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fix asymmetrical 9-slicing (#14148)
# Objective Fixes #14147. ## Solution Modify the slicing checks and algorithm to fully allow asymmetrical textures to work. Some opinionated code cleanup. ## Testing Tested using the ui_texture_slice example and a custom asymmetrical texture. Before: ![asymmetrical_texture_slice_before](https://github.com/bevyengine/bevy/assets/88861660/00dafce1-904a-41ac-b5d9-faaf087b0681) After: ![asymmetrical_texture_slice_after](https://github.com/bevyengine/bevy/assets/88861660/f3d742f3-6157-4d35-b383-aee4b8f6e7d0) --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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1 changed files with 36 additions and 45 deletions
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@ -126,11 +126,11 @@ impl TextureSlicer {
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),
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},
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draw_size: vec2(
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bl_corner.draw_size.x,
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render_size.y - (bl_corner.draw_size.y + tl_corner.draw_size.y),
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tl_corner.draw_size.x,
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render_size.y - (tl_corner.draw_size.y + bl_corner.draw_size.y),
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),
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offset: vec2(
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-render_size.x + bl_corner.draw_size.x,
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tl_corner.draw_size.x - render_size.x,
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bl_corner.draw_size.y - tl_corner.draw_size.y,
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) / 2.0,
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},
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@ -141,21 +141,21 @@ impl TextureSlicer {
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base_rect.max.x - self.border.right,
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base_rect.min.y + self.border.top,
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),
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max: vec2(base_rect.max.x, base_rect.max.y - self.border.bottom),
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max: base_rect.max - vec2(0.0, self.border.bottom),
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},
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draw_size: vec2(
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br_corner.draw_size.x,
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render_size.y - (br_corner.draw_size.y + tr_corner.draw_size.y),
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tr_corner.draw_size.x,
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render_size.y - (tr_corner.draw_size.y + br_corner.draw_size.y),
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),
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offset: vec2(
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render_size.x - br_corner.draw_size.x,
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render_size.x - tr_corner.draw_size.x,
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br_corner.draw_size.y - tr_corner.draw_size.y,
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) / 2.0,
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},
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]
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}
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/// Computes the 2 vertical side slices (bottom and top borders)
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/// Computes the 2 vertical side slices (top and bottom borders)
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#[must_use]
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fn vertical_side_slices(
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&self,
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@ -164,24 +164,6 @@ impl TextureSlicer {
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render_size: Vec2,
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) -> [TextureSlice; 2] {
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[
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// Bottom
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TextureSlice {
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texture_rect: Rect {
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min: vec2(
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base_rect.min.x + self.border.left,
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base_rect.max.y - self.border.bottom,
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),
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max: vec2(base_rect.max.x - self.border.right, base_rect.max.y),
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},
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draw_size: vec2(
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render_size.x - (bl_corner.draw_size.x + br_corner.draw_size.x),
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bl_corner.draw_size.y,
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),
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offset: vec2(
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(bl_corner.draw_size.x - br_corner.draw_size.x) / 2.0,
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bl_corner.offset.y,
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),
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},
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// Top
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TextureSlice {
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texture_rect: Rect {
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@ -196,9 +178,27 @@ impl TextureSlicer {
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tl_corner.draw_size.y,
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),
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offset: vec2(
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(tl_corner.draw_size.x - tr_corner.draw_size.x) / 2.0,
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tl_corner.offset.y,
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tl_corner.draw_size.x - tr_corner.draw_size.x,
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render_size.y - tl_corner.draw_size.y,
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) / 2.0,
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},
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// Bottom
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TextureSlice {
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texture_rect: Rect {
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min: vec2(
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base_rect.min.x + self.border.left,
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base_rect.max.y - self.border.bottom,
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),
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max: base_rect.max - vec2(self.border.right, 0.0),
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},
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draw_size: vec2(
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render_size.x - (bl_corner.draw_size.x + br_corner.draw_size.x),
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bl_corner.draw_size.y,
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),
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offset: vec2(
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bl_corner.draw_size.x - br_corner.draw_size.x,
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bl_corner.draw_size.y - render_size.y,
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) / 2.0,
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},
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]
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}
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@ -216,11 +216,8 @@ impl TextureSlicer {
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#[must_use]
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pub fn compute_slices(&self, rect: Rect, render_size: Option<Vec2>) -> Vec<TextureSlice> {
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let render_size = render_size.unwrap_or_else(|| rect.size());
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let rect_size = rect.size() / 2.0;
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if self.border.left >= rect_size.x
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|| self.border.right >= rect_size.x
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|| self.border.top >= rect_size.y
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|| self.border.bottom >= rect_size.y
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if self.border.left + self.border.right >= rect.size().x
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|| self.border.top + self.border.bottom >= rect.size().y
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{
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bevy_utils::tracing::error!(
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"TextureSlicer::border has out of bounds values. No slicing will be applied"
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@ -234,7 +231,7 @@ impl TextureSlicer {
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let mut slices = Vec::with_capacity(9);
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// Corners are in this order: [TL, TR, BL, BR]
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let corners = self.corner_slices(rect, render_size);
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// Vertical Sides: [B, T]
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// Vertical Sides: [T, B]
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let vertical_sides = self.vertical_side_slices(&corners, rect, render_size);
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// Horizontal Sides: [L, R]
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let horizontal_sides = self.horizontal_side_slices(&corners, rect, render_size);
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@ -242,19 +239,13 @@ impl TextureSlicer {
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let center = TextureSlice {
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texture_rect: Rect {
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min: rect.min + vec2(self.border.left, self.border.top),
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max: vec2(
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rect.max.x - self.border.right,
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rect.max.y - self.border.bottom,
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),
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max: rect.max - vec2(self.border.right, self.border.bottom),
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},
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draw_size: vec2(
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render_size.x - (corners[2].draw_size.x + corners[3].draw_size.x),
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render_size.y - (corners[2].draw_size.y + corners[0].draw_size.y),
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),
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offset: Vec2::new(
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(corners[0].draw_size.x - corners[3].draw_size.x) / 2.0,
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(corners[2].draw_size.y - corners[0].draw_size.y) / 2.0,
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render_size.x - (corners[0].draw_size.x + corners[1].draw_size.x),
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render_size.y - (corners[0].draw_size.y + corners[2].draw_size.y),
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),
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offset: vec2(vertical_sides[0].offset.x, horizontal_sides[0].offset.y),
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};
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slices.extend(corners);
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@ -399,7 +390,7 @@ mod test {
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}
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);
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assert_eq!(
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vertical_sides[1], /* top */
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vertical_sides[0], /* top */
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TextureSlice {
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texture_rect: Rect {
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min: Vec2::new(5.0, 0.0),
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