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https://github.com/bevyengine/bevy
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8b7b44d839
# Objective Promote the `Rect` utility of `sprite::Rect`, which defines a rectangle by its minimum and maximum corners, to the `bevy_math` crate to make it available as a general math type to all crates without the need to depend on the `bevy_sprite` crate. Fixes #5575 ## Solution Move `sprite::Rect` into `bevy_math` and fix all uses. Implement `Reflect` for `Rect` directly into the `bevy_reflect` crate by having `bevy_reflect` depend on `bevy_math`. This looks like a new dependency, but the `bevy_reflect` was "cheating" for other math types by directly depending on `glam` to reflect other math types, thereby giving the illusion that there was no dependency on `bevy_math`. In practice conceptually Bevy's math types are reflected into the `bevy_reflect` crate to avoid a dependency of that crate to a "lower level" utility crate like `bevy_math` (which in turn would make `bevy_reflect` be a dependency of most other crates, and increase the risk of circular dependencies). So this change simply formalizes that dependency in `Cargo.toml`. The `Rect` struct is also augmented in this change with a collection of utility methods to improve its usability. A few uses cases are updated to use those new methods, resulting is more clear and concise syntax. --- ## Changelog ### Changed - Moved the `sprite::Rect` type into `bevy_math`. ### Added - Added several utility methods to the `math::Rect` type. ## Migration Guide The `bevy::sprite::Rect` type moved to the math utility crate as `bevy::math::Rect`. You should change your imports from `use bevy::sprite::Rect` to `use bevy::math::Rect`.
97 lines
3.5 KiB
Rust
97 lines
3.5 KiB
Rust
use crate::TextureAtlas;
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use bevy_asset::Assets;
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use bevy_math::{IVec2, Rect, Vec2};
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use bevy_render::texture::{Image, TextureFormatPixelInfo};
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use guillotiere::{size2, Allocation, AtlasAllocator};
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pub struct DynamicTextureAtlasBuilder {
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pub atlas_allocator: AtlasAllocator,
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pub padding: i32,
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}
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impl DynamicTextureAtlasBuilder {
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pub fn new(size: Vec2, padding: i32) -> Self {
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Self {
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atlas_allocator: AtlasAllocator::new(to_size2(size)),
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padding,
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}
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}
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pub fn add_texture(
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&mut self,
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texture_atlas: &mut TextureAtlas,
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textures: &mut Assets<Image>,
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texture: &Image,
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) -> Option<usize> {
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let allocation = self.atlas_allocator.allocate(size2(
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texture.texture_descriptor.size.width as i32 + self.padding,
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texture.texture_descriptor.size.height as i32 + self.padding,
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));
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if let Some(allocation) = allocation {
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let atlas_texture = textures.get_mut(&texture_atlas.texture).unwrap();
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self.place_texture(atlas_texture, allocation, texture);
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let mut rect: Rect = to_rect(allocation.rectangle);
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rect.max -= self.padding as f32;
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Some(texture_atlas.add_texture(rect))
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} else {
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None
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}
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}
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// fn resize(
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// &mut self,
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// texture_atlas: &mut TextureAtlas,
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// textures: &mut Assets<Texture>,
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// size: Vec2,
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// ) {
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// let new_size2 = to_size2(new_size);
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// self.atlas_texture = Texture::new_fill(new_size, &[0,0,0,0]);
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// let change_list = self.atlas_allocator.resize_and_rearrange(new_size2);
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// for change in change_list.changes {
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// if let Some(changed_texture_handle) = self.allocation_textures.remove(&change.old.id)
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// { let changed_texture = textures.get(&changed_texture_handle).unwrap();
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// self.place_texture(change.new, changed_texture_handle, changed_texture);
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// }
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// }
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// for failure in change_list.failures {
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// let failed_texture = self.allocation_textures.remove(&failure.id).unwrap();
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// queued_textures.push(failed_texture);
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// }
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// }
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fn place_texture(
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&mut self,
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atlas_texture: &mut Image,
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allocation: Allocation,
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texture: &Image,
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) {
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let mut rect = allocation.rectangle;
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rect.max.x -= self.padding;
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rect.max.y -= self.padding;
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let atlas_width = atlas_texture.texture_descriptor.size.width as usize;
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let rect_width = rect.width() as usize;
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let format_size = atlas_texture.texture_descriptor.format.pixel_size();
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for (texture_y, bound_y) in (rect.min.y..rect.max.y).map(|i| i as usize).enumerate() {
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let begin = (bound_y * atlas_width + rect.min.x as usize) * format_size;
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let end = begin + rect_width * format_size;
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let texture_begin = texture_y * rect_width * format_size;
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let texture_end = texture_begin + rect_width * format_size;
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atlas_texture.data[begin..end]
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.copy_from_slice(&texture.data[texture_begin..texture_end]);
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}
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}
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}
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fn to_rect(rectangle: guillotiere::Rectangle) -> Rect {
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Rect {
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min: IVec2::new(rectangle.min.x, rectangle.min.y).as_vec2(),
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max: IVec2::new(rectangle.max.x, rectangle.max.y).as_vec2(),
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}
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}
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fn to_size2(vec2: Vec2) -> guillotiere::Size {
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guillotiere::Size::new(vec2.x as i32, vec2.y as i32)
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}
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