
Make the renamings/changes regarding texture atlases a bit less confusing by calling `TextureAtlasLayout` a layout, not a texture atlas. Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
167 lines
5.9 KiB
Rust
167 lines
5.9 KiB
Rust
use bevy_asset::{Asset, AssetId, Assets, 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;
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use bevy_render::texture::Image;
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use bevy_utils::HashMap;
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/// Stores a map used to lookup the position of a texture in a [`TextureAtlas`].
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/// This can be used to either use and look up a specific section of a texture, or animate frame-by-frame as a sprite sheet.
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///
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/// Optionally it can store a mapping from sub texture handles to the related area index (see
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/// [`TextureAtlasBuilder`]).
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///
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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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///
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/// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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#[derive(Asset, Reflect, Debug, Clone)]
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#[reflect(Debug)]
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pub struct TextureAtlasLayout {
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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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/// Maps from a specific image handle to the index in `textures` where they can be found.
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///
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/// This field is set by [`TextureAtlasBuilder`].
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///
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/// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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pub(crate) texture_handles: Option<HashMap<AssetId<Image>, usize>>,
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}
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/// Component used to draw a specific section of a texture.
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///
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/// It stores a handle to [`TextureAtlasLayout`] and the index of the current section of the atlas.
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/// The texture atlas contains various *sections* of a given texture, allowing users to have a single
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/// image file for either sprite animation or global mapping.
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/// You can change the texture [`index`](Self::index) of the atlas to animate the sprite or display only a *section* of the texture
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/// for efficient rendering of related game objects.
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///
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/// Check the following examples for usage:
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/// - [`animated sprite sheet example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
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/// - [`texture atlas example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
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#[derive(Component, Default, Debug, Clone, Reflect)]
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pub struct TextureAtlas {
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/// Texture atlas layout handle
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pub layout: Handle<TextureAtlasLayout>,
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/// Texture atlas section index
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pub index: usize,
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}
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impl TextureAtlasLayout {
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/// Create a new empty layout with custom `dimensions`
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pub fn new_empty(dimensions: Vec2) -> Self {
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Self {
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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 [`TextureAtlasLayout`] as a grid where each
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/// `tile_size` by `tile_size` grid-cell is one of the *section* 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. Resulting layout is
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/// indexed left to right, top to bottom.
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///
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/// # Arguments
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///
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/// * `tile_size` - Each layout grid cell size
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/// * `columns` - Grid column count
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/// * `rows` - Grid row count
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/// * `padding` - Optional padding between cells
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/// * `offset` - Optional global grid offset
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pub fn from_grid(
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tile_size: Vec2,
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columns: usize,
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rows: usize,
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padding: Option<Vec2>,
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offset: Option<Vec2>,
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) -> Self {
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let padding = padding.unwrap_or_default();
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let offset = offset.unwrap_or_default();
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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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Self {
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size: ((tile_size + current_padding) * grid_size) - current_padding,
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textures: sprites,
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texture_handles: None,
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}
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}
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/// Add a *section* to the list in the layout and returns its index
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/// which can be used with [`TextureAtlas`]
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///
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/// # Arguments
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///
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/// * `rect` - The section of the texture to be added
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///
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/// [`TextureAtlas`]: crate::TextureAtlas
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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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/// The number of textures in the [`TextureAtlasLayout`]
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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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/// Retrieves the texture *section* index of the given `texture` handle.
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///
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/// This requires the layout to have been built using a [`TextureAtlasBuilder`]
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///
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/// [`TextureAtlasBuilder`]: crate::TextureAtlasBuilder
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pub fn get_texture_index(&self, texture: impl Into<AssetId<Image>>) -> Option<usize> {
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let id = texture.into();
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self.texture_handles
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.as_ref()
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.and_then(|texture_handles| texture_handles.get(&id).cloned())
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}
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}
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impl TextureAtlas {
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/// Retrieves the current texture [`Rect`] of the sprite sheet according to the section `index`
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pub fn texture_rect(&self, texture_atlases: &Assets<TextureAtlasLayout>) -> Option<Rect> {
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let atlas = texture_atlases.get(&self.layout)?;
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atlas.textures.get(self.index).copied()
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}
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}
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impl From<Handle<TextureAtlasLayout>> for TextureAtlas {
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fn from(texture_atlas: Handle<TextureAtlasLayout>) -> Self {
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Self {
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layout: texture_atlas,
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index: 0,
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}
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}
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}
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