bevy/crates/bevy_sprite/src/entity.rs
Carter Anderson c81ab99dac cargo fmt
2020-07-10 01:37:06 -07:00

111 lines
3.5 KiB
Rust

use crate::{
render::SPRITE_PIPELINE_HANDLE, sprite::Sprite, ColorMaterial, TextureAtlas,
TextureAtlasSprite, QUAD_HANDLE, SPRITE_SHEET_PIPELINE_HANDLE,
};
use bevy_asset::Handle;
use bevy_ecs::Bundle;
use bevy_render::{
draw::Draw,
mesh::Mesh,
pipeline::{DynamicBinding, PipelineSpecialization, RenderPipeline, RenderPipelines},
};
use bevy_transform::prelude::{Rotation, Scale, Transform, Translation};
#[derive(Bundle)]
pub struct SpriteComponents {
pub sprite: Sprite,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
pub material: Handle<ColorMaterial>,
pub draw: Draw,
pub render_pipelines: RenderPipelines,
pub transform: Transform,
pub translation: Translation,
pub rotation: Rotation,
pub scale: Scale,
}
impl Default for SpriteComponents {
fn default() -> Self {
Self {
mesh: QUAD_HANDLE,
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
SPRITE_PIPELINE_HANDLE,
PipelineSpecialization {
dynamic_bindings: vec![
// Transform
DynamicBinding {
bind_group: 2,
binding: 0,
},
// Sprite
DynamicBinding {
bind_group: 2,
binding: 1,
},
],
..Default::default()
},
)]),
draw: Draw {
is_transparent: true,
..Default::default()
},
sprite: Default::default(),
material: Default::default(),
transform: Default::default(),
translation: Default::default(),
rotation: Default::default(),
scale: Default::default(),
}
}
}
#[derive(Bundle)]
pub struct SpriteSheetComponents {
pub sprite: TextureAtlasSprite,
pub texture_atlas: Handle<TextureAtlas>,
pub draw: Draw,
pub render_pipelines: RenderPipelines,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
pub transform: Transform,
pub translation: Translation,
pub rotation: Rotation,
pub scale: Scale,
}
impl Default for SpriteSheetComponents {
fn default() -> Self {
Self {
render_pipelines: RenderPipelines::from_pipelines(vec![RenderPipeline::specialized(
SPRITE_SHEET_PIPELINE_HANDLE,
PipelineSpecialization {
dynamic_bindings: vec![
// Transform
DynamicBinding {
bind_group: 2,
binding: 0,
},
// TextureAtlasSprite
DynamicBinding {
bind_group: 2,
binding: 1,
},
],
..Default::default()
},
)]),
draw: Draw {
is_transparent: true,
..Default::default()
},
mesh: QUAD_HANDLE,
sprite: Default::default(),
texture_atlas: Default::default(),
transform: Default::default(),
translation: Default::default(),
rotation: Default::default(),
scale: Default::default(),
}
}
}