bevy/crates/bevy_sprite/src/bundle.rs
Carter Anderson ffecb05a0a Replace old renderer with new renderer (#3312)
This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release.

The examples are all ported over and operational with a few exceptions:

* I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure.
* Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example.
* Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
2021-12-14 03:58:23 +00:00

53 lines
1.9 KiB
Rust

use crate::{
texture_atlas::{TextureAtlas, TextureAtlasSprite},
Sprite,
};
use bevy_asset::Handle;
use bevy_ecs::bundle::Bundle;
use bevy_render::{
texture::{Image, DEFAULT_IMAGE_HANDLE},
view::{ComputedVisibility, Visibility},
};
use bevy_transform::components::{GlobalTransform, Transform};
#[derive(Bundle, Clone)]
pub struct SpriteBundle {
pub sprite: Sprite,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub texture: Handle<Image>,
/// User indication of whether an entity is visible
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
}
impl Default for SpriteBundle {
fn default() -> Self {
Self {
sprite: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
texture: DEFAULT_IMAGE_HANDLE.typed(),
visibility: Default::default(),
computed_visibility: Default::default(),
}
}
}
/// A Bundle of components for drawing a single sprite from a sprite sheet (also referred
/// to as a `TextureAtlas`)
#[derive(Bundle, Clone, Default)]
pub struct SpriteSheetBundle {
/// The specific sprite from the texture atlas to be drawn
pub sprite: TextureAtlasSprite,
/// A handle to the texture atlas that holds the sprite images
pub texture_atlas: Handle<TextureAtlas>,
/// Data pertaining to how the sprite is drawn on the screen
pub transform: Transform,
pub global_transform: GlobalTransform,
/// User indication of whether an entity is visible
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
}