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bundle.rs
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bundle.rs
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use crate::{
texture_atlas::{TextureAtlas, TextureAtlasSprite},
Sprite,
};
use bevy_asset::Handle;
use bevy_ecs::bundle::Bundle;
use bevy_render::{
texture::{Image, DEFAULT_IMAGE_HANDLE},
view::{ComputedVisibility, Visibility},
};
use bevy_transform::components::{GlobalTransform, Transform};
#[derive(Bundle, Clone)]
pub struct SpriteBundle {
pub sprite: Sprite,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub texture: Handle<Image>,
/// User indication of whether an entity is visible
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
}
impl Default for SpriteBundle {
fn default() -> Self {
Self {
sprite: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
texture: DEFAULT_IMAGE_HANDLE.typed(),
visibility: Default::default(),
computed_visibility: Default::default(),
}
}
}
/// A Bundle of components for drawing a single sprite from a sprite sheet (also referred
/// to as a `TextureAtlas`)
#[derive(Bundle, Clone, Default)]
pub struct SpriteSheetBundle {
/// The specific sprite from the texture atlas to be drawn
pub sprite: TextureAtlasSprite,
/// A handle to the texture atlas that holds the sprite images
pub texture_atlas: Handle<TextureAtlas>,
/// Data pertaining to how the sprite is drawn on the screen
pub transform: Transform,
pub global_transform: GlobalTransform,
/// User indication of whether an entity is visible
pub visibility: Visibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub computed_visibility: ComputedVisibility,
}