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Remove Need for Sprite Size Sync System (#2632)
# Objective - Prevent the need to have a system that synchronizes sprite sizes with their images ## Solution - Read the sprite size from the image asset when rendering the sprite - Replace the `size` and `resize_mode` fields of `Sprite` with a `custom_size: Option<Vec2>` that will modify the sprite's rendered size to be different than the image size, but only if it is `Some(Vec2)`
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dd32cd029d
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4 changed files with 17 additions and 68 deletions
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@ -3,10 +3,10 @@ use bevy::{
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diagnostic::{Diagnostics, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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ecs::prelude::*,
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input::Input,
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math::{Vec2, Vec3},
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math::Vec3,
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prelude::{App, AssetServer, Handle, MouseButton, Transform},
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render2::{camera::OrthographicCameraBundle, color::Color, texture::Image},
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sprite2::{PipelinedSpriteBundle, Sprite},
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sprite2::PipelinedSpriteBundle,
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window::WindowDescriptor,
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PipelinedDefaultPlugins,
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};
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@ -177,10 +177,6 @@ fn spawn_birds(
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.spawn_bundle(PipelinedSpriteBundle {
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// material: bird_material.0.clone(),
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texture: texture.clone(),
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sprite: Sprite {
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size: Vec2::new(250.0, 250.0),
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..Default::default()
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},
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transform: Transform {
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translation: Vec3::new(bird_x, bird_y, bird_z),
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scale: Vec3::splat(BIRD_SCALE),
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@ -25,9 +25,7 @@ pub struct SpritePlugin;
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impl Plugin for SpritePlugin {
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fn build(&self, app: &mut App) {
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app.add_asset::<TextureAtlas>()
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.register_type::<Sprite>()
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.add_system_to_stage(CoreStage::PostUpdate, sprite_auto_resize_system);
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app.add_asset::<TextureAtlas>().register_type::<Sprite>();
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let render_app = app.sub_app(RenderApp);
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render_app
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.init_resource::<ExtractedSprites>()
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@ -190,16 +190,21 @@ pub fn extract_sprites(
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) {
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let mut extracted_sprites = Vec::new();
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for (sprite, transform, handle) in sprite_query.iter() {
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if !images.contains(handle) {
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let image = if let Some(image) = images.get(handle) {
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image
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} else {
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continue;
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}
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};
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let size = image.texture_descriptor.size;
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extracted_sprites.push(ExtractedSprite {
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atlas_size: None,
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transform: transform.compute_matrix(),
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rect: Rect {
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min: Vec2::ZERO,
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max: sprite.size,
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max: sprite
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.custom_size
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.unwrap_or_else(|| Vec2::new(size.width as f32, size.height as f32)),
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},
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handle: handle.clone_weak(),
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});
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@ -1,65 +1,15 @@
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use bevy_asset::{Assets, Handle};
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use bevy_ecs::prelude::{Query, Res};
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use bevy_math::Vec2;
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use bevy_reflect::{Reflect, ReflectDeserialize, TypeUuid};
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use bevy_render2::texture::Image;
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use serde::{Deserialize, Serialize};
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use bevy_reflect::{Reflect, TypeUuid};
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#[derive(Debug, Default, Clone, TypeUuid, Reflect)]
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#[uuid = "7233c597-ccfa-411f-bd59-9af349432ada"]
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#[repr(C)]
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pub struct Sprite {
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pub size: Vec2,
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/// Flip the sprite along the X axis
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pub flip_x: bool,
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/// Flip the sprite along the Y axis
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pub flip_y: bool,
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pub resize_mode: SpriteResizeMode,
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}
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/// Determines how `Sprite` resize should be handled
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#[derive(Debug, Clone, Copy, PartialEq, Serialize, Deserialize, Reflect)]
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#[reflect_value(PartialEq, Serialize, Deserialize)]
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pub enum SpriteResizeMode {
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Manual,
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Automatic,
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}
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impl Default for SpriteResizeMode {
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fn default() -> Self {
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SpriteResizeMode::Automatic
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}
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}
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impl Sprite {
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/// Creates new `Sprite` with `SpriteResizeMode::Manual` value for `resize_mode`
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pub fn new(size: Vec2) -> Self {
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Self {
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size,
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resize_mode: SpriteResizeMode::Manual,
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flip_x: false,
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flip_y: false,
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}
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}
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}
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/// System that resizes sprites that have their resize mode set to automatic
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pub fn sprite_auto_resize_system(
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textures: Res<Assets<Image>>,
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mut query: Query<(&mut Sprite, &Handle<Image>)>,
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) {
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for (mut sprite, image_handle) in query.iter_mut() {
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match sprite.resize_mode {
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SpriteResizeMode::Manual => continue,
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SpriteResizeMode::Automatic => {
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if let Some(image) = textures.get(image_handle) {
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let extent = image.texture_descriptor.size;
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let texture_size = Vec2::new(extent.width as f32, extent.height as f32);
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// only set sprite size if it has changed (this check prevents change
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// detection from triggering)
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if sprite.size != texture_size {
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sprite.size = texture_size;
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}
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}
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}
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}
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}
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/// An optional custom size for the sprite that will be used when rendering, instead of the size
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/// of the sprite's image
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pub custom_size: Option<Vec2>,
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}
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