feat(ecs): added a set_vec function to Position2D and Position3D to simply change the position components with a vector instead of manually needing to change it

This commit is contained in:
lisk77 2025-07-13 03:18:23 +02:00
parent ffb4bdf35f
commit fef128f8a7

View file

@ -2,14 +2,11 @@
// You can use these components as is or as a reference to create your own components
// Also just as a nomenclature: bundles are a component made up of multiple components,
// so it's a collection of components bundled together (like Transform2D)
use comet_math::m4;
use crate::math::{
v2,
v3
};
use comet_colors::Color as ColorTrait;
use component_derive::Component;
use crate::math::{v2, v3};
use crate::{Entity, Scene};
use comet_colors::Color as ColorTrait;
use comet_math::m4;
use component_derive::Component;
// ##################################################
// # BASIC #
@ -17,68 +14,68 @@ use crate::{Entity, Scene};
#[derive(Component)]
pub struct Position2D {
position: v2
position: v2,
}
#[derive(Component)]
pub struct Position3D {
position: v3
position: v3,
}
#[derive(Component)]
pub struct Rotation2D {
theta: f32
theta: f32,
}
#[derive(Component)]
pub struct Rotation3D {
theta_x: f32,
theta_y: f32,
theta_z: f32
theta_x: f32,
theta_y: f32,
theta_z: f32,
}
#[derive(Component)]
pub struct Rectangle2D{
position: Position2D,
size: v2
pub struct Rectangle2D {
position: Position2D,
size: v2,
}
#[derive(Component)]
pub struct Render2D {
is_visible: bool,
texture_name: &'static str,
scale: v2
is_visible: bool,
texture_name: &'static str,
scale: v2,
}
#[derive(Component)]
pub struct Camera2D {
zoom: f32,
dimensions: v2,
priority: u8
zoom: f32,
dimensions: v2,
priority: u8,
}
#[derive(Component)]
pub struct Text {
content: &'static str,
font: &'static str,
font_size: f32,
color: Color,
is_visible: bool
content: &'static str,
font: &'static str,
font_size: f32,
color: Color,
is_visible: bool,
}
#[derive(Component)]
pub struct Color {
r: f32,
g: f32,
b: f32,
a: f32
r: f32,
g: f32,
b: f32,
a: f32,
}
#[derive(Component)]
pub struct Timer {
time_stack: f32,
interval: f32,
done: bool
time_stack: f32,
interval: f32,
done: bool,
}
// ##################################################
@ -87,46 +84,48 @@ pub struct Timer {
#[derive(Component)]
pub struct Transform2D {
position: Position2D,
rotation: Rotation2D
position: Position2D,
rotation: Rotation2D,
}
#[derive(Component)]
pub struct Transform3D {
position: Position3D,
rotation: Rotation3D
position: Position3D,
rotation: Rotation3D,
}
// ##################################################
// # TRAITS #
// ##################################################
pub trait Component: Send + Sync + PartialEq + Default + 'static {
fn new() -> Self where Self: Sized;
pub trait Component: Send + Sync + PartialEq + Default + 'static {
fn new() -> Self
where
Self: Sized;
fn type_id() -> std::any::TypeId {
std::any::TypeId::of::<Self>()
}
fn type_id() -> std::any::TypeId {
std::any::TypeId::of::<Self>()
}
fn type_name() -> String {
std::any::type_name::<Self>().to_string()
}
fn type_name() -> String {
std::any::type_name::<Self>().to_string()
}
}
pub trait Collider {
fn is_colliding(&self, other: &Self) -> bool;
fn is_colliding(&self, other: &Self) -> bool;
}
pub trait Render {
fn is_visible(&self) -> bool;
fn set_visibility(&mut self, is_visible: bool);
fn get_texture(&self) -> String;
fn set_texture(&mut self, texture: &'static str);
fn is_visible(&self) -> bool;
fn set_visibility(&mut self, is_visible: bool);
fn get_texture(&self) -> String;
fn set_texture(&mut self, texture: &'static str);
}
pub trait Camera {
fn get_visible_entities(&self, camera_position: Position2D, scene: Scene) -> Vec<Entity>;
fn get_projection_matrix(&self) -> m4;
fn get_visible_entities(&self, camera_position: Position2D, scene: Scene) -> Vec<Entity>;
fn get_projection_matrix(&self) -> m4;
}
// ##################################################
@ -134,404 +133,408 @@ pub trait Camera {
// ##################################################
impl Position2D {
pub fn from_vec(vec: v2) -> Self {
Self {
position: vec
}
}
pub fn from_vec(vec: v2) -> Self {
Self { position: vec }
}
pub fn as_vec(&self) -> v2 {
self.position
}
pub fn as_vec(&self) -> v2 {
self.position
}
pub fn x(&self) -> f32 {
self.position.x()
}
pub fn x(&self) -> f32 {
self.position.x()
}
pub fn y(&self) -> f32 {
self.position.y()
}
pub fn y(&self) -> f32 {
self.position.y()
}
pub fn set_x(&mut self, new_x: f32) {
self.position.set_x(new_x);
}
pub fn set_x(&mut self, new_x: f32) {
self.position.set_x(new_x);
}
pub fn set_y(&mut self, new_y: f32) {
self.position.set_y(new_y);
}
pub fn set_y(&mut self, new_y: f32) {
self.position.set_y(new_y);
}
pub fn set_vec(&mut self, new_pos: v2) {
self.position = new_pos;
}
}
impl Rotation2D {
pub fn new(angle: f32) -> Self {
Self {
theta: angle
}
}
pub fn new(angle: f32) -> Self {
Self { theta: angle }
}
pub fn angle(&self) -> f32 {
self.theta
}
pub fn angle(&self) -> f32 {
self.theta
}
pub fn set_angle(&mut self, angle: f32) {
self.theta = angle;
}
pub fn set_angle(&mut self, angle: f32) {
self.theta = angle;
}
pub fn rotate(&mut self, delta_angle: f32) {
self.theta += delta_angle;
}
pub fn rotate(&mut self, delta_angle: f32) {
self.theta += delta_angle;
}
pub fn to_radians(&self) -> f32 {
self.theta.to_radians()
}
pub fn to_radians(&self) -> f32 {
self.theta.to_radians()
}
pub fn to_degrees(&self) -> f32 {
self.theta.to_degrees()
}
pub fn to_degrees(&self) -> f32 {
self.theta.to_degrees()
}
}
impl Position3D {
pub fn from_vec(vec: v3) -> Self {
Self {
position: vec
}
}
pub fn from_vec(vec: v3) -> Self {
Self { position: vec }
}
pub fn as_vec(&self) -> v3 {
self.position
}
pub fn as_vec(&self) -> v3 {
self.position
}
pub fn x(&self) -> f32 {
self.position.x()
}
pub fn x(&self) -> f32 {
self.position.x()
}
pub fn y(&self) -> f32 {
self.position.y()
}
pub fn y(&self) -> f32 {
self.position.y()
}
pub fn z(&self) -> f32 {
self.position.z()
}
pub fn z(&self) -> f32 {
self.position.z()
}
pub fn set_x(&mut self, new_x: f32) {
self.position.set_x(new_x);
}
pub fn set_x(&mut self, new_x: f32) {
self.position.set_x(new_x);
}
pub fn set_y(&mut self, new_y: f32) {
self.position.set_y(new_y);
}
pub fn set_y(&mut self, new_y: f32) {
self.position.set_y(new_y);
}
pub fn set_z(&mut self, new_z: f32) {
self.position.set_z(new_z);
}
pub fn set_z(&mut self, new_z: f32) {
self.position.set_z(new_z);
}
pub fn set_vec(&mut self, new_pos: v3) {
self.position = new_pos;
}
}
impl Rectangle2D {
pub fn new(position: Position2D, size: v2) -> Self {
Self {
position,
size
}
}
pub fn new(position: Position2D, size: v2) -> Self {
Self { position, size }
}
pub fn position(&self) -> Position2D {
self.position
}
pub fn set_position(&mut self, position: Position2D) {
self.position = position;
}
pub fn size(&self) -> v2 {
self.size
}
pub fn position(&self) -> Position2D {
self.position
}
pub fn set_position(&mut self, position: Position2D) {
self.position = position;
}
pub fn size(&self) -> v2 {
self.size
}
pub fn set_size(&mut self, size: v2) {
self.size = size
}
pub fn set_size(&mut self, size: v2) {
self.size = size
}
}
impl Collider for Rectangle2D {
fn is_colliding(&self, other: &Self) -> bool {
let x1 = self.position().x();
let y1 = self.position().y();
let w1 = self.size().x();
let h1 = self.size().y();
fn is_colliding(&self, other: &Self) -> bool {
let x1 = self.position().x();
let y1 = self.position().y();
let w1 = self.size().x();
let h1 = self.size().y();
let x2 = other.position().x();
let y2 = other.position().y();
let w2 = other.size().x();
let h2 = other.size().y();
let x2 = other.position().x();
let y2 = other.position().y();
let w2 = other.size().x();
let h2 = other.size().y();
x1 < x2 + w2 &&
x1 + w1 > x2 &&
y1 < y2 + h2 &&
y1 + h1 > y2
}
x1 < x2 + w2 && x1 + w1 > x2 && y1 < y2 + h2 && y1 + h1 > y2
}
}
impl Render for Render2D {
fn is_visible(&self) -> bool {
self.is_visible
}
fn is_visible(&self) -> bool {
self.is_visible
}
fn set_visibility(&mut self, is_visible: bool) {
self.is_visible = is_visible;
}
fn set_visibility(&mut self, is_visible: bool) {
self.is_visible = is_visible;
}
fn get_texture(&self) -> String {
self.texture_name.clone().parse().unwrap()
}
fn get_texture(&self) -> String {
self.texture_name.clone().parse().unwrap()
}
/// Use the actual file name of the texture instead of the path
/// e.g. "comet_icon.png" instead of "resources/textures/comet_icon.png"
/// The resource manager will already look in the resources/textures directory
/// This behavior will later be expanded so that it can be used with other project structures
fn set_texture(&mut self, texture: &'static str) {
self.texture_name = texture;
}
/// Use the actual file name of the texture instead of the path
/// e.g. "comet_icon.png" instead of "resources/textures/comet_icon.png"
/// The resource manager will already look in the resources/textures directory
/// This behavior will later be expanded so that it can be used with other project structures
fn set_texture(&mut self, texture: &'static str) {
self.texture_name = texture;
}
}
impl Transform2D {
pub fn position(&self) -> &Position2D {
&self.position
}
pub fn position(&self) -> &Position2D {
&self.position
}
pub fn position_mut(&mut self) -> &mut Position2D {
&mut self.position
}
pub fn position_mut(&mut self) -> &mut Position2D {
&mut self.position
}
pub fn rotation(&self) -> &Rotation2D {
&self.rotation
}
pub fn rotation(&self) -> &Rotation2D {
&self.rotation
}
pub fn rotation_mut(&mut self) -> &mut Rotation2D {
&mut self.rotation
}
pub fn rotation_mut(&mut self) -> &mut Rotation2D {
&mut self.rotation
}
pub fn translate(&mut self, displacement: v2) {
let x = self.position().x() + displacement.x();
let y = self.position().y() + displacement.y();
self.position_mut().set_x(x);
self.position_mut().set_y(y);
}
pub fn translate(&mut self, displacement: v2) {
let x = self.position().x() + displacement.x();
let y = self.position().y() + displacement.y();
self.position_mut().set_x(x);
self.position_mut().set_y(y);
}
pub fn rotate(&mut self, delta_angle: f32) {
self.rotation_mut().rotate(delta_angle);
}
pub fn rotate(&mut self, delta_angle: f32) {
self.rotation_mut().rotate(delta_angle);
}
pub fn set_rotation(&mut self, angle: f32) {
self.rotation_mut().set_angle(angle);
}
pub fn set_rotation(&mut self, angle: f32) {
self.rotation_mut().set_angle(angle);
}
}
impl Transform3D {
pub fn position(&self) -> &Position3D {
&self.position
}
pub fn position(&self) -> &Position3D {
&self.position
}
pub fn position_mut(&mut self) -> &mut Position3D {
&mut self.position
}
pub fn position_mut(&mut self) -> &mut Position3D {
&mut self.position
}
pub fn rotation(&self) -> &Rotation3D {
&self.rotation
}
pub fn rotation(&self) -> &Rotation3D {
&self.rotation
}
pub fn rotation_mut(&mut self) -> &mut Rotation3D {
&mut self.rotation
}
pub fn rotation_mut(&mut self) -> &mut Rotation3D {
&mut self.rotation
}
}
impl Camera2D {
pub fn new(dimensions: v2, zoom: f32, priority: u8) -> Self {
Self {
dimensions,
zoom,
priority
}
}
pub fn new(dimensions: v2, zoom: f32, priority: u8) -> Self {
Self {
dimensions,
zoom,
priority,
}
}
pub fn zoom(&self) -> f32 {
self.zoom
}
pub fn zoom(&self) -> f32 {
self.zoom
}
pub fn set_zoom(&mut self, zoom: f32) {
self.zoom = zoom;
}
pub fn set_zoom(&mut self, zoom: f32) {
self.zoom = zoom;
}
pub fn dimensions(&self) -> v2 {
self.dimensions
}
pub fn dimensions(&self) -> v2 {
self.dimensions
}
pub fn set_dimensions(&mut self, dimensions: v2) {
self.dimensions = dimensions;
}
pub fn set_dimensions(&mut self, dimensions: v2) {
self.dimensions = dimensions;
}
pub fn priority(&self) -> u8 {
self.priority
}
pub fn priority(&self) -> u8 {
self.priority
}
pub fn set_priority(&mut self, priority: u8) {
self.priority = priority;
}
pub fn set_priority(&mut self, priority: u8) {
self.priority = priority;
}
pub fn in_view_frustum(&self, camera_pos: Position2D, entity: Position2D) -> bool {
let left = camera_pos.x() - self.zoom;
let right = camera_pos.x() + self.zoom;
let bottom = camera_pos.y() - self.zoom;
let top = camera_pos.y() + self.zoom;
pub fn in_view_frustum(&self, camera_pos: Position2D, entity: Position2D) -> bool {
let left = camera_pos.x() - self.zoom;
let right = camera_pos.x() + self.zoom;
let bottom = camera_pos.y() - self.zoom;
let top = camera_pos.y() + self.zoom;
entity.x() < right && entity.x() > left && entity.y() < top && entity.y() > bottom
}
entity.x() < right && entity.x() > left && entity.y() < top && entity.y() > bottom
}
}
impl Camera for Camera2D {
fn get_visible_entities(&self, camera_position: Position2D, scene: Scene) -> Vec<Entity> {
let entities = scene.entities();
let mut visible_entities = Vec::new();
for entity in entities {
if self.in_view_frustum(camera_position, *scene.get_component::<Transform2D>(*entity.clone().unwrap().id() as usize).unwrap().position()) {
visible_entities.push(entity.clone().unwrap());
}
}
visible_entities
}
fn get_visible_entities(&self, camera_position: Position2D, scene: Scene) -> Vec<Entity> {
let entities = scene.entities();
let mut visible_entities = Vec::new();
for entity in entities {
if self.in_view_frustum(
camera_position,
*scene
.get_component::<Transform2D>(*entity.clone().unwrap().id() as usize)
.unwrap()
.position(),
) {
visible_entities.push(entity.clone().unwrap());
}
}
visible_entities
}
fn get_projection_matrix(&self) -> m4 {
let left = -self.dimensions.x() / 2.0;
let right = self.dimensions.x() / 2.0;
let bottom = -self.dimensions.y() / 2.0;
let top = self.dimensions.y() / 2.0;
fn get_projection_matrix(&self) -> m4 {
let left = -self.dimensions.x() / 2.0;
let right = self.dimensions.x() / 2.0;
let bottom = -self.dimensions.y() / 2.0;
let top = self.dimensions.y() / 2.0;
m4::OPENGL_CONV * m4::orthographic_projection(left, right, bottom, top, 1.0, 0.0)
}
m4::OPENGL_CONV * m4::orthographic_projection(left, right, bottom, top, 1.0, 0.0)
}
}
impl Text {
pub fn new(content: &'static str, font: &'static str, font_size: f32, is_visible: bool, color: impl ColorTrait) -> Self {
Self {
content,
font,
font_size,
color: Color::from_wgpu_color(color.to_wgpu()),
is_visible
}
}
pub fn new(
content: &'static str,
font: &'static str,
font_size: f32,
is_visible: bool,
color: impl ColorTrait,
) -> Self {
Self {
content,
font,
font_size,
color: Color::from_wgpu_color(color.to_wgpu()),
is_visible,
}
}
pub fn content(&self) -> &'static str {
self.content
}
pub fn content(&self) -> &'static str {
self.content
}
pub fn set_content(&mut self, content: &'static str) {
self.content = content;
}
pub fn set_content(&mut self, content: &'static str) {
self.content = content;
}
pub fn font(&self) -> &'static str {
self.font
}
pub fn font(&self) -> &'static str {
self.font
}
pub fn set_font(&mut self, font: &'static str) {
self.font = font;
}
pub fn set_font(&mut self, font: &'static str) {
self.font = font;
}
pub fn font_size(&self) -> f32 {
self.font_size
}
pub fn font_size(&self) -> f32 {
self.font_size
}
pub fn set_font_size(&mut self, font_size: f32) {
self.font_size = font_size;
}
pub fn set_font_size(&mut self, font_size: f32) {
self.font_size = font_size;
}
pub fn color(&self) -> Color {
self.color
}
pub fn color(&self) -> Color {
self.color
}
pub fn set_visibility(&mut self, visibility: bool) {
self.is_visible = visibility
}
pub fn set_visibility(&mut self, visibility: bool) {
self.is_visible = visibility
}
pub fn is_visible(&self) -> bool {
self.is_visible
}
pub fn is_visible(&self) -> bool {
self.is_visible
}
}
impl Color {
pub fn new(r: f32, g: f32, b: f32, a: f32) -> Self {
Self {
r,
g,
b,
a
}
}
pub fn new(r: f32, g: f32, b: f32, a: f32) -> Self {
Self { r, g, b, a }
}
pub fn r(&self) -> f32 {
self.r
}
pub fn r(&self) -> f32 {
self.r
}
pub fn set_r(&mut self, r: f32) {
self.r = r;
}
pub fn set_r(&mut self, r: f32) {
self.r = r;
}
pub fn g(&self) -> f32 {
self.g
}
pub fn g(&self) -> f32 {
self.g
}
pub fn set_g(&mut self, g: f32) {
self.g = g;
}
pub fn set_g(&mut self, g: f32) {
self.g = g;
}
pub fn b(&self) -> f32 {
self.b
}
pub fn b(&self) -> f32 {
self.b
}
pub fn set_b(&mut self, b: f32) {
self.b = b;
}
pub fn set_b(&mut self, b: f32) {
self.b = b;
}
pub fn a(&self) -> f32 {
self.a
}
pub fn a(&self) -> f32 {
self.a
}
pub fn set_a(&mut self, a: f32) {
self.a = a;
}
pub fn set_a(&mut self, a: f32) {
self.a = a;
}
pub fn from_wgpu_color(color: wgpu::Color) -> Self {
Self {
r: color.r as f32,
g: color.g as f32,
b: color.b as f32,
a: color.a as f32
}
}
pub fn from_wgpu_color(color: wgpu::Color) -> Self {
Self {
r: color.r as f32,
g: color.g as f32,
b: color.b as f32,
a: color.a as f32,
}
}
pub fn to_wgpu(&self) -> wgpu::Color {
wgpu::Color {
r: self.r as f64,
g: self.g as f64,
b: self.b as f64,
a: self.a as f64
}
}
pub fn to_wgpu(&self) -> wgpu::Color {
wgpu::Color {
r: self.r as f64,
g: self.g as f64,
b: self.b as f64,
a: self.a as f64,
}
}
}
impl Timer {
pub fn set_interval(&mut self, interval: f32) {
self.interval = interval
}
pub fn set_interval(&mut self, interval: f32) {
self.interval = interval
}
pub fn update_timer(&mut self, elapsed_time: f32) {
self.time_stack += elapsed_time;
if self.time_stack > self.interval {
self.done = true
}
}
pub fn update_timer(&mut self, elapsed_time: f32) {
self.time_stack += elapsed_time;
if self.time_stack > self.interval {
self.done = true
}
}
pub fn is_done(&self) -> bool {
self.done
}
pub fn is_done(&self) -> bool {
self.done
}
pub fn reset(&mut self) {
self.time_stack = 0.0;
self.done = false;
}
pub fn reset(&mut self) {
self.time_stack = 0.0;
self.done = false;
}
}