bevy_entitiles 0.3.0

A 2d tilemap library for bevy. With many useful algorithms/tools built in.
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use bevy::{
    asset::{Asset, Handle},
    math::{IVec2, IVec4, Vec2, Vec4},
    reflect::Reflect,
    render::{
        render_resource::{AsBindGroup, ShaderRef, ShaderType},
        texture::Image,
    },
    sprite::Material2d,
    utils::HashMap,
};
use serde::{Deserialize, Serialize};

use crate::math::extension::DivToCeil;

use super::{
    json::{
        definitions::{EntityDef, TilesetRect},
        level::EntityInstance,
    },
    ENTITY_SPRITE_SHADER,
};

#[derive(ShaderType, Clone, Copy, Debug, Reflect)]
pub struct AtlasRect {
    pub min: Vec2,
    pub max: Vec2,
}

impl From<TilesetRect> for AtlasRect {
    fn from(value: TilesetRect) -> Self {
        Self {
            min: IVec2::new(value.x_pos, value.y_pos).as_vec2(),
            max: IVec2::new(value.x_pos + value.width, value.y_pos + value.height).as_vec2(),
        }
    }
}

#[derive(AsBindGroup, Asset, Debug, Clone, Reflect)]
pub struct LdtkEntityMaterial {
    #[texture(0)]
    #[sampler(1)]
    pub texture: Handle<Image>,
    #[uniform(2)]
    pub atlas_rect: AtlasRect,
}

impl Material2d for LdtkEntityMaterial {
    fn fragment_shader() -> ShaderRef {
        ENTITY_SPRITE_SHADER.into()
    }
}

#[derive(Serialize, Deserialize, Debug, Clone, Reflect)]
pub enum TileRenderMode {
    Cover,
    FitInside,
    Repeat,
    Stretch,
    FullSizeCropped,
    FullSizeUncropped,
    NineSlice,
}

impl TileRenderMode {
    pub fn as_shader_def(&self) -> String {
        match self {
            TileRenderMode::Cover => "COVER".to_string(),
            TileRenderMode::FitInside => "FIT_INSIDE".to_string(),
            TileRenderMode::Repeat => "REPEAT".to_string(),
            TileRenderMode::Stretch => "STRETCH".to_string(),
            TileRenderMode::FullSizeCropped => "FULL_SIZE_CROPPED".to_string(),
            TileRenderMode::FullSizeUncropped => "FULL_SIZE_UNCROPPED".to_string(),
            TileRenderMode::NineSlice => "NINE_SLICE".to_string(),
        }
    }

    pub fn get_mesh(
        &self,
        entity: &EntityInstance,
        tile_rect: &TilesetRect,
        defs: &HashMap<String, EntityDef>,
    ) -> SpriteMesh {
        let tile_size = Vec2::new(tile_rect.width as f32, tile_rect.height as f32);
        let render_size = Vec2::new(entity.width as f32, entity.height as f32);
        let tile_px = IVec2::new(tile_rect.width, tile_rect.height);
        let entity_px = IVec2::new(entity.width, entity.height);
        let pivot = Vec2::new(entity.pivot[0], -entity.pivot[1]);

        /*
         * 0 - 1
         * | / |
         * 3 - 2
         */
        let corner_pos = [
            Vec2::new(0., 0.) - pivot,
            Vec2::new(1., 0.) - pivot,
            Vec2::new(1., -1.) - pivot,
            Vec2::new(0., -1.) - pivot,
        ];
        let corner_uv = [Vec2::ZERO, Vec2::X, Vec2::ONE, Vec2::Y];

        let (vertices, uvs, vertex_indices) = match self {
            TileRenderMode::Cover => {
                let tile_size = (render_size / tile_size).max_element() * tile_size;
                (
                    corner_pos
                        .into_iter()
                        .map(|p| p * render_size)
                        .collect::<Vec<_>>(),
                    corner_uv
                        .into_iter()
                        .map(|p| {
                            p * render_size / tile_size + pivot * (1. - render_size / tile_size)
                        })
                        .collect(),
                    vec![0, 3, 1, 1, 3, 2],
                )
            }
            TileRenderMode::FitInside => {
                let size = (render_size / tile_size).min_element() * tile_size;
                (
                    corner_pos.into_iter().map(|p| p * size).collect(),
                    corner_uv.to_vec(),
                    vec![0, 3, 1, 1, 3, 2],
                )
            }
            TileRenderMode::Repeat => {
                let mut vertices = Vec::new();
                let mut uvs = Vec::new();
                let mut vertex_indices = Vec::new();
                let mut i = 0;
                let tiled_count = entity_px.div_to_ceil(tile_px);
                for dy in 0..tiled_count.y {
                    for dx in 0..tiled_count.x {
                        let offset = Vec2::new(dx as f32, dy as f32) * tile_size;
                        let mut v = corner_pos
                            .into_iter()
                            .map(|p| (Vec2::new(p.x, -p.y) + pivot) * tile_size + offset)
                            .collect();
                        let mut u = corner_uv.to_vec();
                        clip_mesh(&mut v, &mut u, [Vec2::ZERO, render_size]);
                        vertices.extend(
                            v.into_iter()
                                .map(|v| Vec2::new(v.x, -v.y) - pivot * render_size),
                        );
                        uvs.extend(u);
                        vertex_indices
                            .extend(vec![0, 3, 1, 1, 3, 2].into_iter().map(|v| v + i * 4));
                        i += 1;
                    }
                }
                (vertices, uvs, vertex_indices)
            }
            TileRenderMode::Stretch => (
                corner_pos.into_iter().map(|p| p * render_size).collect(),
                corner_uv.to_vec(),
                vec![0, 3, 1, 1, 3, 2],
            ),
            TileRenderMode::FullSizeCropped => {
                let d = render_size / tile_size;
                let size = Vec2::new(d.x.min(1.), d.y.min(1.)) * tile_size;
                let uv_scale = size / tile_size;
                let pivot = Vec2::new(pivot.x, -pivot.y);
                (
                    corner_pos.into_iter().map(|p| p * size).collect(),
                    corner_uv
                        .into_iter()
                        .map(|p| p * uv_scale + pivot * (1. - uv_scale))
                        .collect(),
                    vec![0, 3, 1, 1, 3, 2],
                )
            }
            TileRenderMode::FullSizeUncropped => (
                corner_pos.into_iter().map(|p| p * tile_size).collect(),
                corner_uv.to_vec(),
                vec![0, 3, 1, 1, 3, 2],
            ),
            TileRenderMode::NineSlice => {
                let nine_slice_mesh = defs[&entity.identifier].nine_slice_borders.generate_mesh(
                    IVec2::new(entity.width, entity.height),
                    IVec2::new(tile_rect.width, tile_rect.height),
                    pivot,
                );
                (
                    nine_slice_mesh.vertices,
                    nine_slice_mesh.uvs,
                    nine_slice_mesh.indices,
                )
            }
        };

        SpriteMesh {
            vertices,
            uvs,
            indices: vertex_indices,
        }
    }
}

#[derive(Serialize, Debug, Clone, Copy, Reflect)]
pub struct NineSliceBorders {
    pub is_valid: bool,
    pub up: i32,
    pub right: i32,
    pub down: i32,
    pub left: i32,
}

#[derive(Reflect)]
pub struct SpriteMesh {
    pub vertices: Vec<Vec2>,
    pub uvs: Vec<Vec2>,
    pub indices: Vec<u16>,
}

impl NineSliceBorders {
    pub fn generate_mesh(&self, render_size: IVec2, tile_size: IVec2, pivot: Vec2) -> SpriteMesh {
        let inner_pxs = IVec2::new(
            render_size.x - self.left - self.right,
            render_size.y - self.up - self.down,
        );
        let sliced_tile_inner_size = IVec2::new(
            tile_size.x - self.left - self.right,
            tile_size.y - self.up - self.down,
        );
        let border_pxs = IVec4::new(self.up, self.down, self.left, self.right).as_vec4();

        let tile_size = tile_size.as_vec2();
        let render_size = render_size.as_vec2();
        let border_uvs = Vec4::new(
            border_pxs.x / tile_size.y,
            border_pxs.y / tile_size.y,
            border_pxs.z / tile_size.x,
            border_pxs.w / tile_size.x,
        );

        let mut vertices = Vec::new();
        let mut uvs = Vec::new();
        let mut vertex_indices = Vec::new();
        let base_indices = [0, 3, 1, 1, 3, 2];
        let mut quad_count = 0;
        // corners
        // u_l
        vertices.extend_from_slice(&[
            Vec2::new(0., 0.),
            Vec2::new(border_pxs.z, 0.),
            Vec2::new(border_pxs.z, border_pxs.x),
            Vec2::new(0., border_pxs.x),
        ]);
        uvs.extend_from_slice(&[
            Vec2::new(0., 0.),
            Vec2::new(border_uvs.z, 0.),
            Vec2::new(border_uvs.z, border_uvs.x),
            Vec2::new(0., border_uvs.x),
        ]);
        vertex_indices.extend(base_indices);
        quad_count += 1;
        // u_r
        vertices.extend_from_slice(&[
            Vec2::new(render_size.x - border_pxs.w, 0.),
            Vec2::new(render_size.x, 0.),
            Vec2::new(render_size.x, border_pxs.x),
            Vec2::new(render_size.x - border_pxs.w, border_pxs.x),
        ]);
        uvs.extend_from_slice(&[
            Vec2::new(1. - border_uvs.w, 0.),
            Vec2::new(1., 0.),
            Vec2::new(1., border_uvs.x),
            Vec2::new(1. - border_uvs.w, border_uvs.x),
        ]);
        vertex_indices.extend(base_indices.iter().map(|v| v + quad_count * 4));
        quad_count += 1;
        // d_l
        vertices.extend_from_slice(&[
            Vec2::new(0., render_size.y - border_pxs.y),
            Vec2::new(border_pxs.z, render_size.y - border_pxs.y),
            Vec2::new(border_pxs.z, render_size.y),
            Vec2::new(0., render_size.y),
        ]);
        uvs.extend_from_slice(&[
            Vec2::new(0., 1. - border_uvs.y),
            Vec2::new(border_uvs.z, 1. - border_uvs.y),
            Vec2::new(border_uvs.z, 1.),
            Vec2::new(0., 1.),
        ]);
        vertex_indices.extend(base_indices.iter().map(|v| v + quad_count * 4));
        quad_count += 1;
        // d_r
        vertices.extend_from_slice(&[
            Vec2::new(render_size.x - border_pxs.w, render_size.y - border_pxs.y),
            Vec2::new(render_size.x, render_size.y - border_pxs.y),
            Vec2::new(render_size.x, render_size.y),
            Vec2::new(render_size.x - border_pxs.w, render_size.y),
        ]);
        uvs.extend_from_slice(&[
            Vec2::new(1. - border_uvs.w, 1. - border_uvs.y),
            Vec2::new(1., 1. - border_uvs.y),
            Vec2::new(1., 1.),
            Vec2::new(1. - border_uvs.w, 1.),
        ]);
        vertex_indices.extend(base_indices.iter().map(|v| v + quad_count * 4));
        quad_count += 1;

        // up and down
        let tiled_count = inner_pxs.div_to_ceil(sliced_tile_inner_size);
        let tiled_size = Vec2 {
            x: (tile_size.x - border_pxs.z - border_pxs.w) as f32,
            y: (tile_size.y - border_pxs.x - border_pxs.y) as f32,
        };
        let origins = [
            Vec2::new(border_pxs.z, 0.),
            Vec2::new(border_pxs.z, render_size.y - border_pxs.y),
            Vec2::new(0., border_pxs.x),
            Vec2::new(render_size.x - border_pxs.w, border_pxs.x),
        ];
        let extents = [
            Vec2::new(tiled_size.x, border_pxs.x),
            Vec2::new(tiled_size.x, border_pxs.y),
            Vec2::new(border_pxs.z, tiled_size.y),
            Vec2::new(border_pxs.w, tiled_size.y),
        ];
        let repeat = [
            IVec2::new(tiled_count.x, 1),
            IVec2::new(tiled_count.x, 1),
            IVec2::new(1, tiled_count.y),
            IVec2::new(1, tiled_count.y),
        ];
        let border_slice_uvs = [
            [
                Vec2::new(border_uvs.z, 0.),
                Vec2::new(1. - border_uvs.w, 0.),
                Vec2::new(1. - border_uvs.w, border_uvs.x),
                Vec2::new(border_uvs.z, border_uvs.x),
            ],
            [
                Vec2::new(border_uvs.z, 1. - border_uvs.y),
                Vec2::new(1. - border_uvs.w, 1. - border_uvs.y),
                Vec2::new(1. - border_uvs.w, 1.),
                Vec2::new(border_uvs.z, 1.),
            ],
            [
                Vec2::new(0., border_uvs.x),
                Vec2::new(border_uvs.z, border_uvs.x),
                Vec2::new(border_uvs.z, 1. - border_uvs.y),
                Vec2::new(0., 1. - border_uvs.y),
            ],
            [
                Vec2::new(1. - border_uvs.w, border_uvs.x),
                Vec2::new(1., border_uvs.x),
                Vec2::new(1., 1. - border_uvs.y),
                Vec2::new(1. - border_uvs.w, 1. - border_uvs.y),
            ],
        ];
        let valid_rects = [
            [
                Vec2::new(border_pxs.z, 0.),
                Vec2::new(render_size.x - border_pxs.z, border_pxs.x),
            ],
            [
                Vec2::new(border_pxs.z, render_size.y - border_pxs.y),
                Vec2::new(render_size.x - border_pxs.w, render_size.y),
            ],
            [
                Vec2::new(0., border_pxs.x),
                Vec2::new(border_pxs.z, render_size.y - border_pxs.y),
            ],
            [
                Vec2::new(render_size.x - border_pxs.w, border_pxs.x),
                Vec2::new(render_size.x, render_size.y - border_pxs.y),
            ],
        ];
        for i in 0..4 {
            for dx in 0..repeat[i].x {
                for dy in 0..repeat[i].y {
                    let (dx, dy) = (dx as f32, dy as f32);
                    let mut v = vec![
                        Vec2 {
                            x: origins[i].x + dx * extents[i].x,
                            y: origins[i].y + dy * extents[i].y,
                        },
                        Vec2 {
                            x: origins[i].x + (dx + 1.) * extents[i].x,
                            y: origins[i].y + dy * extents[i].y,
                        },
                        Vec2 {
                            x: origins[i].x + (dx + 1.) * extents[i].x,
                            y: origins[i].y + (dy + 1.) * extents[i].y,
                        },
                        Vec2 {
                            x: origins[i].x + dx * extents[i].x,
                            y: origins[i].y + (dy + 1.) * extents[i].y,
                        },
                    ];
                    let mut u = border_slice_uvs[i].to_vec();
                    clip_mesh(&mut v, &mut u, valid_rects[i]);
                    vertices.extend(v);
                    uvs.extend(u);
                    vertex_indices.extend(base_indices.iter().map(|v| v + quad_count * 4));
                    quad_count += 1;
                }
            }
        }

        // inner
        let origin = Vec2::new(border_pxs.z, border_pxs.x);
        let inner_slice_uvs = [
            Vec2::new(border_uvs.x, border_uvs.z),
            Vec2::new(1. - border_uvs.y, border_uvs.z),
            Vec2::new(1. - border_uvs.y, 1. - border_uvs.w),
            Vec2::new(border_uvs.x, 1. - border_uvs.w),
        ];
        let valid_inner_range = [
            Vec2::new(border_pxs.z, border_pxs.x),
            Vec2::new(render_size.x - border_pxs.w, render_size.y - border_pxs.y),
        ];
        for dx in 0..tiled_count.x {
            for dy in 0..tiled_count.y {
                let (dx, dy) = (dx as f32, dy as f32);
                let mut v = vec![
                    origin + tiled_size * Vec2::new(dx, dy),
                    origin + tiled_size * Vec2::new(dx + 1., dy),
                    origin + tiled_size * Vec2::new(dx + 1., dy + 1.),
                    origin + tiled_size * Vec2::new(dx, dy + 1.),
                ];
                let mut u = inner_slice_uvs.to_vec();
                clip_mesh(&mut v, &mut u, valid_inner_range);
                vertices.extend(v);
                uvs.extend(u);
                vertex_indices.extend(base_indices.iter().map(|v| v + quad_count * 4));
                quad_count += 1;
            }
        }

        SpriteMesh {
            vertices: vertices
                .into_iter()
                .map(|v| Vec2::new(v.x, -v.y) - pivot * render_size)
                .collect(),
            uvs,
            indices: vertex_indices,
        }
    }
}

fn clip_mesh(vertices: &mut Vec<Vec2>, uvs: &mut Vec<Vec2>, valid_rect: [Vec2; 2]) {
    let size = vertices[2] - vertices[0];
    vertices
        .iter_mut()
        .for_each(|v| *v = v.clamp(valid_rect[0], valid_rect[1]));
    let clipped_size = vertices[2] - vertices[0];
    let clipped_ratio = clipped_size / size;
    let uv_size_clipped = (uvs[2] - uvs[0]) * clipped_ratio;
    *uvs = vec![
        uvs[0],
        uvs[0] + Vec2::new(uv_size_clipped.x, 0.),
        uvs[0] + uv_size_clipped,
        uvs[0] + Vec2::new(0., uv_size_clipped.y),
    ];
}