Fixed the Aabb's size and anchor point calculations in calculate_bounds_text2d.

This commit is contained in:
ickshonpe 2025-07-15 01:15:15 +01:00
parent 6e3739ac96
commit a005dd420f
3 changed files with 59 additions and 167 deletions

View File

@ -17,7 +17,7 @@ use bevy_ecs::{
system::{Commands, Local, Query, Res, ResMut},
};
use bevy_image::prelude::*;
use bevy_math::Vec2;
use bevy_math::{Vec2, Vec3};
use bevy_reflect::{prelude::ReflectDefault, Reflect};
use bevy_render::sync_world::TemporaryRenderEntity;
use bevy_render::view::{self, Visibility, VisibilityClass};
@ -186,6 +186,7 @@ pub fn extract_text2d_sprite(
let top_left = (Anchor::TOP_LEFT.0 - anchor.as_vec()) * size;
let transform =
*global_transform * GlobalTransform::from_translation(top_left.extend(0.)) * scaling;
let mut color = LinearRgba::WHITE;
let mut current_span = usize::MAX;
@ -366,22 +367,17 @@ pub fn calculate_bounds_text2d(
text_bounds.width.unwrap_or(layout_info.size.x),
text_bounds.height.unwrap_or(layout_info.size.y),
);
let center = (-anchor.as_vec() * size + (size.y - layout_info.size.y) * Vec2::Y)
.extend(0.)
.into();
let half_extents = (0.5 * layout_info.size).extend(0.0).into();
let x1 = (Anchor::TOP_LEFT.0.x - anchor.as_vec().x) * size.x;
let x2 = (Anchor::TOP_LEFT.0.x - anchor.as_vec().x + 1.) * size.x;
let y1 = (Anchor::TOP_LEFT.0.y - anchor.as_vec().y) * size.y;
let y2 = (Anchor::TOP_LEFT.0.y - anchor.as_vec().y - 1.) * size.y;
let new_aabb = Aabb::from_min_max(Vec3::new(x1, y1, 0.), Vec3::new(x2, y2, 0.));
if let Some(mut aabb) = aabb {
*aabb = Aabb {
center,
half_extents,
};
*aabb = new_aabb;
} else {
commands.entity(entity).try_insert(Aabb {
center,
half_extents,
});
commands.entity(entity).try_insert(new_aabb);
}
}
}

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@ -5,177 +5,72 @@
//! For an example on how to render text as part of a user interface, independent from the world
//! viewport, you may want to look at `games/contributors.rs` or `ui/text.rs`.
use bevy::{
color::palettes::css::*,
math::ops,
prelude::*,
sprite::Anchor,
text::{FontSmoothing, LineBreak, TextBounds},
};
use bevy::color::palettes;
use bevy::prelude::*;
use bevy::sprite::Anchor;
use bevy::text::TextBounds;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(animate_translation, animate_rotation, animate_scale),
)
.run();
}
#[derive(Component)]
struct AnimateTranslation;
#[derive(Component)]
struct AnimateRotation;
#[derive(Component)]
struct AnimateScale;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
let text_font = TextFont {
font: font.clone(),
font_size: 50.0,
..default()
};
let text_justification = Justify::Center;
commands.spawn(Camera2d);
// Demonstrate changing translation
fn example(commands: &mut Commands, dest: Vec3, justify: Justify) {
commands.spawn((
Text2d::new("translation"),
text_font.clone(),
TextLayout::new_with_justify(text_justification),
AnimateTranslation,
));
// Demonstrate changing rotation
commands.spawn((
Text2d::new("rotation"),
text_font.clone(),
TextLayout::new_with_justify(text_justification),
AnimateRotation,
));
// Demonstrate changing scale
commands.spawn((
Text2d::new("scale"),
text_font,
TextLayout::new_with_justify(text_justification),
Transform::from_translation(Vec3::new(400.0, 0.0, 0.0)),
AnimateScale,
));
// Demonstrate text wrapping
let slightly_smaller_text_font = TextFont {
font,
font_size: 35.0,
..default()
};
let box_size = Vec2::new(300.0, 200.0);
let box_position = Vec2::new(0.0, -250.0);
commands.spawn((
Sprite::from_color(Color::srgb(0.25, 0.25, 0.55), box_size),
Transform::from_translation(box_position.extend(0.0)),
children![(
Text2d::new("this text wraps in the box\n(Unicode linebreaks)"),
slightly_smaller_text_font.clone(),
TextLayout::new(Justify::Left, LineBreak::WordBoundary),
// Wrap text in the rectangle
TextBounds::from(box_size),
// Ensure the text is drawn on top of the box
Transform::from_translation(Vec3::Z),
)],
Sprite::from_color(palettes::css::YELLOW, 10. * Vec2::ONE),
Anchor::CENTER,
Transform::from_translation(dest),
));
let other_box_size = Vec2::new(300.0, 200.0);
let other_box_position = Vec2::new(320.0, -250.0);
commands.spawn((
Sprite::from_color(Color::srgb(0.25, 0.25, 0.55), other_box_size),
Transform::from_translation(other_box_position.extend(0.0)),
children![(
Text2d::new("this text wraps in the box\n(AnyCharacter linebreaks)"),
slightly_smaller_text_font.clone(),
TextLayout::new(Justify::Left, LineBreak::AnyCharacter),
// Wrap text in the rectangle
TextBounds::from(other_box_size),
// Ensure the text is drawn on top of the box
Transform::from_translation(Vec3::Z),
)],
));
for (a, bg) in [
(Anchor::TOP_LEFT, palettes::css::DARK_SLATE_GREY),
(Anchor::TOP_RIGHT, palettes::css::DARK_OLIVEGREEN),
(Anchor::BOTTOM_RIGHT, palettes::css::DARK_SLATE_GREY),
(Anchor::BOTTOM_LEFT, palettes::css::DARK_OLIVEGREEN),
] {
commands.spawn((
Sprite::from_color(bg, Vec2::new(300., 75.)),
a,
Transform::from_translation(dest - Vec3::Z),
));
// Demonstrate font smoothing off
commands.spawn((
Text2d::new("This text has\nFontSmoothing::None\nAnd Justify::Center"),
slightly_smaller_text_font
.clone()
.with_font_smoothing(FontSmoothing::None),
TextLayout::new_with_justify(Justify::Center),
Transform::from_translation(Vec3::new(-400.0, -250.0, 0.0)),
));
commands
.spawn((
Sprite {
color: Color::Srgba(LIGHT_CYAN),
custom_size: Some(Vec2::new(10., 10.)),
commands.spawn((
Text2d(format!("L R\n{:?}\n{:?}", a.0, justify)),
TextFont {
font_size: 14.0,
..default()
},
TextLayout {
justify,
..Default::default()
},
Transform::from_translation(250. * Vec3::Y),
))
.with_children(|commands| {
for (text_anchor, color) in [
(Anchor::TOP_LEFT, Color::Srgba(LIGHT_SALMON)),
(Anchor::TOP_RIGHT, Color::Srgba(LIGHT_GREEN)),
(Anchor::BOTTOM_RIGHT, Color::Srgba(LIGHT_BLUE)),
(Anchor::BOTTOM_LEFT, Color::Srgba(LIGHT_YELLOW)),
] {
commands
.spawn((
Text2d::new(" Anchor".to_string()),
slightly_smaller_text_font.clone(),
text_anchor,
))
.with_child((
TextSpan("::".to_string()),
slightly_smaller_text_font.clone(),
TextColor(LIGHT_GREY.into()),
))
.with_child((
TextSpan(format!("{text_anchor:?} ")),
slightly_smaller_text_font.clone(),
TextColor(color),
));
}
});
}
fn animate_translation(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text2d>, With<AnimateTranslation>)>,
) {
for mut transform in &mut query {
transform.translation.x = 100.0 * ops::sin(time.elapsed_secs()) - 400.0;
transform.translation.y = 100.0 * ops::cos(time.elapsed_secs());
TextBounds::new(300., 75.),
Transform::from_translation(dest + Vec3::Z),
a,
ShowAabbGizmo::default(),
));
}
}
fn animate_rotation(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text2d>, With<AnimateRotation>)>,
) {
for mut transform in &mut query {
transform.rotation = Quat::from_rotation_z(ops::cos(time.elapsed_secs()));
}
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d::default());
fn animate_scale(
time: Res<Time>,
mut query: Query<&mut Transform, (With<Text2d>, With<AnimateScale>)>,
) {
// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
// rendered quad, resulting in a pixellated look.
for mut transform in &mut query {
let scale = (ops::sin(time.elapsed_secs()) + 1.1) * 2.0;
transform.scale.x = scale;
transform.scale.y = scale;
for (i, j) in [
Justify::Left,
Justify::Right,
Justify::Center,
Justify::Justified,
]
.into_iter()
.enumerate()
{
example(&mut commands, (240. - 160. * i as f32) * Vec3::Y, j);
}
commands.spawn((
Sprite::from_color(palettes::css::GREEN, 10. * Vec2::ONE),
Anchor::CENTER,
));
}

View File

@ -221,6 +221,7 @@ mod text {
Transform::from_translation(dest + Vec3::Z),
anchor,
DespawnOnExitState(super::Scene::Text),
ShowAabbGizmo::default(),
children![
(
TextSpan::new(format!("{}, {}\n", anchor.x, anchor.y)),