can specify an anchor for a sprite (#3463)

# Objective

- Fixes #1616, fixes #2225
- Let user specify an anchor for a sprite

## Solution

- Add an enum for an anchor point for most common values, with a variant for a custom point
- Defaults to Center to not change current behaviour


Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
This commit is contained in:
François 2022-04-04 22:09:59 +00:00
parent dba7790012
commit 8e864fdd18
4 changed files with 53 additions and 3 deletions

View file

@ -184,6 +184,7 @@ pub struct ExtractedSprite {
pub image_handle_id: HandleId,
pub flip_x: bool,
pub flip_y: bool,
pub anchor: Vec2,
}
#[derive(Default)]
@ -248,6 +249,7 @@ pub fn extract_sprites(
flip_x: sprite.flip_x,
flip_y: sprite.flip_y,
image_handle_id: handle.id,
anchor: sprite.anchor.as_vec(),
});
}
for (visibility, atlas_sprite, transform, texture_atlas_handle) in atlas_query.iter() {
@ -266,6 +268,7 @@ pub fn extract_sprites(
flip_x: atlas_sprite.flip_x,
flip_y: atlas_sprite.flip_y,
image_handle_id: texture_atlas.texture.id,
anchor: atlas_sprite.anchor.as_vec(),
});
}
}
@ -489,7 +492,7 @@ pub fn queue_sprites(
let positions = QUAD_VERTEX_POSITIONS.map(|quad_pos| {
extracted_sprite
.transform
.mul_vec3((quad_pos * quad_size).extend(0.))
.mul_vec3(((quad_pos - extracted_sprite.anchor) * quad_size).extend(0.))
.into()
});

View file

@ -15,4 +15,48 @@ pub struct Sprite {
/// An optional custom size for the sprite that will be used when rendering, instead of the size
/// of the sprite's image
pub custom_size: Option<Vec2>,
/// [`Anchor`] point of the sprite in the world
pub anchor: Anchor,
}
/// How a sprite is positioned relative to its [`Transform`](bevy_transform::components::Transform).
/// It defaults to `Anchor::Center`.
#[derive(Debug, Clone, Reflect)]
#[doc(alias = "pivot")]
pub enum Anchor {
Center,
BottomLeft,
BottomCenter,
BottomRight,
CenterLeft,
CenterRight,
TopLeft,
TopCenter,
TopRight,
/// Custom anchor point. Top left is `(-0.5, 0.5)`, center is `(0.0, 0.0)`. The value will
/// be scaled with the sprite size.
Custom(Vec2),
}
impl Default for Anchor {
fn default() -> Self {
Anchor::Center
}
}
impl Anchor {
pub fn as_vec(&self) -> Vec2 {
match self {
Anchor::Center => Vec2::ZERO,
Anchor::BottomLeft => Vec2::new(-0.5, -0.5),
Anchor::BottomCenter => Vec2::new(0.0, -0.5),
Anchor::BottomRight => Vec2::new(0.5, -0.5),
Anchor::CenterLeft => Vec2::new(-0.5, 0.0),
Anchor::CenterRight => Vec2::new(0.5, 0.0),
Anchor::TopLeft => Vec2::new(-0.5, 0.5),
Anchor::TopCenter => Vec2::new(0.0, 0.5),
Anchor::TopRight => Vec2::new(0.5, 0.5),
Anchor::Custom(point) => *point,
}
}
}

View file

@ -1,4 +1,4 @@
use crate::Rect;
use crate::{Anchor, Rect};
use bevy_asset::Handle;
use bevy_ecs::component::Component;
use bevy_math::Vec2;
@ -30,6 +30,7 @@ pub struct TextureAtlasSprite {
/// An optional custom size for the sprite that will be used when rendering, instead of the size
/// of the sprite's image in the atlas
pub custom_size: Option<Vec2>,
pub anchor: Anchor,
}
impl Default for TextureAtlasSprite {
@ -40,6 +41,7 @@ impl Default for TextureAtlasSprite {
flip_x: false,
flip_y: false,
custom_size: None,
anchor: Anchor::default(),
}
}
}

View file

@ -10,7 +10,7 @@ use bevy_ecs::{
use bevy_math::{Size, Vec3};
use bevy_reflect::Reflect;
use bevy_render::{texture::Image, view::Visibility, RenderWorld};
use bevy_sprite::{ExtractedSprite, ExtractedSprites, TextureAtlas};
use bevy_sprite::{Anchor, ExtractedSprite, ExtractedSprites, TextureAtlas};
use bevy_transform::prelude::{GlobalTransform, Transform};
use bevy_window::{WindowId, Windows};
@ -116,6 +116,7 @@ pub fn extract_text2d_sprite(
image_handle_id: handle.id,
flip_x: false,
flip_y: false,
anchor: Anchor::Center.as_vec(),
});
}
}