pub struct ExtractedSprite {
    pub transform: GlobalTransform,
    pub color: Color,
    pub rect: Option<Rect>,
    pub custom_size: Option<Vec2>,
    pub image_handle_id: AssetId<Image>,
    pub flip_x: bool,
    pub flip_y: bool,
    pub anchor: Vec2,
    pub original_entity: Option<Entity>,
}

Fields§

§transform: GlobalTransform§color: Color§rect: Option<Rect>

Select an area of the texture

§custom_size: Option<Vec2>

Change the on-screen size of the sprite

§image_handle_id: AssetId<Image>

Asset ID of the Image of this sprite PERF: storing an AssetId instead of Handle<Image> enables some optimizations (ExtractedSprite becomes Copy and doesn’t need to be dropped)

§flip_x: bool§flip_y: bool§anchor: Vec2§original_entity: Option<Entity>

For cases where additional ExtractedSprites are created during extraction, this stores the entity that caused that creation for use in determining visibility.

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