pub struct ComputedVisibility { /* private fields */ }
Expand description

Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering

Implementations§

A ComputedVisibility, set as invisible.

Whether this entity is visible to something this frame. This is true if and only if Self::is_visible_in_hierarchy and Self::is_visible_in_view are true. This is the canonical method to call to determine if an entity should be drawn. This value is updated in CoreStage::PostUpdate during the VisibilitySystems::CheckVisibility system label. Reading it from the CoreStage::Update stage will yield the value from the previous frame.

Whether this entity is visible in the entity hierarchy, which is determined by the Visibility component. This takes into account “visibility inheritance”. If any of this entity’s ancestors (see Parent) are hidden, this entity will be hidden as well. This value is updated in the CoreStage::PostUpdate stage in the VisibilitySystems::VisibilityPropagate system label.

Whether this entity is visible in any view (Cameras, Lights, etc). Each entity type (and view type) should choose how to set this value. For cameras and drawn entities, this will take into account RenderLayers.

This value is reset to false every frame in VisibilitySystems::VisibilityPropagate during CoreStage::PostUpdate. Each entity type then chooses how to set this field in the CoreStage::PostUpdate stage in the VisibilitySystems::CheckVisibility system label. Meshes might use frustum culling to decide if they are visible in a view. Other entities might just set this to true every frame.

Sets is_visible_in_view to true. This is not reversible for a given frame, as it encodes whether or not this is visible in any view. This will be automatically reset to false every frame in VisibilitySystems::VisibilityPropagate and then set to the proper value in VisibilitySystems::CheckVisibility. This should only be set in systems with the VisibilitySystems::CheckVisibility label. Don’t call this unless you are defining a custom visibility system. For normal user-defined entity visibility, see Visibility.

Trait Implementations§

Returns a copy of the value. Read more
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This method tests for self and other values to be equal, and is used by ==. Read more
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Auto Trait Implementations§

Blanket Implementations§

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