
# Objective Currently the `missing_docs` lint is allowed-by-default and enabled at crate level when their documentations is complete (see #3492). This PR proposes to inverse this logic by making `missing_docs` warn-by-default and mark crates with imcomplete docs allowed. ## Solution Makes `missing_docs` warn at workspace level and allowed at crate level when the docs is imcomplete.
279 lines
8.9 KiB
Rust
279 lines
8.9 KiB
Rust
// FIXME(3492): remove once docs are ready
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#![allow(missing_docs)]
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//! Provides 2D sprite rendering functionality.
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mod bundle;
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mod dynamic_texture_atlas_builder;
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mod mesh2d;
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mod render;
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mod sprite;
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mod texture_atlas;
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mod texture_atlas_builder;
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mod texture_slice;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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bundle::{SpriteBundle, SpriteSheetBundle},
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sprite::{ImageScaleMode, Sprite},
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texture_atlas::{TextureAtlas, TextureAtlasLayout},
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texture_slice::{BorderRect, SliceScaleMode, TextureSlicer},
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ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder,
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};
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}
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pub use bundle::*;
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pub use dynamic_texture_atlas_builder::*;
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pub use mesh2d::*;
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pub use render::*;
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pub use sprite::*;
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pub use texture_atlas::*;
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pub use texture_atlas_builder::*;
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pub use texture_slice::*;
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
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use bevy_core_pipeline::core_2d::Transparent2d;
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use bevy_ecs::prelude::*;
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use bevy_render::{
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mesh::Mesh,
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primitives::Aabb,
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render_phase::AddRenderCommand,
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render_resource::{Shader, SpecializedRenderPipelines},
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texture::Image,
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view::{NoFrustumCulling, VisibilitySystems},
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ExtractSchedule, Render, RenderApp, RenderSet,
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};
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/// Adds support for 2D sprite rendering.
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#[derive(Default)]
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pub struct SpritePlugin;
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pub const SPRITE_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(2763343953151597127);
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/// System set for sprite rendering.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum SpriteSystem {
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ExtractSprites,
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ComputeSlices,
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}
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impl Plugin for SpritePlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(
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app,
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SPRITE_SHADER_HANDLE,
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"render/sprite.wgsl",
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Shader::from_wgsl
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);
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app.init_asset::<TextureAtlasLayout>()
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.register_asset_reflect::<TextureAtlasLayout>()
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.register_type::<Sprite>()
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.register_type::<ImageScaleMode>()
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.register_type::<TextureSlicer>()
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.register_type::<Anchor>()
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.register_type::<TextureAtlas>()
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.register_type::<Mesh2dHandle>()
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.add_plugins((Mesh2dRenderPlugin, ColorMaterialPlugin))
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.add_systems(
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PostUpdate,
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(
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calculate_bounds_2d.in_set(VisibilitySystems::CalculateBounds),
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(
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compute_slices_on_asset_event,
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compute_slices_on_sprite_change,
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)
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.in_set(SpriteSystem::ComputeSlices),
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),
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);
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<ImageBindGroups>()
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.init_resource::<SpecializedRenderPipelines<SpritePipeline>>()
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.init_resource::<SpriteMeta>()
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.init_resource::<ExtractedSprites>()
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.init_resource::<SpriteAssetEvents>()
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.add_render_command::<Transparent2d, DrawSprite>()
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.add_systems(
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ExtractSchedule,
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(
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extract_sprites.in_set(SpriteSystem::ExtractSprites),
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extract_sprite_events,
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),
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)
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.add_systems(
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Render,
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(
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queue_sprites
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.in_set(RenderSet::Queue)
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.ambiguous_with(queue_material2d_meshes::<ColorMaterial>),
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prepare_sprites.in_set(RenderSet::PrepareBindGroups),
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),
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);
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};
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}
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fn finish(&self, app: &mut App) {
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.init_resource::<SpritePipeline>();
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}
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}
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}
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/// System calculating and inserting an [`Aabb`] component to entities with either:
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/// - a `Mesh2dHandle` component,
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/// - a `Sprite` and `Handle<Image>` components,
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/// - a `TextureAtlasSprite` and `Handle<TextureAtlas>` components,
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/// and without a [`NoFrustumCulling`] component.
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///
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/// Used in system set [`VisibilitySystems::CalculateBounds`].
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pub fn calculate_bounds_2d(
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mut commands: Commands,
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meshes: Res<Assets<Mesh>>,
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images: Res<Assets<Image>>,
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atlases: Res<Assets<TextureAtlasLayout>>,
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meshes_without_aabb: Query<(Entity, &Mesh2dHandle), (Without<Aabb>, Without<NoFrustumCulling>)>,
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sprites_to_recalculate_aabb: Query<
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(Entity, &Sprite, &Handle<Image>, Option<&TextureAtlas>),
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(
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Or<(Without<Aabb>, Changed<Sprite>)>,
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Without<NoFrustumCulling>,
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),
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>,
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) {
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for (entity, mesh_handle) in &meshes_without_aabb {
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if let Some(mesh) = meshes.get(&mesh_handle.0) {
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if let Some(aabb) = mesh.compute_aabb() {
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commands.entity(entity).try_insert(aabb);
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}
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}
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}
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for (entity, sprite, texture_handle, atlas) in &sprites_to_recalculate_aabb {
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if let Some(size) = sprite.custom_size.or_else(|| match atlas {
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// We default to the texture size for regular sprites
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None => images.get(texture_handle).map(|image| image.size_f32()),
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// We default to the drawn rect for atlas sprites
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Some(atlas) => atlas.texture_rect(&atlases).map(|rect| rect.size()),
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}) {
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let aabb = Aabb {
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center: (-sprite.anchor.as_vec() * size).extend(0.0).into(),
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half_extents: (0.5 * size).extend(0.0).into(),
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};
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commands.entity(entity).try_insert(aabb);
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}
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}
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}
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#[cfg(test)]
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mod test {
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use bevy_math::Vec2;
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use bevy_utils::default;
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use super::*;
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#[test]
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fn calculate_bounds_2d_create_aabb_for_image_sprite_entity() {
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// Setup app
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let mut app = App::new();
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// Add resources and get handle to image
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let mut image_assets = Assets::<Image>::default();
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let image_handle = image_assets.add(Image::default());
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app.insert_resource(image_assets);
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let mesh_assets = Assets::<Mesh>::default();
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app.insert_resource(mesh_assets);
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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app.insert_resource(texture_atlas_assets);
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// Add system
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app.add_systems(Update, calculate_bounds_2d);
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// Add entites
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let entity = app.world.spawn((Sprite::default(), image_handle)).id();
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// Verify that the entity does not have an AABB
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assert!(!app
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.world
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.get_entity(entity)
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.expect("Could not find entity")
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.contains::<Aabb>());
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// Run system
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app.update();
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// Verify the AABB exists
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assert!(app
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.world
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.get_entity(entity)
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.expect("Could not find entity")
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.contains::<Aabb>());
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}
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#[test]
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fn calculate_bounds_2d_update_aabb_when_sprite_custom_size_changes_to_some() {
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// Setup app
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let mut app = App::new();
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// Add resources and get handle to image
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let mut image_assets = Assets::<Image>::default();
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let image_handle = image_assets.add(Image::default());
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app.insert_resource(image_assets);
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let mesh_assets = Assets::<Mesh>::default();
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app.insert_resource(mesh_assets);
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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app.insert_resource(texture_atlas_assets);
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// Add system
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app.add_systems(Update, calculate_bounds_2d);
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// Add entites
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let entity = app
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.world
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.spawn((
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Sprite {
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custom_size: Some(Vec2::ZERO),
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..default()
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},
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image_handle,
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))
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.id();
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// Create initial AABB
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app.update();
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// Get the initial AABB
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let first_aabb = *app
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.world
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.get_entity(entity)
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.expect("Could not find entity")
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.get::<Aabb>()
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.expect("Could not find initial AABB");
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// Change `custom_size` of sprite
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let mut binding = app
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.world
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.get_entity_mut(entity)
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.expect("Could not find entity");
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let mut sprite = binding
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.get_mut::<Sprite>()
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.expect("Could not find sprite component of entity");
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sprite.custom_size = Some(Vec2::ONE);
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// Re-run the `calculate_bounds_2d` system to get the new AABB
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app.update();
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// Get the re-calculated AABB
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let second_aabb = *app
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.world
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.get_entity(entity)
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.expect("Could not find entity")
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.get::<Aabb>()
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.expect("Could not find second AABB");
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// Check that the AABBs are not equal
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assert_ne!(first_aabb, second_aabb);
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}
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}
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