mirror of
https://github.com/bevyengine/bevy
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93dc596d2e
# Objective - Allow bevy_sprite_picking backend to pass through transparent sections of the sprite. - Fixes #14929 ## Solution - After sprite picking detects the cursor is within a sprites rect, check the pixel at that location on the texture and check that it meets an optional transparency cutoff. Change originally created for mod_picking on bevy 0.14 (https://github.com/aevyrie/bevy_mod_picking/pull/373) ## Testing - Ran Sprite Picking example to check it was working both with transparency enabled and disabled - ModPicking version is currently in use in my own isometric game where this has been an extremely noticeable issue ## Showcase ![Sprite Picking Text](https://github.com/user-attachments/assets/76568c0d-c359-422b-942d-17c84d3d3009) ## Migration Guide Sprite picking now ignores transparent regions (with an alpha value less than or equal to 0.1). To configure this, modify the `SpriteBackendSettings` resource. --------- Co-authored-by: andriyDev <andriydzikh@gmail.com>
406 lines
13 KiB
Rust
406 lines
13 KiB
Rust
// FIXME(15321): solve CI failures, then replace with `#![expect()]`.
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#![allow(missing_docs, reason = "Not all docs are written yet, see #3492.")]
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#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![forbid(unsafe_code)]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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//! Provides 2D sprite rendering functionality.
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extern crate alloc;
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mod bundle;
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mod dynamic_texture_atlas_builder;
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mod mesh2d;
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#[cfg(feature = "bevy_sprite_picking_backend")]
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mod picking_backend;
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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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mod texture_slice;
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/// The sprite prelude.
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///
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/// This includes the most common types in this crate, re-exported for your convenience.
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#[expect(deprecated)]
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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,
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sprite::{Sprite, SpriteImageMode},
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texture_atlas::{TextureAtlas, TextureAtlasLayout, TextureAtlasSources},
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texture_slice::{BorderRect, SliceScaleMode, TextureSlice, TextureSlicer},
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ColorMaterial, ColorMesh2dBundle, MeshMaterial2d, TextureAtlasBuilder,
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};
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}
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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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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#[cfg(feature = "bevy_sprite_picking_backend")]
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pub use picking_backend::*;
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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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pub use texture_slice::*;
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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::*, query::QueryItem};
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use bevy_image::Image;
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use bevy_render::{
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extract_component::{ExtractComponent, ExtractComponentPlugin},
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mesh::{Mesh, Mesh2d, MeshAabb},
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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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view::{check_visibility, NoFrustumCulling, VisibilitySystems},
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ExtractSchedule, Render, RenderApp, RenderSet,
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};
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/// Adds support for 2D sprite rendering.
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pub struct SpritePlugin {
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/// Whether to add the sprite picking backend to the app.
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#[cfg(feature = "bevy_sprite_picking_backend")]
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pub add_picking: bool,
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}
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impl Default for SpritePlugin {
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fn default() -> Self {
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Self {
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#[cfg(feature = "bevy_sprite_picking_backend")]
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add_picking: true,
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}
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}
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}
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pub const SPRITE_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(2763343953151597127);
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pub const SPRITE_VIEW_BINDINGS_SHADER_HANDLE: Handle<Shader> =
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Handle::weak_from_u128(8846920112458963210);
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/// System set for sprite rendering.
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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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ComputeSlices,
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}
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/// A component that marks entities that aren't themselves sprites but become
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/// sprites during rendering.
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///
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/// Right now, this is used for `Text`.
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#[derive(Component, Reflect, Clone, Copy, Debug, Default)]
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#[reflect(Component, Default, Debug)]
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pub struct SpriteSource;
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/// A convenient alias for `Or<With<Sprite>, With<SpriteSource>>`, for use with
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/// [`bevy_render::view::VisibleEntities`].
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pub type WithSprite = Or<(With<Sprite>, With<SpriteSource>)>;
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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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load_internal_asset!(
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app,
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SPRITE_VIEW_BINDINGS_SHADER_HANDLE,
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"render/sprite_view_bindings.wgsl",
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Shader::from_wgsl
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);
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app.init_asset::<TextureAtlasLayout>()
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.register_asset_reflect::<TextureAtlasLayout>()
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.register_type::<Sprite>()
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.register_type::<SpriteImageMode>()
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.register_type::<TextureSlicer>()
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.register_type::<Anchor>()
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.register_type::<TextureAtlas>()
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.register_type::<Mesh2d>()
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.register_type::<SpriteSource>()
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.add_plugins((
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Mesh2dRenderPlugin,
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ColorMaterialPlugin,
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ExtractComponentPlugin::<SpriteSource>::default(),
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))
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.add_systems(
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PostUpdate,
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(
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calculate_bounds_2d.in_set(VisibilitySystems::CalculateBounds),
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(
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compute_slices_on_asset_event,
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compute_slices_on_sprite_change,
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)
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.in_set(SpriteSystem::ComputeSlices),
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(
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check_visibility::<With<Mesh2d>>,
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check_visibility::<WithSprite>,
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)
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.in_set(VisibilitySystems::CheckVisibility),
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),
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);
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#[cfg(feature = "bevy_sprite_picking_backend")]
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if self.add_picking {
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app.add_plugins(SpritePickingPlugin);
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}
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if let Some(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_sprite_image_bind_groups.in_set(RenderSet::PrepareBindGroups),
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prepare_sprite_view_bind_groups.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 Some(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 `Mesh2d` component,
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/// - a `Sprite` and `Handle<Image>` 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<TextureAtlasLayout>>,
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meshes_without_aabb: Query<(Entity, &Mesh2d), (Without<Aabb>, Without<NoFrustumCulling>)>,
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sprites_to_recalculate_aabb: Query<
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(Entity, &Sprite),
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(
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Or<(Without<Aabb>, Changed<Sprite>)>,
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Without<NoFrustumCulling>,
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),
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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).try_insert(aabb);
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}
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}
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}
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for (entity, sprite) in &sprites_to_recalculate_aabb {
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if let Some(size) = sprite
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.custom_size
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.or_else(|| sprite.rect.map(|rect| rect.size()))
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.or_else(|| match &sprite.texture_atlas {
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// We default to the texture size for regular sprites
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None => images.get(&sprite.image).map(Image::size_f32),
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// We default to the drawn rect for atlas sprites
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Some(atlas) => atlas
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.texture_rect(&atlases)
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.map(|rect| rect.size().as_vec2()),
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})
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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).try_insert(aabb);
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}
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}
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}
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impl ExtractComponent for SpriteSource {
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type QueryData = ();
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type QueryFilter = With<SpriteSource>;
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type Out = SpriteSource;
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fn extract_component(_: QueryItem<'_, Self::QueryData>) -> Option<Self::Out> {
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Some(SpriteSource)
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}
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}
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#[cfg(test)]
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mod test {
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use bevy_math::{Rect, Vec2, Vec3A};
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use bevy_utils::default;
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use super::*;
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#[test]
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fn calculate_bounds_2d_create_aabb_for_image_sprite_entity() {
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// Setup app
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let mut app = App::new();
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// Add resources and get handle to image
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let mut image_assets = Assets::<Image>::default();
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let image_handle = image_assets.add(Image::default());
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app.insert_resource(image_assets);
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let mesh_assets = Assets::<Mesh>::default();
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app.insert_resource(mesh_assets);
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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app.insert_resource(texture_atlas_assets);
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// Add system
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app.add_systems(Update, calculate_bounds_2d);
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// Add entities
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let entity = app.world_mut().spawn(Sprite::from_image(image_handle)).id();
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// Verify that the entity does not have an AABB
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assert!(!app
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.world()
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.get_entity(entity)
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.expect("Could not find entity")
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.contains::<Aabb>());
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// Run system
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app.update();
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// Verify the AABB exists
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assert!(app
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.world()
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.get_entity(entity)
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.expect("Could not find entity")
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.contains::<Aabb>());
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}
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#[test]
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fn calculate_bounds_2d_update_aabb_when_sprite_custom_size_changes_to_some() {
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// Setup app
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let mut app = App::new();
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// Add resources and get handle to image
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let mut image_assets = Assets::<Image>::default();
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let image_handle = image_assets.add(Image::default());
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app.insert_resource(image_assets);
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let mesh_assets = Assets::<Mesh>::default();
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app.insert_resource(mesh_assets);
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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app.insert_resource(texture_atlas_assets);
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// Add system
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app.add_systems(Update, calculate_bounds_2d);
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// Add entities
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let entity = app
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.world_mut()
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.spawn(Sprite {
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custom_size: Some(Vec2::ZERO),
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image: image_handle,
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..default()
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})
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.id();
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// Create initial AABB
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app.update();
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// Get the initial AABB
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let first_aabb = *app
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.world()
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.get_entity(entity)
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.expect("Could not find entity")
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.get::<Aabb>()
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.expect("Could not find initial AABB");
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// Change `custom_size` of sprite
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let mut binding = app
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.world_mut()
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.get_entity_mut(entity)
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.expect("Could not find entity");
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let mut sprite = binding
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.get_mut::<Sprite>()
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.expect("Could not find sprite component of entity");
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sprite.custom_size = Some(Vec2::ONE);
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// Re-run the `calculate_bounds_2d` system to get the new AABB
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app.update();
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// Get the re-calculated AABB
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let second_aabb = *app
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.world()
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.get_entity(entity)
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.expect("Could not find entity")
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.get::<Aabb>()
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.expect("Could not find second AABB");
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// Check that the AABBs are not equal
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assert_ne!(first_aabb, second_aabb);
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}
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#[test]
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fn calculate_bounds_2d_correct_aabb_for_sprite_with_custom_rect() {
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// Setup app
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let mut app = App::new();
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// Add resources and get handle to image
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let mut image_assets = Assets::<Image>::default();
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let image_handle = image_assets.add(Image::default());
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app.insert_resource(image_assets);
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let mesh_assets = Assets::<Mesh>::default();
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app.insert_resource(mesh_assets);
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let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
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app.insert_resource(texture_atlas_assets);
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// Add system
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app.add_systems(Update, calculate_bounds_2d);
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// Add entities
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let entity = app
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.world_mut()
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.spawn(Sprite {
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rect: Some(Rect::new(0., 0., 0.5, 1.)),
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anchor: Anchor::TopRight,
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image: image_handle,
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..default()
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})
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.id();
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// Create AABB
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app.update();
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// Get the AABB
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let aabb = *app
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.world_mut()
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.get_entity(entity)
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.expect("Could not find entity")
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.get::<Aabb>()
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.expect("Could not find AABB");
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// Verify that the AABB is at the expected position
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assert_eq!(aabb.center, Vec3A::new(-0.25, -0.5, 0.));
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// Verify that the AABB has the expected size
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assert_eq!(aabb.half_extents, Vec3A::new(0.25, 0.5, 0.));
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}
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}
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