bevy/crates/bevy_sprite/src/texture_atlas.rs
Gilbert Röhrbein 10b0b1ad40 docs: add hint that texture atlas padding is between tiles (#2447)
I struggled with some sprite sheet animation which was like drifting from right to left.
This PR documents the current behaviour that the padding which is used on slicing a texture into a texture atlas, is assumed to be only between tiles. In my case I had some padding also on the right side of the texture.
2021-07-12 20:29:28 +00:00

185 lines
5.5 KiB
Rust

use crate::Rect;
use bevy_asset::Handle;
use bevy_core::Bytes;
use bevy_math::Vec2;
use bevy_reflect::TypeUuid;
use bevy_render::{
color::Color,
renderer::{RenderResource, RenderResourceType, RenderResources},
texture::Texture,
};
use bevy_utils::HashMap;
/// An atlas containing multiple textures (like a spritesheet or a tilemap).
/// [Example usage animating sprite.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
/// [Example usage loading sprite sheet.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
#[derive(Debug, RenderResources, TypeUuid)]
#[uuid = "946dacc5-c2b2-4b30-b81d-af77d79d1db7"]
pub struct TextureAtlas {
/// The handle to the texture in which the sprites are stored
pub texture: Handle<Texture>,
// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
pub size: Vec2,
/// The specific areas of the atlas where each texture can be found
#[render_resources(buffer)]
pub textures: Vec<Rect>,
#[render_resources(ignore)]
pub texture_handles: Option<HashMap<Handle<Texture>, usize>>,
}
#[derive(Debug, Clone, RenderResources)]
#[render_resources(from_self)]
#[repr(C)]
pub struct TextureAtlasSprite {
pub color: Color,
pub index: u32,
pub flip_x: bool,
pub flip_y: bool,
}
impl RenderResource for TextureAtlasSprite {
fn resource_type(&self) -> Option<RenderResourceType> {
Some(RenderResourceType::Buffer)
}
fn buffer_byte_len(&self) -> Option<usize> {
Some(24)
}
fn write_buffer_bytes(&self, buffer: &mut [u8]) {
// Write the color buffer
let (color_buf, rest) = buffer.split_at_mut(16);
self.color.write_bytes(color_buf);
// Write the index buffer
let (index_buf, flip_buf) = rest.split_at_mut(4);
self.index.write_bytes(index_buf);
// First bit means flip x, second bit means flip y
flip_buf[0] = if self.flip_x { 0b01 } else { 0 } | if self.flip_y { 0b10 } else { 0 };
flip_buf[1] = 0;
flip_buf[2] = 0;
flip_buf[3] = 0;
}
fn texture(&self) -> Option<&Handle<Texture>> {
None
}
}
impl Default for TextureAtlasSprite {
fn default() -> Self {
Self {
index: 0,
color: Color::WHITE,
flip_x: false,
flip_y: false,
}
}
}
impl TextureAtlasSprite {
pub fn new(index: u32) -> TextureAtlasSprite {
Self {
index,
..Default::default()
}
}
}
impl TextureAtlas {
/// Create a new `TextureAtlas` that has a texture, but does not have
/// any individual sprites specified
pub fn new_empty(texture: Handle<Texture>, dimensions: Vec2) -> Self {
Self {
texture,
size: dimensions,
texture_handles: None,
textures: Vec::new(),
}
}
/// Generate a `TextureAtlas` by splitting a texture into a grid where each
/// cell of the grid of `tile_size` is one of the textures in the atlas
pub fn from_grid(
texture: Handle<Texture>,
tile_size: Vec2,
columns: usize,
rows: usize,
) -> TextureAtlas {
Self::from_grid_with_padding(texture, tile_size, columns, rows, Vec2::new(0f32, 0f32))
}
/// Generate a `TextureAtlas` by splitting a texture into a grid where each
/// cell of the grid of `tile_size` is one of the textures in the atlas and is separated by
/// some `padding` in the texture. The padding is assumed to be only between tiles
/// and not at the borders of the texture.
pub fn from_grid_with_padding(
texture: Handle<Texture>,
tile_size: Vec2,
columns: usize,
rows: usize,
padding: Vec2,
) -> TextureAtlas {
let mut sprites = Vec::new();
let mut x_padding = 0.0;
let mut y_padding = 0.0;
for y in 0..rows {
if y > 0 {
y_padding = padding.y;
}
for x in 0..columns {
if x > 0 {
x_padding = padding.x;
}
let rect_min = Vec2::new(
(tile_size.x + x_padding) * x as f32,
(tile_size.y + y_padding) * y as f32,
);
sprites.push(Rect {
min: rect_min,
max: Vec2::new(rect_min.x + tile_size.x, rect_min.y + tile_size.y),
})
}
}
TextureAtlas {
size: Vec2::new(
((tile_size.x + x_padding) * columns as f32) - x_padding,
((tile_size.y + y_padding) * rows as f32) - y_padding,
),
textures: sprites,
texture,
texture_handles: None,
}
}
/// Add a sprite to the list of textures in the `TextureAtlas`
///
/// # Arguments
///
/// * `rect` - The section of the atlas that contains the texture to be added,
/// from the top-left corner of the texture to the bottom-right corner
pub fn add_texture(&mut self, rect: Rect) {
self.textures.push(rect);
}
/// How many textures are in the `TextureAtlas`
pub fn len(&self) -> usize {
self.textures.len()
}
pub fn is_empty(&self) -> bool {
self.textures.is_empty()
}
pub fn get_texture_index(&self, texture: &Handle<Texture>) -> Option<usize> {
self.texture_handles
.as_ref()
.and_then(|texture_handles| texture_handles.get(texture).cloned())
}
}