mirror of
https://github.com/bevyengine/bevy
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951c9bb1a2
# Objective - Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796 ## Solution - Use the new [lints] table that will land in 1.74 (https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints) - inherit lint to the workspace, crates and examples. ``` [lints] workspace = true ``` ## Changelog - Bump rust version to 1.74 - Enable lints table for the workspace ```toml [workspace.lints.clippy] type_complexity = "allow" ``` - Allow type complexity for all crates and examples ```toml [lints] workspace = true ``` --------- Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
162 lines
5.4 KiB
Rust
162 lines
5.4 KiB
Rust
mod bundle;
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mod dynamic_texture_atlas_builder;
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mod mesh2d;
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mod render;
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mod sprite;
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mod texture_atlas;
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mod texture_atlas_builder;
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pub mod collide_aabb;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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bundle::{SpriteBundle, SpriteSheetBundle},
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sprite::Sprite,
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texture_atlas::{TextureAtlas, TextureAtlasSprite},
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ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder,
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};
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}
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pub use bundle::*;
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pub use dynamic_texture_atlas_builder::*;
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pub use mesh2d::*;
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pub use render::*;
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pub use sprite::*;
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pub use texture_atlas::*;
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pub use texture_atlas_builder::*;
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use bevy_app::prelude::*;
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use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
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use bevy_core_pipeline::core_2d::Transparent2d;
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use bevy_ecs::prelude::*;
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use bevy_render::{
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mesh::Mesh,
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primitives::Aabb,
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render_phase::AddRenderCommand,
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render_resource::{Shader, SpecializedRenderPipelines},
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texture::Image,
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view::{NoFrustumCulling, VisibilitySystems},
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ExtractSchedule, Render, RenderApp, RenderSet,
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};
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#[derive(Default)]
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pub struct SpritePlugin;
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pub const SPRITE_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(2763343953151597127);
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
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pub enum SpriteSystem {
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ExtractSprites,
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}
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impl Plugin for SpritePlugin {
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fn build(&self, app: &mut App) {
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load_internal_asset!(
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app,
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SPRITE_SHADER_HANDLE,
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"render/sprite.wgsl",
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Shader::from_wgsl
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);
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app.init_asset::<TextureAtlas>()
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.register_asset_reflect::<TextureAtlas>()
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.register_type::<Sprite>()
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.register_type::<TextureAtlasSprite>()
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.register_type::<Anchor>()
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.register_type::<Mesh2dHandle>()
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.add_plugins((Mesh2dRenderPlugin, ColorMaterialPlugin))
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.add_systems(
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PostUpdate,
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calculate_bounds_2d.in_set(VisibilitySystems::CalculateBounds),
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);
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<ImageBindGroups>()
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.init_resource::<SpecializedRenderPipelines<SpritePipeline>>()
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.init_resource::<SpriteMeta>()
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.init_resource::<ExtractedSprites>()
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.init_resource::<SpriteAssetEvents>()
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.add_render_command::<Transparent2d, DrawSprite>()
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.add_systems(
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ExtractSchedule,
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(
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extract_sprites.in_set(SpriteSystem::ExtractSprites),
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extract_sprite_events,
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),
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)
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.add_systems(
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Render,
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(
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queue_sprites
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.in_set(RenderSet::Queue)
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.ambiguous_with(queue_material2d_meshes::<ColorMaterial>),
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prepare_sprites.in_set(RenderSet::PrepareBindGroups),
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),
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);
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};
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}
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fn finish(&self, app: &mut App) {
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app.init_resource::<SpritePipeline>();
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}
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}
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}
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/// System calculating and inserting an [`Aabb`] component to entities with either:
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/// - a `Mesh2dHandle` component,
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/// - a `Sprite` and `Handle<Image>` components,
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/// - a `TextureAtlasSprite` and `Handle<TextureAtlas>` components,
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/// and without a [`NoFrustumCulling`] component.
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///
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/// Used in system set [`VisibilitySystems::CalculateBounds`].
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pub fn calculate_bounds_2d(
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mut commands: Commands,
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meshes: Res<Assets<Mesh>>,
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images: Res<Assets<Image>>,
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atlases: Res<Assets<TextureAtlas>>,
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meshes_without_aabb: Query<(Entity, &Mesh2dHandle), (Without<Aabb>, Without<NoFrustumCulling>)>,
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sprites_without_aabb: Query<
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(Entity, &Sprite, &Handle<Image>),
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(Without<Aabb>, Without<NoFrustumCulling>),
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>,
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atlases_without_aabb: Query<
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(Entity, &TextureAtlasSprite, &Handle<TextureAtlas>),
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(Without<Aabb>, Without<NoFrustumCulling>),
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>,
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) {
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for (entity, mesh_handle) in &meshes_without_aabb {
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if let Some(mesh) = meshes.get(&mesh_handle.0) {
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if let Some(aabb) = mesh.compute_aabb() {
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commands.entity(entity).insert(aabb);
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}
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}
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}
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for (entity, sprite, texture_handle) in &sprites_without_aabb {
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if let Some(size) = sprite
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.custom_size
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.or_else(|| images.get(texture_handle).map(|image| image.size_f32()))
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{
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let aabb = Aabb {
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center: (-sprite.anchor.as_vec() * size).extend(0.0).into(),
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half_extents: (0.5 * size).extend(0.0).into(),
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};
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commands.entity(entity).insert(aabb);
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}
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}
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for (entity, atlas_sprite, atlas_handle) in &atlases_without_aabb {
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if let Some(size) = atlas_sprite.custom_size.or_else(|| {
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atlases
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.get(atlas_handle)
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.and_then(|atlas| atlas.textures.get(atlas_sprite.index))
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.map(|rect| (rect.min - rect.max).abs())
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}) {
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let aabb = Aabb {
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center: (-atlas_sprite.anchor.as_vec() * size).extend(0.0).into(),
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half_extents: (0.5 * size).extend(0.0).into(),
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};
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commands.entity(entity).insert(aabb);
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}
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}
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}
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