
# Objective Instead of extracting an individual sprite per glyph of a text spawn or slice of a nine-patched sprite, add a buffer to store the extracted slice geometry. Fixes #16972 ## Solution * New struct `ExtractedSlice` to hold sprite slice size, position and atlas info (for text each glyph is a slice). * New resource `ExtractedSlices` that wraps the `ExtractedSlice` buffer. This is a separate resource so it can be used without sprites (with a text material, for example). * New enum `ExtractedSpriteKind` with variants `Single` and `Slices`. `Single` represents a single sprite, `Slices` contains a range into the `ExtractedSlice` buffer. * Only queue a single `ExtractedSprite` for sets of glyphs or slices and push the geometry for each individual slice or glyph into the `ExtractedSlice` buffer. * Modify `ComputedTextureSlices` to return an `ExtractedSlice` iterator instead of `ExtractedSprites`. * Modify `extract_text2d_sprite` to only queue new `ExtractedSprite`s on font changes and otherwise push slices. I don't like the name `ExtractedSpriteKind` much, it's a bit redundant and too haskellish. But although it's exported, it's not something users will interact with most of the time so don't want to overthink it. ## Testing yellow = this pr, red = main ```cargo run --example many_glyphs --release --features "trace_tracy" -- --no-ui``` <img width="454" alt="many-glyphs" src="https://github.com/user-attachments/assets/711b52c9-2d4d-43c7-b154-e81a69c94dce" /> ```cargo run --example many_text2d --release --features "trace_tracy"``` <img width="415" alt="many-text2d" src="https://github.com/user-attachments/assets/5ea2480a-52e0-4cd0-9f12-07405cf6b8fa" /> ## Migration Guide * `ExtractedSprite` has a new `kind: ExtractedSpriteKind` field with variants `Single` and `Slices`. - `Single` represents a single sprite. `ExtractedSprite`'s `anchor`, `rect`, `scaling_mode` and `custom_size` fields have been moved into `Single`. - `Slices` contains a range that indexes into a new resource `ExtractedSlices`. Slices are used to draw elements composed from multiple sprites such as text or nine-patched borders. * `ComputedTextureSlices::extract_sprites` has been renamed to `extract_slices`. Its `transform` and `original_entity` parameters have been removed. --------- Co-authored-by: Kristoffer Søholm <k.soeholm@gmail.com>
359 lines
12 KiB
Rust
359 lines
12 KiB
Rust
#![expect(missing_docs, reason = "Not all docs are written yet, see #3492.")]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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//! Provides 2D sprite rendering functionality.
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extern crate alloc;
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mod mesh2d;
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#[cfg(feature = "bevy_sprite_picking_backend")]
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mod picking_backend;
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mod render;
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mod sprite;
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mod texture_slice;
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/// The sprite prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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pub mod prelude {
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#[cfg(feature = "bevy_sprite_picking_backend")]
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#[doc(hidden)]
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pub use crate::picking_backend::{
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SpritePickingCamera, SpritePickingMode, SpritePickingPlugin, SpritePickingSettings,
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};
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#[doc(hidden)]
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pub use crate::{
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sprite::{Sprite, SpriteImageMode},
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texture_slice::{BorderRect, SliceScaleMode, TextureSlice, TextureSlicer},
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ColorMaterial, MeshMaterial2d, ScalingMode,
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};
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}
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pub use mesh2d::*;
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#[cfg(feature = "bevy_sprite_picking_backend")]
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pub use picking_backend::*;
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pub use render::*;
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pub use sprite::*;
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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, weak_handle, AssetEvents, Assets, Handle};
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use bevy_core_pipeline::core_2d::{AlphaMask2d, Opaque2d, Transparent2d};
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use bevy_ecs::prelude::*;
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use bevy_image::{prelude::*, TextureAtlasPlugin};
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use bevy_render::{
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batching::sort_binned_render_phase,
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mesh::{Mesh, Mesh2d, MeshAabb},
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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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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> =
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weak_handle!("ed996613-54c0-49bd-81be-1c2d1a0d03c2");
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pub const SPRITE_VIEW_BINDINGS_SHADER_HANDLE: Handle<Shader> =
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weak_handle!("43947210-8df6-459a-8f2a-12f350d174cc");
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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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load_internal_asset!(
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app,
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SPRITE_VIEW_BINDINGS_SHADER_HANDLE,
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"render/sprite_view_bindings.wgsl",
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Shader::from_wgsl
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);
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if !app.is_plugin_added::<TextureAtlasPlugin>() {
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app.add_plugins(TextureAtlasPlugin);
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}
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app.register_type::<Sprite>()
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.register_type::<SpriteImageMode>()
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.register_type::<TextureSlicer>()
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.register_type::<Anchor>()
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.register_type::<Mesh2d>()
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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.before(AssetEvents),
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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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#[cfg(feature = "bevy_sprite_picking_backend")]
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app.add_plugins(SpritePickingPlugin);
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if let Some(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::<ExtractedSlices>()
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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_sprite_image_bind_groups.in_set(RenderSet::PrepareBindGroups),
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prepare_sprite_view_bind_groups.in_set(RenderSet::PrepareBindGroups),
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sort_binned_render_phase::<Opaque2d>.in_set(RenderSet::PhaseSort),
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sort_binned_render_phase::<AlphaMask2d>.in_set(RenderSet::PhaseSort),
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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 Some(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<SpriteBatches>()
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.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 `Mesh2d` component,
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/// - a `Sprite` and `Handle<Image>` 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, &Mesh2d), (Without<Aabb>, Without<NoFrustumCulling>)>,
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sprites_to_recalculate_aabb: Query<
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(Entity, &Sprite),
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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) in &sprites_to_recalculate_aabb {
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if let Some(size) = sprite
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.custom_size
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.or_else(|| sprite.rect.map(|rect| rect.size()))
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.or_else(|| match &sprite.texture_atlas {
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// We default to the texture size for regular sprites
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None => images.get(&sprite.image).map(Image::size_f32),
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// We default to the drawn rect for atlas sprites
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Some(atlas) => atlas
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.texture_rect(&atlases)
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.map(|rect| rect.size().as_vec2()),
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})
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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::{Rect, Vec2, Vec3A};
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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 entities
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let entity = app.world_mut().spawn(Sprite::from_image(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 entities
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let entity = app
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.world_mut()
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.spawn(Sprite {
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custom_size: Some(Vec2::ZERO),
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image: image_handle,
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..default()
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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_mut()
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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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#[test]
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fn calculate_bounds_2d_correct_aabb_for_sprite_with_custom_rect() {
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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 entities
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let entity = app
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.world_mut()
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.spawn(Sprite {
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rect: Some(Rect::new(0., 0., 0.5, 1.)),
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anchor: Anchor::TOP_RIGHT,
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image: image_handle,
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..default()
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})
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.id();
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// Create AABB
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app.update();
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// Get the AABB
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let aabb = *app
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.world_mut()
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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 AABB");
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// Verify that the AABB is at the expected position
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assert_eq!(aabb.center, Vec3A::new(-0.25, -0.5, 0.));
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// Verify that the AABB has the expected size
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assert_eq!(aabb.half_extents, Vec3A::new(0.25, 0.5, 0.));
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}
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}
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