mirror of
https://github.com/bevyengine/bevy
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575ffa7c0c
# 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>
155 lines
4.9 KiB
Rust
155 lines
4.9 KiB
Rust
use crate::{Anchor, Rect};
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use bevy_asset::Handle;
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use bevy_ecs::component::Component;
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use bevy_math::Vec2;
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use bevy_reflect::{Reflect, TypeUuid};
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use bevy_render::{color::Color, texture::Image};
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use bevy_utils::HashMap;
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/// An atlas containing multiple textures (like a spritesheet or a tilemap).
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/// [Example usage animating sprite.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
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/// [Example usage loading sprite sheet.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "7233c597-ccfa-411f-bd59-9af349432ada"]
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pub struct TextureAtlas {
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/// The handle to the texture in which the sprites are stored
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pub texture: Handle<Image>,
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// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
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pub size: Vec2,
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/// The specific areas of the atlas where each texture can be found
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pub textures: Vec<Rect>,
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pub texture_handles: Option<HashMap<Handle<Image>, usize>>,
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}
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#[derive(Component, Debug, Clone, Reflect)]
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pub struct TextureAtlasSprite {
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pub color: Color,
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pub index: usize,
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pub flip_x: bool,
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pub flip_y: bool,
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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 in the atlas
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pub custom_size: Option<Vec2>,
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pub anchor: Anchor,
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}
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impl Default for TextureAtlasSprite {
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fn default() -> Self {
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Self {
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index: 0,
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color: Color::WHITE,
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flip_x: false,
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flip_y: false,
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custom_size: None,
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anchor: Anchor::default(),
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}
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}
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}
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impl TextureAtlasSprite {
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pub fn new(index: usize) -> TextureAtlasSprite {
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Self {
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index,
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..Default::default()
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}
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}
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}
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impl TextureAtlas {
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/// Create a new `TextureAtlas` that has a texture, but does not have
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/// any individual sprites specified
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pub fn new_empty(texture: Handle<Image>, dimensions: Vec2) -> Self {
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Self {
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texture,
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size: dimensions,
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texture_handles: None,
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textures: Vec::new(),
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}
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}
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/// Generate a `TextureAtlas` by splitting a texture into a grid where each
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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::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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/// `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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let mut y_padding = 0.0;
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for y in 0..rows {
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if y > 0 {
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y_padding = padding.y;
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}
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for x in 0..columns {
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if x > 0 {
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x_padding = padding.x;
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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 + 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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min: rect_min,
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max: Vec2::new(rect_min.x + tile_size.x, rect_min.y + tile_size.y),
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});
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}
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}
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TextureAtlas {
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size: Vec2::new(
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((tile_size.x + x_padding) * columns as f32) - x_padding,
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((tile_size.y + y_padding) * rows as f32) - y_padding,
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),
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textures: sprites,
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texture,
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texture_handles: None,
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}
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}
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/// Add a sprite to the list of textures in the `TextureAtlas`
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/// returns an index to the texture which can be used with `TextureAtlasSprite`
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///
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/// # Arguments
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///
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/// * `rect` - The section of the atlas that contains the texture to be added,
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/// from the top-left corner of the texture to the bottom-right corner
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pub fn add_texture(&mut self, rect: Rect) -> usize {
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self.textures.push(rect);
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self.textures.len() - 1
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}
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/// How many textures are in the `TextureAtlas`
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pub fn len(&self) -> usize {
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self.textures.len()
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}
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pub fn is_empty(&self) -> bool {
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self.textures.is_empty()
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}
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pub fn get_texture_index(&self, texture: &Handle<Image>) -> Option<usize> {
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self.texture_handles
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.as_ref()
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.and_then(|texture_handles| texture_handles.get(texture).cloned())
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}
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}
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