
# Objective Current implementation of `Sprite::compute_pixel_space_point` always returns the sprite centre as an `Ok` point when the `custom_size` is set to `Vec2::ZERO`. This leads to unexpected behaviour. For example, it causes these sprites to block all interactions with other sprites in the picking backend (under default settings). This small PR: - Fixes sprite pixel space point computation for sprites with zero custom_size - Resolves issue #19880. ## Solution We handle the zero custom_size case explicitly and return `Err(point_relative_to_sprite_center)` instead of `Ok(point_relative_to_texture)`. ## Testing Implemented a new test for zero custom_size sprites within the `bevy_sprite::sprite` module. Also verified that the example from issue #19880 is behaving as expected. No further testing is required. - How can other people (reviewers) test your changes? Is there anything specific they need to know? Can run the simple application example from the linked issue. Or evaluate the implemented test. --------- Co-authored-by: James Lucas <jalucas@nvidia.com>
592 lines
22 KiB
Rust
592 lines
22 KiB
Rust
use bevy_asset::{Assets, Handle};
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use bevy_color::Color;
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use bevy_derive::{Deref, DerefMut};
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use bevy_ecs::{component::Component, reflect::ReflectComponent};
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use bevy_image::{Image, TextureAtlas, TextureAtlasLayout};
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use bevy_math::{Rect, UVec2, Vec2};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::{
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sync_world::SyncToRenderWorld,
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view::{self, Visibility, VisibilityClass},
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};
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use bevy_transform::components::Transform;
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use crate::TextureSlicer;
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/// Describes a sprite to be rendered to a 2D camera
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#[derive(Component, Debug, Default, Clone, Reflect)]
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#[require(Transform, Visibility, SyncToRenderWorld, VisibilityClass, Anchor)]
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#[reflect(Component, Default, Debug, Clone)]
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#[component(on_add = view::add_visibility_class::<Sprite>)]
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pub struct Sprite {
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/// The image used to render the sprite
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pub image: Handle<Image>,
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/// The (optional) texture atlas used to render the sprite
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pub texture_atlas: Option<TextureAtlas>,
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/// The sprite's color tint
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pub color: Color,
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/// Flip the sprite along the `X` axis
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pub flip_x: bool,
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/// Flip the sprite along the `Y` axis
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pub flip_y: bool,
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/// An optional custom size for the sprite that will be used when rendering, instead of the size
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/// of the sprite's image
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pub custom_size: Option<Vec2>,
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/// An optional rectangle representing the region of the sprite's image to render, instead of rendering
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/// the full image. This is an easy one-off alternative to using a [`TextureAtlas`].
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///
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/// When used with a [`TextureAtlas`], the rect
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/// is offset by the atlas's minimal (top-left) corner position.
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pub rect: Option<Rect>,
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/// How the sprite's image will be scaled.
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pub image_mode: SpriteImageMode,
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}
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impl Sprite {
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/// Create a Sprite with a custom size
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pub fn sized(custom_size: Vec2) -> Self {
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Sprite {
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custom_size: Some(custom_size),
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..Default::default()
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}
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}
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/// Create a sprite from an image
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pub fn from_image(image: Handle<Image>) -> Self {
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Self {
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image,
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..Default::default()
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}
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}
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/// Create a sprite from an image, with an associated texture atlas
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pub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> Self {
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Self {
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image,
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texture_atlas: Some(atlas),
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..Default::default()
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}
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}
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/// Create a sprite from a solid color
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pub fn from_color(color: impl Into<Color>, size: Vec2) -> Self {
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Self {
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color: color.into(),
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custom_size: Some(size),
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..Default::default()
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}
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}
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/// Computes the pixel point where `point_relative_to_sprite` is sampled
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/// from in this sprite. `point_relative_to_sprite` must be in the sprite's
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/// local frame. Returns an Ok if the point is inside the bounds of the
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/// sprite (not just the image), and returns an Err otherwise.
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pub fn compute_pixel_space_point(
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&self,
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point_relative_to_sprite: Vec2,
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anchor: Anchor,
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images: &Assets<Image>,
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texture_atlases: &Assets<TextureAtlasLayout>,
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) -> Result<Vec2, Vec2> {
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let image_size = images
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.get(&self.image)
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.map(Image::size)
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.unwrap_or(UVec2::ONE);
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let atlas_rect = self
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.texture_atlas
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.as_ref()
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.and_then(|s| s.texture_rect(texture_atlases))
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.map(|r| r.as_rect());
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let texture_rect = match (atlas_rect, self.rect) {
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(None, None) => Rect::new(0.0, 0.0, image_size.x as f32, image_size.y as f32),
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(None, Some(sprite_rect)) => sprite_rect,
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(Some(atlas_rect), None) => atlas_rect,
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(Some(atlas_rect), Some(mut sprite_rect)) => {
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// Make the sprite rect relative to the atlas rect.
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sprite_rect.min += atlas_rect.min;
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sprite_rect.max += atlas_rect.min;
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sprite_rect
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}
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};
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let sprite_size = self.custom_size.unwrap_or_else(|| texture_rect.size());
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let sprite_center = -anchor.as_vec() * sprite_size;
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let mut point_relative_to_sprite_center = point_relative_to_sprite - sprite_center;
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if self.flip_x {
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point_relative_to_sprite_center.x *= -1.0;
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}
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// Texture coordinates start at the top left, whereas world coordinates start at the bottom
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// left. So flip by default, and then don't flip if `flip_y` is set.
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if !self.flip_y {
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point_relative_to_sprite_center.y *= -1.0;
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}
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if sprite_size.x == 0.0 || sprite_size.y == 0.0 {
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return Err(point_relative_to_sprite_center);
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}
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let sprite_to_texture_ratio = {
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let texture_size = texture_rect.size();
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Vec2::new(
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texture_size.x / sprite_size.x,
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texture_size.y / sprite_size.y,
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)
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};
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let point_relative_to_texture =
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point_relative_to_sprite_center * sprite_to_texture_ratio + texture_rect.center();
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// TODO: Support `SpriteImageMode`.
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if texture_rect.contains(point_relative_to_texture) {
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Ok(point_relative_to_texture)
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} else {
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Err(point_relative_to_texture)
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}
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}
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}
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impl From<Handle<Image>> for Sprite {
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fn from(image: Handle<Image>) -> Self {
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Self::from_image(image)
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}
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}
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/// Controls how the image is altered when scaled.
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#[derive(Default, Debug, Clone, Reflect, PartialEq)]
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#[reflect(Debug, Default, Clone)]
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pub enum SpriteImageMode {
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/// The sprite will take on the size of the image by default, and will be stretched or shrunk if [`Sprite::custom_size`] is set.
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#[default]
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Auto,
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/// The texture will be scaled to fit the rect bounds defined in [`Sprite::custom_size`].
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/// Otherwise no scaling will be applied.
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Scale(ScalingMode),
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/// The texture will be cut in 9 slices, keeping the texture in proportions on resize
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Sliced(TextureSlicer),
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/// The texture will be repeated if stretched beyond `stretched_value`
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Tiled {
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/// Should the image repeat horizontally
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tile_x: bool,
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/// Should the image repeat vertically
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tile_y: bool,
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/// The texture will repeat when the ratio between the *drawing dimensions* of texture and the
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/// *original texture size* are above this value.
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stretch_value: f32,
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},
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}
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impl SpriteImageMode {
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/// Returns true if this mode uses slices internally ([`SpriteImageMode::Sliced`] or [`SpriteImageMode::Tiled`])
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#[inline]
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pub fn uses_slices(&self) -> bool {
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matches!(
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self,
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SpriteImageMode::Sliced(..) | SpriteImageMode::Tiled { .. }
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)
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}
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/// Returns [`ScalingMode`] if scale is presented or [`Option::None`] otherwise.
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#[inline]
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#[must_use]
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pub const fn scale(&self) -> Option<ScalingMode> {
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if let SpriteImageMode::Scale(scale) = self {
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Some(*scale)
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} else {
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None
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}
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}
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}
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/// Represents various modes for proportional scaling of a texture.
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///
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/// Can be used in [`SpriteImageMode::Scale`].
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#[derive(Debug, Clone, Copy, PartialEq, Default, Reflect)]
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#[reflect(Debug, Default, Clone)]
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pub enum ScalingMode {
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/// Scale the texture uniformly (maintain the texture's aspect ratio)
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/// so that both dimensions (width and height) of the texture will be equal
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/// to or larger than the corresponding dimension of the target rectangle.
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/// Fill sprite with a centered texture.
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#[default]
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FillCenter,
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/// Scales the texture to fill the target rectangle while maintaining its aspect ratio.
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/// One dimension of the texture will match the rectangle's size,
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/// while the other dimension may exceed it.
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/// The exceeding portion is aligned to the start:
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/// * Horizontal overflow is left-aligned if the width exceeds the rectangle.
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/// * Vertical overflow is top-aligned if the height exceeds the rectangle.
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FillStart,
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/// Scales the texture to fill the target rectangle while maintaining its aspect ratio.
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/// One dimension of the texture will match the rectangle's size,
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/// while the other dimension may exceed it.
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/// The exceeding portion is aligned to the end:
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/// * Horizontal overflow is right-aligned if the width exceeds the rectangle.
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/// * Vertical overflow is bottom-aligned if the height exceeds the rectangle.
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FillEnd,
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/// Scaling the texture will maintain the original aspect ratio
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/// and ensure that the original texture fits entirely inside the rect.
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/// At least one axis (x or y) will fit exactly. The result is centered inside the rect.
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FitCenter,
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/// Scaling the texture will maintain the original aspect ratio
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/// and ensure that the original texture fits entirely inside rect.
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/// At least one axis (x or y) will fit exactly.
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/// Aligns the result to the left and top edges of rect.
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FitStart,
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/// Scaling the texture will maintain the original aspect ratio
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/// and ensure that the original texture fits entirely inside rect.
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/// At least one axis (x or y) will fit exactly.
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/// Aligns the result to the right and bottom edges of rect.
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FitEnd,
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}
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/// Normalized (relative to its size) offset of a 2d renderable entity from its [`Transform`].
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#[derive(Component, Debug, Clone, Copy, PartialEq, Deref, DerefMut, Reflect)]
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#[reflect(Component, Default, Debug, PartialEq, Clone)]
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#[doc(alias = "pivot")]
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pub struct Anchor(pub Vec2);
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impl Anchor {
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pub const BOTTOM_LEFT: Self = Self(Vec2::new(-0.5, -0.5));
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pub const BOTTOM_CENTER: Self = Self(Vec2::new(0.0, -0.5));
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pub const BOTTOM_RIGHT: Self = Self(Vec2::new(0.5, -0.5));
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pub const CENTER_LEFT: Self = Self(Vec2::new(-0.5, 0.0));
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pub const CENTER: Self = Self(Vec2::ZERO);
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pub const CENTER_RIGHT: Self = Self(Vec2::new(0.5, 0.0));
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pub const TOP_LEFT: Self = Self(Vec2::new(-0.5, 0.5));
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pub const TOP_CENTER: Self = Self(Vec2::new(0.0, 0.5));
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pub const TOP_RIGHT: Self = Self(Vec2::new(0.5, 0.5));
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pub fn as_vec(&self) -> Vec2 {
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self.0
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}
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}
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impl Default for Anchor {
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fn default() -> Self {
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Self::CENTER
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}
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}
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impl From<Vec2> for Anchor {
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fn from(value: Vec2) -> Self {
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Self(value)
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}
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}
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#[cfg(test)]
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mod tests {
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use bevy_asset::{Assets, RenderAssetUsages};
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use bevy_color::Color;
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use bevy_image::{Image, ToExtents};
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use bevy_image::{TextureAtlas, TextureAtlasLayout};
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use bevy_math::{Rect, URect, UVec2, Vec2};
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use bevy_render::render_resource::{TextureDimension, TextureFormat};
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use crate::Anchor;
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use super::Sprite;
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/// Makes a new image of the specified size.
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fn make_image(size: UVec2) -> Image {
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Image::new_fill(
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size.to_extents(),
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TextureDimension::D2,
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&[0, 0, 0, 255],
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TextureFormat::Rgba8Unorm,
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RenderAssetUsages::all(),
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)
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}
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#[test]
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fn compute_pixel_space_point_for_regular_sprite() {
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let mut image_assets = Assets::<Image>::default();
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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let image = image_assets.add(make_image(UVec2::new(5, 10)));
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let sprite = Sprite {
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image,
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..Default::default()
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};
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let compute = |point| {
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sprite.compute_pixel_space_point(
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point,
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Anchor::default(),
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&image_assets,
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&texture_atlas_assets,
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)
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};
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assert_eq!(compute(Vec2::new(-2.0, -4.5)), Ok(Vec2::new(0.5, 9.5)));
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assert_eq!(compute(Vec2::new(0.0, 0.0)), Ok(Vec2::new(2.5, 5.0)));
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assert_eq!(compute(Vec2::new(0.0, 4.5)), Ok(Vec2::new(2.5, 0.5)));
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assert_eq!(compute(Vec2::new(3.0, 0.0)), Err(Vec2::new(5.5, 5.0)));
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assert_eq!(compute(Vec2::new(-3.0, 0.0)), Err(Vec2::new(-0.5, 5.0)));
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}
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#[test]
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fn compute_pixel_space_point_for_color_sprite() {
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let image_assets = Assets::<Image>::default();
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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// This also tests the `custom_size` field.
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let sprite = Sprite::from_color(Color::BLACK, Vec2::new(50.0, 100.0));
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let compute = |point| {
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sprite
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.compute_pixel_space_point(
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point,
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Anchor::default(),
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&image_assets,
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&texture_atlas_assets,
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)
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// Round to remove floating point errors.
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.map(|x| (x * 1e5).round() / 1e5)
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.map_err(|x| (x * 1e5).round() / 1e5)
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};
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assert_eq!(compute(Vec2::new(-20.0, -40.0)), Ok(Vec2::new(0.1, 0.9)));
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assert_eq!(compute(Vec2::new(0.0, 10.0)), Ok(Vec2::new(0.5, 0.4)));
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assert_eq!(compute(Vec2::new(75.0, 100.0)), Err(Vec2::new(2.0, -0.5)));
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assert_eq!(compute(Vec2::new(-75.0, -100.0)), Err(Vec2::new(-1.0, 1.5)));
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assert_eq!(compute(Vec2::new(-30.0, -40.0)), Err(Vec2::new(-0.1, 0.9)));
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}
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#[test]
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fn compute_pixel_space_point_for_sprite_with_anchor_bottom_left() {
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let mut image_assets = Assets::<Image>::default();
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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let image = image_assets.add(make_image(UVec2::new(5, 10)));
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let sprite = Sprite {
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image,
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..Default::default()
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};
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let anchor = Anchor::BOTTOM_LEFT;
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let compute = |point| {
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sprite.compute_pixel_space_point(point, anchor, &image_assets, &texture_atlas_assets)
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};
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assert_eq!(compute(Vec2::new(0.5, 9.5)), Ok(Vec2::new(0.5, 0.5)));
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assert_eq!(compute(Vec2::new(2.5, 5.0)), Ok(Vec2::new(2.5, 5.0)));
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assert_eq!(compute(Vec2::new(2.5, 9.5)), Ok(Vec2::new(2.5, 0.5)));
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assert_eq!(compute(Vec2::new(5.5, 5.0)), Err(Vec2::new(5.5, 5.0)));
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assert_eq!(compute(Vec2::new(-0.5, 5.0)), Err(Vec2::new(-0.5, 5.0)));
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}
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#[test]
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fn compute_pixel_space_point_for_sprite_with_anchor_top_right() {
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let mut image_assets = Assets::<Image>::default();
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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let image = image_assets.add(make_image(UVec2::new(5, 10)));
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let sprite = Sprite {
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image,
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..Default::default()
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};
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let anchor = Anchor::TOP_RIGHT;
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let compute = |point| {
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sprite.compute_pixel_space_point(point, anchor, &image_assets, &texture_atlas_assets)
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};
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assert_eq!(compute(Vec2::new(-4.5, -0.5)), Ok(Vec2::new(0.5, 0.5)));
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assert_eq!(compute(Vec2::new(-2.5, -5.0)), Ok(Vec2::new(2.5, 5.0)));
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assert_eq!(compute(Vec2::new(-2.5, -0.5)), Ok(Vec2::new(2.5, 0.5)));
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assert_eq!(compute(Vec2::new(0.5, -5.0)), Err(Vec2::new(5.5, 5.0)));
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assert_eq!(compute(Vec2::new(-5.5, -5.0)), Err(Vec2::new(-0.5, 5.0)));
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}
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#[test]
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fn compute_pixel_space_point_for_sprite_with_anchor_flip_x() {
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let mut image_assets = Assets::<Image>::default();
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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let image = image_assets.add(make_image(UVec2::new(5, 10)));
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let sprite = Sprite {
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image,
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flip_x: true,
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..Default::default()
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};
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let anchor = Anchor::BOTTOM_LEFT;
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let compute = |point| {
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sprite.compute_pixel_space_point(point, anchor, &image_assets, &texture_atlas_assets)
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};
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assert_eq!(compute(Vec2::new(0.5, 9.5)), Ok(Vec2::new(4.5, 0.5)));
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assert_eq!(compute(Vec2::new(2.5, 5.0)), Ok(Vec2::new(2.5, 5.0)));
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assert_eq!(compute(Vec2::new(2.5, 9.5)), Ok(Vec2::new(2.5, 0.5)));
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assert_eq!(compute(Vec2::new(5.5, 5.0)), Err(Vec2::new(-0.5, 5.0)));
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assert_eq!(compute(Vec2::new(-0.5, 5.0)), Err(Vec2::new(5.5, 5.0)));
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}
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#[test]
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fn compute_pixel_space_point_for_sprite_with_anchor_flip_y() {
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let mut image_assets = Assets::<Image>::default();
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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let image = image_assets.add(make_image(UVec2::new(5, 10)));
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let sprite = Sprite {
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image,
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flip_y: true,
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..Default::default()
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};
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let anchor = Anchor::TOP_RIGHT;
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|
|
|
let compute = |point| {
|
|
sprite.compute_pixel_space_point(point, anchor, &image_assets, &texture_atlas_assets)
|
|
};
|
|
assert_eq!(compute(Vec2::new(-4.5, -0.5)), Ok(Vec2::new(0.5, 9.5)));
|
|
assert_eq!(compute(Vec2::new(-2.5, -5.0)), Ok(Vec2::new(2.5, 5.0)));
|
|
assert_eq!(compute(Vec2::new(-2.5, -0.5)), Ok(Vec2::new(2.5, 9.5)));
|
|
assert_eq!(compute(Vec2::new(0.5, -5.0)), Err(Vec2::new(5.5, 5.0)));
|
|
assert_eq!(compute(Vec2::new(-5.5, -5.0)), Err(Vec2::new(-0.5, 5.0)));
|
|
}
|
|
|
|
#[test]
|
|
fn compute_pixel_space_point_for_sprite_with_rect() {
|
|
let mut image_assets = Assets::<Image>::default();
|
|
let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
|
|
|
|
let image = image_assets.add(make_image(UVec2::new(5, 10)));
|
|
|
|
let sprite = Sprite {
|
|
image,
|
|
rect: Some(Rect::new(1.5, 3.0, 3.0, 9.5)),
|
|
..Default::default()
|
|
};
|
|
let anchor = Anchor::BOTTOM_LEFT;
|
|
|
|
let compute = |point| {
|
|
sprite.compute_pixel_space_point(point, anchor, &image_assets, &texture_atlas_assets)
|
|
};
|
|
assert_eq!(compute(Vec2::new(0.5, 0.5)), Ok(Vec2::new(2.0, 9.0)));
|
|
// The pixel is outside the rect, but is still a valid pixel in the image.
|
|
assert_eq!(compute(Vec2::new(2.0, 2.5)), Err(Vec2::new(3.5, 7.0)));
|
|
}
|
|
|
|
#[test]
|
|
fn compute_pixel_space_point_for_texture_atlas_sprite() {
|
|
let mut image_assets = Assets::<Image>::default();
|
|
let mut texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
|
|
|
|
let image = image_assets.add(make_image(UVec2::new(5, 10)));
|
|
let texture_atlas = texture_atlas_assets.add(TextureAtlasLayout {
|
|
size: UVec2::new(5, 10),
|
|
textures: vec![URect::new(1, 1, 4, 4)],
|
|
});
|
|
|
|
let sprite = Sprite {
|
|
image,
|
|
texture_atlas: Some(TextureAtlas {
|
|
layout: texture_atlas,
|
|
index: 0,
|
|
}),
|
|
..Default::default()
|
|
};
|
|
let anchor = Anchor::BOTTOM_LEFT;
|
|
|
|
let compute = |point| {
|
|
sprite.compute_pixel_space_point(point, anchor, &image_assets, &texture_atlas_assets)
|
|
};
|
|
assert_eq!(compute(Vec2::new(0.5, 0.5)), Ok(Vec2::new(1.5, 3.5)));
|
|
// The pixel is outside the texture atlas, but is still a valid pixel in the image.
|
|
assert_eq!(compute(Vec2::new(4.0, 2.5)), Err(Vec2::new(5.0, 1.5)));
|
|
}
|
|
|
|
#[test]
|
|
fn compute_pixel_space_point_for_texture_atlas_sprite_with_rect() {
|
|
let mut image_assets = Assets::<Image>::default();
|
|
let mut texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
|
|
|
|
let image = image_assets.add(make_image(UVec2::new(5, 10)));
|
|
let texture_atlas = texture_atlas_assets.add(TextureAtlasLayout {
|
|
size: UVec2::new(5, 10),
|
|
textures: vec![URect::new(1, 1, 4, 4)],
|
|
});
|
|
|
|
let sprite = Sprite {
|
|
image,
|
|
texture_atlas: Some(TextureAtlas {
|
|
layout: texture_atlas,
|
|
index: 0,
|
|
}),
|
|
// The rect is relative to the texture atlas sprite.
|
|
rect: Some(Rect::new(1.5, 1.5, 3.0, 3.0)),
|
|
..Default::default()
|
|
};
|
|
let anchor = Anchor::BOTTOM_LEFT;
|
|
|
|
let compute = |point| {
|
|
sprite.compute_pixel_space_point(point, anchor, &image_assets, &texture_atlas_assets)
|
|
};
|
|
assert_eq!(compute(Vec2::new(0.5, 0.5)), Ok(Vec2::new(3.0, 3.5)));
|
|
// The pixel is outside the texture atlas, but is still a valid pixel in the image.
|
|
assert_eq!(compute(Vec2::new(4.0, 2.5)), Err(Vec2::new(6.5, 1.5)));
|
|
}
|
|
|
|
#[test]
|
|
fn compute_pixel_space_point_for_sprite_with_custom_size_and_rect() {
|
|
let mut image_assets = Assets::<Image>::default();
|
|
let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
|
|
|
|
let image = image_assets.add(make_image(UVec2::new(5, 10)));
|
|
|
|
let sprite = Sprite {
|
|
image,
|
|
custom_size: Some(Vec2::new(100.0, 50.0)),
|
|
rect: Some(Rect::new(0.0, 0.0, 5.0, 5.0)),
|
|
..Default::default()
|
|
};
|
|
|
|
let compute = |point| {
|
|
sprite.compute_pixel_space_point(
|
|
point,
|
|
Anchor::default(),
|
|
&image_assets,
|
|
&texture_atlas_assets,
|
|
)
|
|
};
|
|
assert_eq!(compute(Vec2::new(30.0, 15.0)), Ok(Vec2::new(4.0, 1.0)));
|
|
assert_eq!(compute(Vec2::new(-10.0, -15.0)), Ok(Vec2::new(2.0, 4.0)));
|
|
// The pixel is outside the texture atlas, but is still a valid pixel in the image.
|
|
assert_eq!(compute(Vec2::new(0.0, 35.0)), Err(Vec2::new(2.5, -1.0)));
|
|
}
|
|
|
|
#[test]
|
|
fn compute_pixel_space_point_for_sprite_with_zero_custom_size() {
|
|
let mut image_assets = Assets::<Image>::default();
|
|
let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
|
|
|
|
let image = image_assets.add(make_image(UVec2::new(5, 10)));
|
|
|
|
let sprite = Sprite {
|
|
image,
|
|
custom_size: Some(Vec2::new(0.0, 0.0)),
|
|
..Default::default()
|
|
};
|
|
|
|
let compute = |point| {
|
|
sprite.compute_pixel_space_point(
|
|
point,
|
|
Anchor::default(),
|
|
&image_assets,
|
|
&texture_atlas_assets,
|
|
)
|
|
};
|
|
assert_eq!(compute(Vec2::new(30.0, 15.0)), Err(Vec2::new(30.0, -15.0)));
|
|
assert_eq!(
|
|
compute(Vec2::new(-10.0, -15.0)),
|
|
Err(Vec2::new(-10.0, 15.0))
|
|
);
|
|
// The pixel is outside the texture atlas, but is still a valid pixel in the image.
|
|
assert_eq!(compute(Vec2::new(0.0, 35.0)), Err(Vec2::new(0.0, -35.0)));
|
|
}
|
|
}
|