bevy/crates/bevy_sprite/src/texture_atlas.rs
Jerome Humbert 8b7b44d839 Move sprite::Rect into bevy_math (#5686)
# Objective

Promote the `Rect` utility of `sprite::Rect`, which defines a rectangle
by its minimum and maximum corners, to the `bevy_math` crate to make it
available as a general math type to all crates without the need to
depend on the `bevy_sprite` crate.

Fixes #5575

## Solution

Move `sprite::Rect` into `bevy_math` and fix all uses.

Implement `Reflect` for `Rect` directly into the `bevy_reflect` crate by
having `bevy_reflect` depend on `bevy_math`. This looks like a new
dependency, but the `bevy_reflect` was "cheating" for other math types
by directly depending on `glam` to reflect other math types, thereby
giving the illusion that there was no dependency on `bevy_math`. In
practice conceptually Bevy's math types are reflected into the
`bevy_reflect` crate to avoid a dependency of that crate to a "lower
level" utility crate like `bevy_math` (which in turn would make
`bevy_reflect` be a dependency of most other crates, and increase the
risk of circular dependencies). So this change simply formalizes that
dependency in `Cargo.toml`.

The `Rect` struct is also augmented in this change with a collection of
utility methods to improve its usability. A few uses cases are updated
to use those new methods, resulting is more clear and concise syntax.

---

## Changelog

### Changed

- Moved the `sprite::Rect` type into `bevy_math`.

### Added

- Added several utility methods to the `math::Rect` type.

## Migration Guide

The `bevy::sprite::Rect` type moved to the math utility crate as
`bevy::math::Rect`. You should change your imports from `use
bevy::sprite::Rect` to `use bevy::math::Rect`.
2022-09-02 12:35:23 +00:00

153 lines
4.8 KiB
Rust

use crate::Anchor;
use bevy_asset::Handle;
use bevy_ecs::component::Component;
use bevy_math::{Rect, Vec2};
use bevy_reflect::{Reflect, TypeUuid};
use bevy_render::{color::Color, texture::Image};
use bevy_utils::HashMap;
/// An atlas containing multiple textures (like a spritesheet or a tilemap).
/// [Example usage animating sprite.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
/// [Example usage loading sprite sheet.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "7233c597-ccfa-411f-bd59-9af349432ada"]
pub struct TextureAtlas {
/// The handle to the texture in which the sprites are stored
pub texture: Handle<Image>,
// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
pub size: Vec2,
/// The specific areas of the atlas where each texture can be found
pub textures: Vec<Rect>,
pub texture_handles: Option<HashMap<Handle<Image>, usize>>,
}
#[derive(Component, Debug, Clone, Reflect)]
pub struct TextureAtlasSprite {
pub color: Color,
pub index: usize,
pub flip_x: bool,
pub flip_y: bool,
/// An optional custom size for the sprite that will be used when rendering, instead of the size
/// of the sprite's image in the atlas
pub custom_size: Option<Vec2>,
pub anchor: Anchor,
}
impl Default for TextureAtlasSprite {
fn default() -> Self {
Self {
index: 0,
color: Color::WHITE,
flip_x: false,
flip_y: false,
custom_size: None,
anchor: Anchor::default(),
}
}
}
impl TextureAtlasSprite {
pub fn new(index: usize) -> TextureAtlasSprite {
Self {
index,
..Default::default()
}
}
}
impl TextureAtlas {
/// Create a new `TextureAtlas` that has a texture, but does not have
/// any individual sprites specified
pub fn new_empty(texture: Handle<Image>, dimensions: Vec2) -> Self {
Self {
texture,
size: dimensions,
texture_handles: None,
textures: Vec::new(),
}
}
/// Generate a `TextureAtlas` by splitting a texture into a grid where each
/// `tile_size` by `tile_size` grid-cell is one of the textures in the atlas
pub fn from_grid(
texture: Handle<Image>,
tile_size: Vec2,
columns: usize,
rows: usize,
) -> TextureAtlas {
Self::from_grid_with_padding(texture, tile_size, columns, rows, Vec2::ZERO, Vec2::ZERO)
}
/// Generate a `TextureAtlas` by splitting a texture into a grid where each
/// `tile_size` by `tile_size` grid-cell is one of the textures in the
/// atlas. Grid cells are separated by some `padding`, and the grid starts
/// at `offset` pixels from the top left corner.
pub fn from_grid_with_padding(
texture: Handle<Image>,
tile_size: Vec2,
columns: usize,
rows: usize,
padding: Vec2,
offset: Vec2,
) -> TextureAtlas {
let mut sprites = Vec::new();
let mut current_padding = Vec2::ZERO;
for y in 0..rows {
if y > 0 {
current_padding.y = padding.y;
}
for x in 0..columns {
if x > 0 {
current_padding.x = padding.x;
}
let cell = Vec2::new(x as f32, y as f32);
let rect_min = (tile_size + current_padding) * cell + offset;
sprites.push(Rect {
min: rect_min,
max: rect_min + tile_size,
});
}
}
let grid_size = Vec2::new(columns as f32, rows as f32);
TextureAtlas {
size: ((tile_size + current_padding) * grid_size) - current_padding,
textures: sprites,
texture,
texture_handles: None,
}
}
/// Add a sprite to the list of textures in the `TextureAtlas`
/// returns an index to the texture which can be used with `TextureAtlasSprite`
///
/// # Arguments
///
/// * `rect` - The section of the atlas that contains the texture to be added,
/// from the top-left corner of the texture to the bottom-right corner
pub fn add_texture(&mut self, rect: Rect) -> usize {
self.textures.push(rect);
self.textures.len() - 1
}
/// How many textures are in the `TextureAtlas`
pub fn len(&self) -> usize {
self.textures.len()
}
pub fn is_empty(&self) -> bool {
self.textures.is_empty()
}
pub fn get_texture_index(&self, texture: &Handle<Image>) -> Option<usize> {
self.texture_handles
.as_ref()
.and_then(|texture_handles| texture_handles.get(texture).cloned())
}
}