 a7be8a2655
			
		
	
	
		a7be8a2655
		
			
		
	
	
	
	
		
			
			# Objective
The physical width and height (pixels) of an image is always integers,
but for `GpuImage` bevy currently stores them as `Vec2` (`f32`).
Switching to `UVec2` makes this more consistent with the [underlying
texture data](https://docs.rs/wgpu/latest/wgpu/struct.Extent3d.html).
I'm not sure if this is worth the change in the surface level API. If
not, feel free to close this PR.
## Solution
- Replace uses of `Vec2` with `UVec2` when referring to texture
dimensions.
- Use integer types for the texture atlas dimensions and sections.
[`Sprite::rect`](a81a2d1da3/crates/bevy_sprite/src/sprite.rs (L29))
remains unchanged, so manually specifying a sub-pixel region of an image
is still possible.
---
## Changelog
- `GpuImage` now stores its size as `UVec2` instead of `Vec2`.
- Texture atlases store their size and sections as `UVec2` and `URect`
respectively.
- `UiImageSize` stores its size as `UVec2`.
## Migration Guide
- Change floating point types (`Vec2`, `Rect`) to their respective
unsigned integer versions (`UVec2`, `URect`) when using `GpuImage`,
`TextureAtlasLayout`, `TextureAtlasBuilder`,
`DynamicAtlasTextureBuilder` or `FontAtlas`.
		
	
			
		
			
				
	
	
		
			166 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy_asset::{Asset, AssetId, Assets, Handle};
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| use bevy_ecs::component::Component;
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| use bevy_math::{URect, UVec2};
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| use bevy_reflect::Reflect;
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| use bevy_render::texture::Image;
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| use bevy_utils::HashMap;
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| 
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| /// Stores a map used to lookup the position of a texture in a [`TextureAtlas`].
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| /// This can be used to either use and look up a specific section of a texture, or animate frame-by-frame as a sprite sheet.
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| ///
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| /// Optionally it can store a mapping from sub texture handles to the related area index (see
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| /// [`TextureAtlasBuilder`]).
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| ///
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| /// [Example usage animating sprite.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
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| /// [Example usage loading sprite sheet.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
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| ///
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| /// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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| #[derive(Asset, Reflect, Debug, Clone)]
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| #[reflect(Debug)]
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| pub struct TextureAtlasLayout {
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|     // TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
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|     pub size: UVec2,
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|     /// The specific areas of the atlas where each texture can be found
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|     pub textures: Vec<URect>,
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|     /// Maps from a specific image handle to the index in `textures` where they can be found.
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|     ///
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|     /// This field is set by [`TextureAtlasBuilder`].
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|     ///
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|     /// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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|     pub(crate) texture_handles: Option<HashMap<AssetId<Image>, usize>>,
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| }
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| 
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| /// Component used to draw a specific section of a texture.
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| ///
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| /// It stores a handle to [`TextureAtlasLayout`] and the index of the current section of the atlas.
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| /// The texture atlas contains various *sections* of a given texture, allowing users to have a single
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| /// image file for either sprite animation or global mapping.
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| /// You can change the texture [`index`](Self::index) of the atlas to animate the sprite or display only a *section* of the texture
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| /// for efficient rendering of related game objects.
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| ///
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| /// Check the following examples for usage:
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| /// - [`animated sprite sheet example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
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| /// - [`texture atlas example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
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| #[derive(Component, Default, Debug, Clone, Reflect)]
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| pub struct TextureAtlas {
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|     /// Texture atlas layout handle
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|     pub layout: Handle<TextureAtlasLayout>,
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|     /// Texture atlas section index
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|     pub index: usize,
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| }
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| 
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| impl TextureAtlasLayout {
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|     /// Create a new empty layout with custom `dimensions`
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|     pub fn new_empty(dimensions: UVec2) -> Self {
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|         Self {
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|             size: dimensions,
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|             texture_handles: None,
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|             textures: Vec::new(),
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|         }
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|     }
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| 
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|     /// Generate a [`TextureAtlasLayout`] as a grid where each
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|     /// `tile_size` by `tile_size` grid-cell is one of the *section* in the
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|     /// atlas. Grid cells are separated by some `padding`, and the grid starts
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|     /// at `offset` pixels from the top left corner. Resulting layout is
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|     /// indexed left to right, top to bottom.
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|     ///
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|     /// # Arguments
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|     ///
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|     /// * `tile_size` - Each layout grid cell size
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|     /// * `columns` - Grid column count
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|     /// * `rows` - Grid row count
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|     /// * `padding` - Optional padding between cells
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|     /// * `offset` - Optional global grid offset
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|     pub fn from_grid(
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|         tile_size: UVec2,
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|         columns: u32,
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|         rows: u32,
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|         padding: Option<UVec2>,
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|         offset: Option<UVec2>,
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|     ) -> Self {
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|         let padding = padding.unwrap_or_default();
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|         let offset = offset.unwrap_or_default();
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|         let mut sprites = Vec::new();
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|         let mut current_padding = UVec2::ZERO;
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| 
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|         for y in 0..rows {
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|             if y > 0 {
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|                 current_padding.y = padding.y;
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|             }
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|             for x in 0..columns {
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|                 if x > 0 {
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|                     current_padding.x = padding.x;
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|                 }
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| 
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|                 let cell = UVec2::new(x, y);
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|                 let rect_min = (tile_size + current_padding) * cell + offset;
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| 
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|                 sprites.push(URect {
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|                     min: rect_min,
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|                     max: rect_min + tile_size,
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|                 });
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|             }
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|         }
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| 
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|         let grid_size = UVec2::new(columns, rows);
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| 
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|         Self {
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|             size: ((tile_size + current_padding) * grid_size) - current_padding,
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|             textures: sprites,
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|             texture_handles: None,
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|         }
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|     }
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| 
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|     /// Add a *section* to the list in the layout and returns its index
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|     /// which can be used with [`TextureAtlas`]
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|     ///
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|     /// # Arguments
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|     ///
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|     /// * `rect` - The section of the texture to be added
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|     ///
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|     /// [`TextureAtlas`]: crate::TextureAtlas
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|     pub fn add_texture(&mut self, rect: URect) -> usize {
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|         self.textures.push(rect);
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|         self.textures.len() - 1
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|     }
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| 
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|     /// The number of textures in the [`TextureAtlasLayout`]
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|     pub fn len(&self) -> usize {
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|         self.textures.len()
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|     }
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| 
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|     pub fn is_empty(&self) -> bool {
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|         self.textures.is_empty()
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|     }
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| 
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|     /// Retrieves the texture *section* index of the given `texture` handle.
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|     ///
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|     /// This requires the layout to have been built using a [`TextureAtlasBuilder`]
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|     ///
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|     /// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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|     pub fn get_texture_index(&self, texture: impl Into<AssetId<Image>>) -> Option<usize> {
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|         let id = texture.into();
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|         self.texture_handles
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|             .as_ref()
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|             .and_then(|texture_handles| texture_handles.get(&id).cloned())
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|     }
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| }
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| 
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| impl TextureAtlas {
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|     /// Retrieves the current texture [`URect`] of the sprite sheet according to the section `index`
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|     pub fn texture_rect(&self, texture_atlases: &Assets<TextureAtlasLayout>) -> Option<URect> {
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|         let atlas = texture_atlases.get(&self.layout)?;
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|         atlas.textures.get(self.index).copied()
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|     }
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| }
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| 
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| impl From<Handle<TextureAtlasLayout>> for TextureAtlas {
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|     fn from(texture_atlas: Handle<TextureAtlasLayout>) -> Self {
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|         Self {
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|             layout: texture_atlas,
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|             index: 0,
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|         }
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|     }
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| }
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