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