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Added offset
parameter to TextureAtlas::from_grid_with_padding
(#4836)
# Objective Increase compatibility with a fairly common format of padded spritesheets, in which half the padding value occurs before the first sprite box begins. The original behaviour falls out when `Vec2::ZERO` is used for `offset`. See below unity screenshot for an example of a spritesheet with padding ![Screen Shot 2022-05-24 at 4 11 49 PM](https://user-images.githubusercontent.com/30442265/170123682-287e5733-b69d-452b-b2e6-46d8d29293fb.png) ## Solution Tiny change to `crates/bevy_sprite/src/texture_atlas.rs` ## Migration Guide Calls to `TextureAtlas::from_grid_with_padding` should be modified to include a new parameter, which can be set to `Vec2::ZERO` to retain old behaviour. ```rust from_grid_with_padding(texture, tile_size, columns, rows, padding) | V from_grid_with_padding(texture, tile_size, columns, rows, padding, Vec2::ZERO) ``` Co-authored-by: FraserLee <30442265+FraserLee@users.noreply.github.com>
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1 changed files with 8 additions and 6 deletions
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@ -68,25 +68,27 @@ impl TextureAtlas {
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}
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/// Generate a `TextureAtlas` by splitting a texture into a grid where each
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/// cell of the grid of `tile_size` is one of the textures in the atlas
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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::new(0f32, 0f32))
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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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/// cell of the grid of `tile_size` is one of the textures in the atlas and is separated by
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/// some `padding` in the texture
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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 x_padding = 0.0;
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@ -102,8 +104,8 @@ impl TextureAtlas {
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}
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let rect_min = Vec2::new(
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(tile_size.x + x_padding) * x as f32,
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(tile_size.y + y_padding) * y as f32,
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(tile_size.x + x_padding) * x as f32 + offset.x,
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(tile_size.y + y_padding) * y as f32 + offset.y,
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);
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sprites.push(Rect {
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