 e3b6b125a0
			
		
	
	
		e3b6b125a0
		
			
		
	
	
	
	
		
			
			# Objective Add examples for manipulating sprites and meshes by either mutating the handle or direct manipulation of the asset, as described in #15056. Closes #3130. (The previous PR suffered a Git-tastrophe, and was unceremoniously closed, sry! 😅 ) --------- Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
		
			
				
	
	
		
			165 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to modify texture assets after spawning.
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| 
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| use bevy::{
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|     input::common_conditions::input_just_pressed,
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|     prelude::*,
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|     render::{render_asset::RenderAssetUsages, texture::ImageLoaderSettings},
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| };
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, (setup, spawn_text))
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|         .add_systems(
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|             Update,
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|             alter_handle.run_if(input_just_pressed(KeyCode::Space)),
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|         )
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|         .add_systems(
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|             Update,
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|             alter_asset.run_if(input_just_pressed(KeyCode::Enter)),
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|         )
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|         .run();
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| }
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| 
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| #[derive(Component, Debug)]
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| enum Bird {
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|     Normal,
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|     Logo,
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| }
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| 
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| impl Bird {
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|     fn get_texture_path(&self) -> String {
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|         match self {
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|             Bird::Normal => "branding/bevy_bird_dark.png".into(),
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|             Bird::Logo => "branding/bevy_logo_dark.png".into(),
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|         }
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|     }
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| 
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|     fn set_next_variant(&mut self) {
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|         *self = match self {
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|             Bird::Normal => Bird::Logo,
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|             Bird::Logo => Bird::Normal,
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|         }
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|     }
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| }
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| 
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| #[derive(Component, Debug)]
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| struct Left;
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     let bird_left = Bird::Normal;
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|     let bird_right = Bird::Normal;
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|     commands.spawn(Camera2dBundle::default());
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| 
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|     let texture_left = asset_server.load_with_settings(
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|         bird_left.get_texture_path(),
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|         // `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
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|         // It's helpful to know it exists, however.
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|         //
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|         // `RenderAssetUsages` tell Bevy whether to keep the data around:
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|         //   - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
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|         //   - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
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|         //   - or both.
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|         // `RENDER_WORLD` is necessary to render the image, `MAIN_WORLD` is necessary to inspect
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|         // and modify the image (via `ResMut<Assets<Image>>`).
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|         //
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|         // Since most games will not need to modify textures at runtime, many developers opt to pass
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|         // only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the image in
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|         // RAM. For this example however, this would not work, as we need to inspect and modify the
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|         // image at runtime.
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|         |settings: &mut ImageLoaderSettings| settings.asset_usage = RenderAssetUsages::all(),
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|     );
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| 
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|     commands.spawn((
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|         Name::new("Bird Left"),
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|         // This marker component ensures we can easily find either of the Birds by using With and
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|         // Without query filters.
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|         Left,
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|         SpriteBundle {
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|             texture: texture_left,
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|             transform: Transform::from_xyz(-200.0, 0.0, 0.0),
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|             ..default()
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|         },
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|         bird_left,
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|     ));
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| 
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|     commands.spawn((
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|         Name::new("Bird Right"),
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|         SpriteBundle {
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|             // In contrast to the above, here we rely on the default `RenderAssetUsages` loader
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|             // setting.
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|             texture: asset_server.load(bird_right.get_texture_path()),
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|             transform: Transform::from_xyz(200.0, 0.0, 0.0),
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|             ..default()
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|         },
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|         bird_right,
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|     ));
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| }
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| 
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| fn spawn_text(mut commands: Commands) {
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|     commands
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|         .spawn((
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|             Name::new("Instructions"),
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|             NodeBundle {
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|                 style: Style {
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|                     align_items: AlignItems::Start,
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|                     flex_direction: FlexDirection::Column,
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|                     justify_content: JustifyContent::Start,
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|                     width: Val::Percent(100.),
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|                     ..default()
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|                 },
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|                 ..default()
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|             },
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|         ))
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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 "Space: swap image texture paths by mutating a Handle<Image>",
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|                 TextStyle::default(),
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|             ));
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|             parent.spawn(TextBundle::from_section(
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|                 "Return: mutate the image Asset itself, changing all copies of it",
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|                 TextStyle::default(),
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|             ));
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|         });
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| }
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| 
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| fn alter_handle(
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|     asset_server: Res<AssetServer>,
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|     mut right_bird: Query<(&mut Bird, &mut Handle<Image>), Without<Left>>,
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| ) {
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|     // Image handles, like other parts of the ECS, can be queried as mutable and modified at
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|     // runtime. We only spawned one bird without the `Left` marker component.
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|     let Ok((mut bird, mut handle)) = right_bird.get_single_mut() else {
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|         return;
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|     };
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| 
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|     // Switch to a new Bird variant
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|     bird.set_next_variant();
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| 
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|     // Modify the handle associated with the Bird on the right side. Note that we will only
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|     // have to load the same path from storage media once: repeated attempts will re-use the
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|     // asset.
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|     *handle = asset_server.load(bird.get_texture_path());
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| }
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| 
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| fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Query<&Handle<Image>, With<Left>>) {
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|     // It's convenient to retrieve the asset handle stored with the bird on the left. However,
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|     // we could just as easily have retained this in a resource or a dedicated component.
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|     let Ok(handle) = left_bird.get_single() else {
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|         return;
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|     };
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| 
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|     // Obtain a mutable reference to the Image asset.
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|     let Some(image) = images.get_mut(handle) else {
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|         return;
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|     };
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| 
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|     for pixel in &mut image.data {
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|         // Directly modify the asset data, which will affect all users of this asset. By
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|         // contrast, mutating the handle (as we did above) affects only one copy. In this case,
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|         // we'll just invert the colors, by way of demonstration. Notice that both uses of the
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|         // asset show the change, not just the one on the left.
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|         *pixel = 255 - *pixel;
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|     }
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| }
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