//! A [`bevy_picking`] backend for sprites. Works for simple sprites and sprite atlases. Works for //! sprites with arbitrary transforms. Picking is done based on sprite bounds, not visible pixels. //! This means a partially transparent sprite is pickable even in its transparent areas. use core::cmp::Reverse; use crate::{Sprite, TextureAtlasLayout}; use bevy_app::prelude::*; use bevy_asset::prelude::*; use bevy_ecs::prelude::*; use bevy_math::{prelude::*, FloatExt, FloatOrd}; use bevy_picking::backend::prelude::*; use bevy_render::prelude::*; use bevy_transform::prelude::*; use bevy_window::PrimaryWindow; #[derive(Clone)] pub struct SpritePickingBackend; impl Plugin for SpritePickingBackend { fn build(&self, app: &mut App) { app.add_systems(PreUpdate, sprite_picking.in_set(PickSet::Backend)); } } pub fn sprite_picking( pointers: Query<(&PointerId, &PointerLocation)>, cameras: Query<(Entity, &Camera, &GlobalTransform, &OrthographicProjection)>, primary_window: Query>, images: Res>, texture_atlas_layout: Res>, sprite_query: Query<( Entity, &Sprite, &GlobalTransform, Option<&PickingBehavior>, &ViewVisibility, )>, mut output: EventWriter, ) { let mut sorted_sprites: Vec<_> = sprite_query .iter() .filter_map(|(entity, sprite, transform, picking_behavior, vis)| { if !transform.affine().is_nan() && vis.get() { Some((entity, sprite, transform, picking_behavior)) } else { None } }) .collect(); sorted_sprites.sort_by_key(|x| Reverse(FloatOrd(x.2.translation().z))); let primary_window = primary_window.get_single().ok(); for (pointer, location) in pointers.iter().filter_map(|(pointer, pointer_location)| { pointer_location.location().map(|loc| (pointer, loc)) }) { let mut blocked = false; let Some((cam_entity, camera, cam_transform, cam_ortho)) = cameras .iter() .filter(|(_, camera, _, _)| camera.is_active) .find(|(_, camera, _, _)| { camera .target .normalize(primary_window) .map(|x| x == location.target) .unwrap_or(false) }) else { continue; }; let Ok(cursor_ray_world) = camera.viewport_to_world(cam_transform, location.position) else { continue; }; let cursor_ray_len = cam_ortho.far - cam_ortho.near; let cursor_ray_end = cursor_ray_world.origin + cursor_ray_world.direction * cursor_ray_len; let picks: Vec<(Entity, HitData)> = sorted_sprites .iter() .copied() .filter_map(|(entity, sprite, sprite_transform, picking_behavior)| { if blocked { return None; } // Hit box in sprite coordinate system let extents = match (sprite.custom_size, &sprite.texture_atlas) { (Some(custom_size), _) => custom_size, (None, None) => images.get(&sprite.image)?.size().as_vec2(), (None, Some(atlas)) => texture_atlas_layout .get(&atlas.layout) .and_then(|layout| layout.textures.get(atlas.index)) // Dropped atlas layouts and indexes out of bounds are rendered as a sprite .map_or(images.get(&sprite.image)?.size().as_vec2(), |rect| { rect.size().as_vec2() }), }; let anchor = sprite.anchor.as_vec(); let center = -anchor * extents; let rect = Rect::from_center_half_size(center, extents / 2.0); // Transform cursor line segment to sprite coordinate system let world_to_sprite = sprite_transform.affine().inverse(); let cursor_start_sprite = world_to_sprite.transform_point3(cursor_ray_world.origin); let cursor_end_sprite = world_to_sprite.transform_point3(cursor_ray_end); // Find where the cursor segment intersects the plane Z=0 (which is the sprite's // plane in sprite-local space). It may not intersect if, for example, we're // viewing the sprite side-on if cursor_start_sprite.z == cursor_end_sprite.z { // Cursor ray is parallel to the sprite and misses it return None; } let lerp_factor = f32::inverse_lerp(cursor_start_sprite.z, cursor_end_sprite.z, 0.0); if !(0.0..=1.0).contains(&lerp_factor) { // Lerp factor is out of range, meaning that while an infinite line cast by // the cursor would intersect the sprite, the sprite is not between the // camera's near and far planes return None; } // Otherwise we can interpolate the xy of the start and end positions by the // lerp factor to get the cursor position in sprite space! let cursor_pos_sprite = cursor_start_sprite .lerp(cursor_end_sprite, lerp_factor) .xy(); let is_cursor_in_sprite = rect.contains(cursor_pos_sprite); blocked = is_cursor_in_sprite && picking_behavior .map(|p| p.should_block_lower) .unwrap_or(true); is_cursor_in_sprite.then(|| { let hit_pos_world = sprite_transform.transform_point(cursor_pos_sprite.extend(0.0)); // Transform point from world to camera space to get the Z distance let hit_pos_cam = cam_transform .affine() .inverse() .transform_point3(hit_pos_world); // HitData requires a depth as calculated from the camera's near clipping plane let depth = -cam_ortho.near - hit_pos_cam.z; ( entity, HitData::new( cam_entity, depth, Some(hit_pos_world), Some(*sprite_transform.back()), ), ) }) }) .collect(); let order = camera.order as f32; output.send(PointerHits::new(*pointer, picks, order)); } }