal to end_margin.start
.
end_margin: Range<f32>
The range of distances, in world units, between which this entity will smoothly fade out of view as the camera zooms out.
If the start and end of this range are identical, the transition will be abrupt, with no crossfading.
end_margin.start
must be greater than or equal to start_margin.end
.
Implementations§
source§impl VisibilityRange
impl VisibilityRange
sourcepub fn abrupt(start: f32, end: f32) -> Self
pub fn abrupt(start: f32, end: f32) -> Self
Creates a new abrupt visibility range, with no crossfade.
There will be no crossfade; the object will immediately vanish if the
camera is closer than start
units or farther than end
units from the
model.
The start
value must be less than or equal to the end
value.
sourcepub fn is_abrupt(&self) -> bool
pub fn is_abrupt(&self) -> bool
Returns true if both the start and end transitions for this range are abrupt: that is, there is no crossfading.
sourcepub fn is_visible_at_all(&self, camera_distance: f32) -> bool
pub fn is_visible_at_all(&self, camera_distance: f32) -> bool
Returns true if the object will be visible at all, given a camera
camera_distance
units away.
Any amount of visibility, even with the heaviest dithering applied, is considered visible according to this check.
Trait Implementations§
source§impl Clone for VisibilityRange
impl Clone for VisibilityRange
source§fn clone(&self) -> VisibilityRange
fn clone(&self) -> VisibilityRange
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Component for VisibilityRange
impl Component for VisibilityRange
source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
source§fn register_component_hooks(_hooks: &mut ComponentHooks)
fn register_component_hooks(_hooks: &mut ComponentHooks)
ComponentHooks
.source§impl FromReflect for VisibilityRange
impl FromReflect for VisibilityRange
source§fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
fn from_reflect(reflect: &dyn Reflect) -> Option<Self>
Self
from a reflected value.source§fn take_from_reflect(
reflect: Box<dyn Reflect>
) -> Result<Self, Box<dyn Reflect>>
fn take_from_reflect( reflect: Box<dyn Reflect> ) -> Result<Self, Box<dyn Reflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moresource§impl GetTypeRegistration for VisibilityRange
impl GetTypeRegistration for VisibilityRange
source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
source§impl Hash for VisibilityRange
impl Hash for VisibilityRange
source§impl PartialEq for VisibilityRange
impl PartialEq for VisibilityRange
source§fn eq(&self, other: &VisibilityRange) -> bool
fn eq(&self, other: &VisibilityRange) -> bool
self
and other
values to be equal, and is used
by ==
.source§impl Reflect for VisibilityRange
impl Reflect for VisibilityRange
source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
&mut dyn Any
.source§fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
fn into_reflect(self: Box<Self>) -> Box<dyn Reflect>
source§fn as_reflect(&self) -> &dyn Reflect
fn as_reflect(&self) -> &dyn Reflect
source§fn as_reflect_mut(&mut self) -> &mut dyn Reflect
fn as_reflect_mut(&mut self) -> &mut dyn Reflect
source§fn clone_value(&self) -> Box<dyn Reflect>
fn clone_value(&self) -> Box<dyn Reflect>
Reflect
trait object. Read moresource§fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>
source§fn reflect_kind(&self) -> ReflectKind
fn reflect_kind(&self) -> ReflectKind
source§fn reflect_ref(&self) -> ReflectRef<'_>
fn reflect_ref(&self) -> ReflectRef<'_>
source§fn reflect_mut(&mut self) -> ReflectMut<'_>
fn reflect_mut(&mut self) -> ReflectMut<'_>
source§fn reflect_owned(self: Box<Self>) -> ReflectOwned
fn reflect_owned(self: Box<Self>) -> ReflectOwned
source§fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
fn reflect_partial_eq(&self, value: &dyn Reflect) -> Option<bool>
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fn apply(&mut self, value: &(dyn Reflect + 'static))
source§fn reflect_hash(&self) -> Option<u64>
fn reflect_hash(&self) -> Option<u64>
source§fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>
source§fn serializable(&self) -> Option<Serializable<'_>>
fn serializable(&self) -> Option<Serializable<'_>>
source§fn is_dynamic(&self) -> bool
fn is_dynamic(&self) -> bool
source§impl Struct for VisibilityRange
impl Struct for VisibilityRange
source§fn field(&self, name: &str) -> Option<&dyn Reflect>
fn field(&self, name: &str) -> Option<&dyn Reflect>
name
as a &dyn Reflect
.source§fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
fn field_mut(&mut self, name: &str) -> Option<&mut dyn Reflect>
name
as a
&mut dyn Reflect
.source§fn field_at(&self, index: usize) -> Option<&dyn Reflect>
fn field_at(&self, index: usize) -> Option<&dyn Reflect>
index
as a
&dyn Reflect
.source§fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
fn field_at_mut(&mut self, index: usize) -> Option<&mut dyn Reflect>
index
as a &mut dyn Reflect
.source§fn name_at(&self, index: usize) -> Option<&str>
fn name_at(&self, index: usize) -> Option<&str>
index
.source§fn iter_fields(&self) -> FieldIter<'_>
fn iter_fields(&self) -> FieldIter<'_>
source§fn clone_dynamic(&self) -> DynamicStruct
fn clone_dynamic(&self) -> DynamicStruct
DynamicStruct
.source§impl TypePath for VisibilityRange
impl TypePath for VisibilityRange
source§fn type_path() -> &'static str
fn type_path() -> &'static str
source§fn short_type_path() -> &'static str
fn short_type_path() -> &'static str
source§fn type_ident() -> Option<&'static str>
fn type_ident() -> Option<&'static str>
source§fn crate_name() -> Option<&'static str>
fn crate_name() -> Option<&'static str>
source§impl Typed for VisibilityRange
impl Typed for VisibilityRange
impl Eq for VisibilityRange
impl StructuralPartialEq for VisibilityRange
Auto Trait Implementations§
impl Freeze for VisibilityRange
impl RefUnwindSafe for VisibilityRange
impl Send for VisibilityRange
impl Sync for VisibilityRange
impl Unpin for VisibilityRange
impl UnwindSafe for VisibilityRange
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source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
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C: Component,
impl<C> Bundle for Cwhere
C: Component,
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components: &Components,
ids: &mut impl FnMut(Option<ComponentId>)
)
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T: Any,
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