feat(sprite_renderer): 自动调整节点尺寸以匹配纹理大小
在 SpriteRenderer 的 onAttach 和 setTexture 方法中添加逻辑,当节点尺寸为默认值 (100x100) 且纹理有效时,自动将节点尺寸设置为纹理的宽高。同时移除示例中多余的纹理加载状态检查和调试输出,简化代码逻辑。
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@ -14,9 +14,6 @@ public:
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void update(float dt) override {
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Scene::update(dt);
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if (textureLoaded_) {
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return;
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}
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auto *rhiModule = RHIModule::get();
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if (!rhiModule || !rhiModule->getDevice()) {
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return;
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@ -28,11 +25,7 @@ public:
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auto texture = assets->load<Texture>("assets/test.png");
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if (texture.isValid()) {
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spriteRenderer_->setTexture(texture);
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printf("图片加载成功: assets/test.png\n");
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} else {
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printf("图片加载失败: assets/test.png\n");
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}
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textureLoaded_ = true;
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}
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private:
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@ -40,7 +33,6 @@ private:
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auto cameraNode = makePtr<Node>();
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cameraNode->setName("MainCamera");
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cameraNode->setPosition(0.0f, 0.0f);
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auto camera = makePtr<CameraComponent>();
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camera->setOrtho(0.0f, 1280.0f, 720.0f, 0.0f, -1.0f, 1.0f);
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cameraNode->addComponent(camera);
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@ -52,17 +44,12 @@ private:
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auto spriteNode = makePtr<Node>();
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spriteNode->setName("ImageSprite");
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spriteNode->setPosition(640.0f, 360.0f);
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// spriteNode->setSize(384.0f, 384.0f);
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spriteNode->setAnchor(0.5f, 0.5f);
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spriteRenderer_ = makePtr<SpriteRenderer>();
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// spriteRenderer_->setColor(Color::White);
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spriteNode->addComponent(spriteRenderer_);
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addChild(spriteNode);
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}
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Ptr<SpriteRenderer> spriteRenderer_;
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bool textureLoaded_ = false;
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};
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int main(int argc, char **argv) {
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@ -1,5 +1,6 @@
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#include <assets/assets_module.h>
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#include <event/events.h>
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#include <renderer/texture.h>
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#include <scene/components/sprite_renderer.h>
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#include <scene/node.h>
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#include <utils/logger.h>
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@ -9,13 +10,51 @@ namespace extra2d {
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SpriteRenderer::SpriteRenderer() {
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}
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void SpriteRenderer::onAttach(Node *owner) { Component::onAttach(owner); }
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void SpriteRenderer::onAttach(Node *owner) {
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Component::onAttach(owner);
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if (!texture_.isValid() || !owner_) {
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return;
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}
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Vec2 nodeSize = owner_->getSize();
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if (nodeSize.x != 100.0f || nodeSize.y != 100.0f) {
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return;
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}
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auto *assets = getAssets();
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if (!assets) {
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return;
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}
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Texture *tex = assets->get(texture_);
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if (!tex) {
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return;
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}
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owner_->setSize(static_cast<float>(tex->getWidth()),
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static_cast<float>(tex->getHeight()));
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}
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void SpriteRenderer::setMaterial(Handle<Material> material) {
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material_ = material;
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}
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void SpriteRenderer::setTexture(Handle<Texture> texture) { texture_ = texture; }
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void SpriteRenderer::setTexture(Handle<Texture> texture) {
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texture_ = texture;
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if (!owner_ || !texture_.isValid()) {
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return;
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}
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Vec2 nodeSize = owner_->getSize();
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if (nodeSize.x != 100.0f || nodeSize.y != 100.0f) {
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return;
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}
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auto *assets = getAssets();
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if (!assets) {
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return;
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}
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Texture *tex = assets->get(texture_);
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if (!tex) {
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return;
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}
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owner_->setSize(static_cast<float>(tex->getWidth()),
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static_cast<float>(tex->getHeight()));
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}
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void SpriteRenderer::setColor(const Color &color) { color_ = color; }
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