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https://github.com/bevyengine/bevy
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3851679173
# Objective Allow TextureAtlasBuilder in AssetLoader. Fixes #2987 ## Solution - TextureAtlasBuilder no longer hold just AssetIds that are used to retrieve the actual image data in `finish`, but &Image instead. - TextureAtlasBuilder now required AssetId only optionally (and it is only used to retrieve the index from the AssetId in TextureAtlasLayout), ## Issues - The issue mentioned here https://github.com/bevyengine/bevy/pull/11474#issuecomment-1904676937 now also extends to the actual atlas texture. In short: Calling add_texture multiple times for the same texture will lead to duplicate image data in the atlas texture and additional indices. If you provide an AssetId we can probably do something to de-duplicate the entries while keeping insertion order (suggestions welcome on how exactly). But if you don't then we are out of luck (unless we can and want to hash the image, which I do not think we want). --- ## Changelog ### Changed - TextureAtlasBuilder `add_texture` can be called without providing an AssetId - TextureAtlasBuilder `finish` no longer takes Assets<Image> and no longer returns a Handle<Image> ## Migration Guide - For `add_texture` you need to wrap your AssetId in Some - `finish` now returns the atlas texture image directly instead of a handle. Provide the atlas texture to `add` on Assets<Texture> to get a Handle<Image>
274 lines
8.5 KiB
Rust
274 lines
8.5 KiB
Rust
//! In this example we generate four texture atlases (sprite sheets) from a folder containing
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//! individual sprites.
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//!
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//! The texture atlases are generated with different padding and sampling to demonstrate the
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//! effect of these settings, and how bleeding issues can be resolved by padding the sprites.
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//!
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//! Only one padded and one unpadded texture atlas are rendered to the screen.
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//! An upscaled sprite from each of the four atlases are rendered to the screen.
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use bevy::{asset::LoadedFolder, prelude::*, render::texture::ImageSampler};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // fallback to nearest sampling
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.init_state::<AppState>()
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.add_systems(OnEnter(AppState::Setup), load_textures)
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.add_systems(Update, check_textures.run_if(in_state(AppState::Setup)))
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.add_systems(OnEnter(AppState::Finished), setup)
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.run();
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}
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#[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, States)]
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enum AppState {
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#[default]
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Setup,
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Finished,
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}
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#[derive(Resource, Default)]
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struct RpgSpriteFolder(Handle<LoadedFolder>);
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fn load_textures(mut commands: Commands, asset_server: Res<AssetServer>) {
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// load multiple, individual sprites from a folder
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commands.insert_resource(RpgSpriteFolder(asset_server.load_folder("textures/rpg")));
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}
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fn check_textures(
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mut next_state: ResMut<NextState<AppState>>,
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rpg_sprite_folder: Res<RpgSpriteFolder>,
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mut events: EventReader<AssetEvent<LoadedFolder>>,
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) {
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// Advance the `AppState` once all sprite handles have been loaded by the `AssetServer`
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// and that the the font has been loaded by the `FontSystem`.
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for event in events.read() {
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if event.is_loaded_with_dependencies(&rpg_sprite_folder.0) {
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next_state.set(AppState::Finished);
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}
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}
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}
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fn setup(
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mut commands: Commands,
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rpg_sprite_handles: Res<RpgSpriteFolder>,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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loaded_folders: Res<Assets<LoadedFolder>>,
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mut textures: ResMut<Assets<Image>>,
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) {
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let loaded_folder = loaded_folders.get(&rpg_sprite_handles.0).unwrap();
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// create texture atlases with different padding and sampling
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let (texture_atlas_linear, linear_texture) = create_texture_atlas(
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loaded_folder,
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None,
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Some(ImageSampler::linear()),
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&mut textures,
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);
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let atlas_linear_handle = texture_atlases.add(texture_atlas_linear.clone());
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let (texture_atlas_nearest, nearest_texture) = create_texture_atlas(
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loaded_folder,
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None,
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Some(ImageSampler::nearest()),
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&mut textures,
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);
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let atlas_nearest_handle = texture_atlases.add(texture_atlas_nearest);
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let (texture_atlas_linear_padded, linear_padded_texture) = create_texture_atlas(
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loaded_folder,
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Some(UVec2::new(6, 6)),
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Some(ImageSampler::linear()),
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&mut textures,
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);
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let atlas_linear_padded_handle = texture_atlases.add(texture_atlas_linear_padded.clone());
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let (texture_atlas_nearest_padded, nearest_padded_texture) = create_texture_atlas(
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loaded_folder,
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Some(UVec2::new(6, 6)),
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Some(ImageSampler::nearest()),
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&mut textures,
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);
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let atlas_nearest_padded_handle = texture_atlases.add(texture_atlas_nearest_padded);
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// setup 2d scene
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commands.spawn(Camera2dBundle::default());
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// padded textures are to the right, unpadded to the left
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// draw unpadded texture atlas
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commands.spawn(SpriteBundle {
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texture: linear_texture.clone(),
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transform: Transform {
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translation: Vec3::new(-250.0, -130.0, 0.0),
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scale: Vec3::splat(0.8),
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..default()
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},
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..default()
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});
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// draw padded texture atlas
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commands.spawn(SpriteBundle {
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texture: linear_padded_texture.clone(),
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transform: Transform {
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translation: Vec3::new(250.0, -130.0, 0.0),
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scale: Vec3::splat(0.8),
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..default()
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},
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..default()
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});
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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// padding label text style
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let text_style: TextStyle = TextStyle {
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font: font.clone(),
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font_size: 50.0,
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color: Color::WHITE,
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};
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// labels to indicate padding
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// No padding
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create_label(
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&mut commands,
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(-250.0, 330.0, 0.0),
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"No padding",
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text_style.clone(),
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);
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// Padding
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create_label(&mut commands, (250.0, 330.0, 0.0), "Padding", text_style);
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// get handle to a sprite to render
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let vendor_handle: Handle<Image> = asset_server
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.get_handle("textures/rpg/chars/vendor/generic-rpg-vendor.png")
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.unwrap();
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// get index of the sprite in the texture atlas, this is used to render the sprite
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// the index is the same for all the texture atlases, since they are created from the same folder
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let vendor_index = texture_atlas_linear
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.get_texture_index(&vendor_handle)
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.unwrap();
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// configuration array to render sprites through iteration
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let configurations: [(&str, Handle<TextureAtlasLayout>, Handle<Image>, f32); 4] = [
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("Linear", atlas_linear_handle, linear_texture, -350.0),
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("Nearest", atlas_nearest_handle, nearest_texture, -150.0),
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(
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"Linear",
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atlas_linear_padded_handle,
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linear_padded_texture,
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150.0,
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),
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(
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"Nearest",
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atlas_nearest_padded_handle,
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nearest_padded_texture,
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350.0,
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),
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];
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// label text style
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let sampling_label_style = TextStyle {
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font,
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font_size: 30.0,
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color: Color::WHITE,
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};
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let base_y = 170.0; // y position of the sprites
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for (sampling, atlas_handle, image_handle, x) in configurations {
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// render a sprite from the texture_atlas
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create_sprite_from_atlas(
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&mut commands,
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(x, base_y, 0.0),
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vendor_index,
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atlas_handle,
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image_handle,
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);
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// render a label to indicate the sampling setting
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create_label(
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&mut commands,
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(x, base_y + 110.0, 0.0), // offset to y position of the sprite
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sampling,
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sampling_label_style.clone(),
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);
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}
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}
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/// Create a texture atlas with the given padding and sampling settings
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/// from the individual sprites in the given folder.
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fn create_texture_atlas(
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folder: &LoadedFolder,
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padding: Option<UVec2>,
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sampling: Option<ImageSampler>,
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textures: &mut ResMut<Assets<Image>>,
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) -> (TextureAtlasLayout, Handle<Image>) {
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// Build a `TextureAtlas` using the individual sprites
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let mut texture_atlas_builder =
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TextureAtlasBuilder::default().padding(padding.unwrap_or_default());
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for handle in folder.handles.iter() {
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let id = handle.id().typed_unchecked::<Image>();
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let Some(texture) = textures.get(id) else {
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warn!(
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"{:?} did not resolve to an `Image` asset.",
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handle.path().unwrap()
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);
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continue;
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};
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texture_atlas_builder.add_texture(Some(id), texture);
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}
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let (texture_atlas, texture) = texture_atlas_builder.finish().unwrap();
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let texture = textures.add(texture);
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// Update the sampling settings of the texture atlas
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let image = textures.get_mut(&texture).unwrap();
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image.sampler = sampling.unwrap_or_default();
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(texture_atlas, texture)
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}
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/// Create and spawn a sprite from a texture atlas
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fn create_sprite_from_atlas(
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commands: &mut Commands,
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translation: (f32, f32, f32),
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sprite_index: usize,
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atlas_handle: Handle<TextureAtlasLayout>,
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texture: Handle<Image>,
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) {
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commands.spawn(SpriteSheetBundle {
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transform: Transform {
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translation: Vec3::new(translation.0, translation.1, translation.2),
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scale: Vec3::splat(3.0),
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..default()
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},
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texture,
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atlas: TextureAtlas {
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index: sprite_index,
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layout: atlas_handle,
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},
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..default()
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});
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}
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/// Create and spawn a label (text)
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fn create_label(
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commands: &mut Commands,
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translation: (f32, f32, f32),
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text: &str,
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text_style: TextStyle,
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) {
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commands.spawn(Text2dBundle {
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text: Text::from_section(text, text_style).with_justify(JustifyText::Center),
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transform: Transform {
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translation: Vec3::new(translation.0, translation.1, translation.2),
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..default()
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},
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..default()
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});
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}
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