mirror of
https://github.com/bevyengine/bevy
synced 2025-01-06 10:18:59 +00:00
b91945b54d
This is an adoption of #3775 This merges `TextureAtlas` `from_grid_with_padding` into `from_grid` , adding optional padding and optional offset. Since the orignal PR, the offset had already been added to from_grid_with_padding through #4836 ## Changelog - Added `padding` and `offset` arguments to `TextureAtlas::from_grid` - Removed `TextureAtlas::from_grid_with_padding` ## Migration Guide `TextureAtlas::from_grid_with_padding` was merged into `from_grid` which takes two additional parameters for padding and an offset. ``` // 0.8 TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1); // 0.9 TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, None, None) // 0.8 TextureAtlas::from_grid_with_padding(texture_handle, Vec2::new(24.0, 24.0), 7, 1, Vec2::new(4.0, 4.0)); // 0.9 TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, Some(Vec2::new(4.0, 4.0)), None) ``` Co-authored-by: olefish <88390729+oledfish@users.noreply.github.com>
144 lines
4.5 KiB
Rust
144 lines
4.5 KiB
Rust
use crate::Anchor;
|
|
use bevy_asset::Handle;
|
|
use bevy_ecs::component::Component;
|
|
use bevy_math::{Rect, Vec2};
|
|
use bevy_reflect::{Reflect, TypeUuid};
|
|
use bevy_render::{color::Color, texture::Image};
|
|
use bevy_utils::HashMap;
|
|
|
|
/// An atlas containing multiple textures (like a spritesheet or a tilemap).
|
|
/// [Example usage animating sprite.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
|
|
/// [Example usage loading sprite sheet.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
|
|
#[derive(Debug, Clone, TypeUuid)]
|
|
#[uuid = "7233c597-ccfa-411f-bd59-9af349432ada"]
|
|
pub struct TextureAtlas {
|
|
/// The handle to the texture in which the sprites are stored
|
|
pub texture: Handle<Image>,
|
|
// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
|
|
pub size: Vec2,
|
|
/// The specific areas of the atlas where each texture can be found
|
|
pub textures: Vec<Rect>,
|
|
pub texture_handles: Option<HashMap<Handle<Image>, usize>>,
|
|
}
|
|
|
|
#[derive(Component, Debug, Clone, Reflect)]
|
|
pub struct TextureAtlasSprite {
|
|
pub color: Color,
|
|
pub index: usize,
|
|
pub flip_x: bool,
|
|
pub flip_y: bool,
|
|
/// An optional custom size for the sprite that will be used when rendering, instead of the size
|
|
/// of the sprite's image in the atlas
|
|
pub custom_size: Option<Vec2>,
|
|
pub anchor: Anchor,
|
|
}
|
|
|
|
impl Default for TextureAtlasSprite {
|
|
fn default() -> Self {
|
|
Self {
|
|
index: 0,
|
|
color: Color::WHITE,
|
|
flip_x: false,
|
|
flip_y: false,
|
|
custom_size: None,
|
|
anchor: Anchor::default(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl TextureAtlasSprite {
|
|
pub fn new(index: usize) -> TextureAtlasSprite {
|
|
Self {
|
|
index,
|
|
..Default::default()
|
|
}
|
|
}
|
|
}
|
|
|
|
impl TextureAtlas {
|
|
/// Create a new `TextureAtlas` that has a texture, but does not have
|
|
/// any individual sprites specified
|
|
pub fn new_empty(texture: Handle<Image>, dimensions: Vec2) -> Self {
|
|
Self {
|
|
texture,
|
|
size: dimensions,
|
|
texture_handles: None,
|
|
textures: Vec::new(),
|
|
}
|
|
}
|
|
|
|
/// Generate a `TextureAtlas` by splitting a texture into a grid where each
|
|
/// `tile_size` by `tile_size` grid-cell is one of the textures in the
|
|
/// atlas. Grid cells are separated by some `padding`, and the grid starts
|
|
/// at `offset` pixels from the top left corner. Resulting `TextureAtlas` is
|
|
/// indexed left to right, top to bottom.
|
|
pub fn from_grid(
|
|
texture: Handle<Image>,
|
|
tile_size: Vec2,
|
|
columns: usize,
|
|
rows: usize,
|
|
padding: Option<Vec2>,
|
|
offset: Option<Vec2>,
|
|
) -> TextureAtlas {
|
|
let padding = padding.unwrap_or_default();
|
|
let offset = offset.unwrap_or_default();
|
|
let mut sprites = Vec::new();
|
|
let mut current_padding = Vec2::ZERO;
|
|
|
|
for y in 0..rows {
|
|
if y > 0 {
|
|
current_padding.y = padding.y;
|
|
}
|
|
for x in 0..columns {
|
|
if x > 0 {
|
|
current_padding.x = padding.x;
|
|
}
|
|
|
|
let cell = Vec2::new(x as f32, y as f32);
|
|
|
|
let rect_min = (tile_size + current_padding) * cell + offset;
|
|
|
|
sprites.push(Rect {
|
|
min: rect_min,
|
|
max: rect_min + tile_size,
|
|
});
|
|
}
|
|
}
|
|
|
|
let grid_size = Vec2::new(columns as f32, rows as f32);
|
|
|
|
TextureAtlas {
|
|
size: ((tile_size + current_padding) * grid_size) - current_padding,
|
|
textures: sprites,
|
|
texture,
|
|
texture_handles: None,
|
|
}
|
|
}
|
|
|
|
/// Add a sprite to the list of textures in the `TextureAtlas`
|
|
/// returns an index to the texture which can be used with `TextureAtlasSprite`
|
|
///
|
|
/// # Arguments
|
|
///
|
|
/// * `rect` - The section of the atlas that contains the texture to be added,
|
|
/// from the top-left corner of the texture to the bottom-right corner
|
|
pub fn add_texture(&mut self, rect: Rect) -> usize {
|
|
self.textures.push(rect);
|
|
self.textures.len() - 1
|
|
}
|
|
|
|
/// How many textures are in the `TextureAtlas`
|
|
pub fn len(&self) -> usize {
|
|
self.textures.len()
|
|
}
|
|
|
|
pub fn is_empty(&self) -> bool {
|
|
self.textures.is_empty()
|
|
}
|
|
|
|
pub fn get_texture_index(&self, texture: &Handle<Image>) -> Option<usize> {
|
|
self.texture_handles
|
|
.as_ref()
|
|
.and_then(|texture_handles| texture_handles.get(texture).cloned())
|
|
}
|
|
}
|