// This is collection of basic components that are implemented out of the box // 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 crate::math::{v2, v3}; use crate::{Entity, Scene}; use comet_colors::Color as ColorTrait; use comet_math::m4; use component_derive::Component; // ################################################## // # BASIC # // ################################################## #[derive(Component)] pub struct Position2D { position: v2, } #[derive(Component)] pub struct Position3D { position: v3, } #[derive(Component)] pub struct Rotation2D { theta: f32, } #[derive(Component)] pub struct Rotation3D { theta_x: f32, theta_y: f32, theta_z: f32, } #[derive(Component)] pub struct Rectangle2D { position: Position2D, size: v2, } #[derive(Component)] pub struct Render2D { is_visible: bool, texture_name: &'static str, scale: v2, } #[derive(Component)] pub struct Camera2D { 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, } #[derive(Component)] pub struct Color { r: f32, g: f32, b: f32, a: f32, } #[derive(Component)] pub struct Timer { time_stack: f32, interval: f32, done: bool, } // ################################################## // # BUNDLES # // ################################################## #[derive(Component)] pub struct Transform2D { position: Position2D, rotation: Rotation2D, } #[derive(Component)] pub struct Transform3D { position: Position3D, rotation: Rotation3D, } // ################################################## // # TRAITS # // ################################################## pub trait Component: Send + Sync + PartialEq + Default + 'static { fn new() -> Self where Self: Sized; fn type_id() -> std::any::TypeId { std::any::TypeId::of::() } fn type_name() -> String { std::any::type_name::().to_string() } } pub trait Collider { 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); } pub trait Camera { fn get_visible_entities(&self, camera_position: Position2D, scene: Scene) -> Vec; fn get_projection_matrix(&self) -> m4; } // ################################################## // # IMPLS # // ################################################## impl Position2D { pub fn from_vec(vec: v2) -> Self { Self { position: vec } } pub fn as_vec(&self) -> v2 { self.position } pub fn x(&self) -> f32 { self.position.x() } 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_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 angle(&self) -> f32 { self.theta } 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 to_radians(&self) -> f32 { self.theta.to_radians() } pub fn to_degrees(&self) -> f32 { self.theta.to_degrees() } } impl Position3D { pub fn from_vec(vec: v3) -> Self { Self { position: vec } } pub fn as_vec(&self) -> v3 { self.position } pub fn x(&self) -> f32 { self.position.x() } pub fn y(&self) -> f32 { self.position.y() } 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_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_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 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 } } 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(); 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 } } impl Render for Render2D { fn is_visible(&self) -> bool { self.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() } /// 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_mut(&mut self) -> &mut Position2D { &mut self.position } pub fn rotation(&self) -> &Rotation2D { &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 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); } } impl Transform3D { pub fn position(&self) -> &Position3D { &self.position } pub fn position_mut(&mut self) -> &mut Position3D { &mut self.position } pub fn rotation(&self) -> &Rotation3D { &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 zoom(&self) -> f32 { self.zoom } pub fn set_zoom(&mut self, zoom: f32) { self.zoom = zoom; } pub fn dimensions(&self) -> v2 { self.dimensions } pub fn set_dimensions(&mut self, dimensions: v2) { self.dimensions = dimensions; } pub fn priority(&self) -> u8 { self.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; 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 { let entities = scene.entities(); let mut visible_entities = Vec::new(); for entity in entities { if self.in_view_frustum( camera_position, *scene .get_component::(*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; 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 content(&self) -> &'static str { self.content } pub fn set_content(&mut self, content: &'static str) { self.content = content; } pub fn font(&self) -> &'static str { self.font } pub fn set_font(&mut self, font: &'static str) { self.font = font; } 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 color(&self) -> Color { self.color } pub fn set_visibility(&mut self, visibility: bool) { self.is_visible = visibility } 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 r(&self) -> f32 { self.r } pub fn set_r(&mut self, r: f32) { self.r = r; } pub fn g(&self) -> f32 { self.g } pub fn set_g(&mut self, g: f32) { self.g = g; } pub fn b(&self) -> f32 { self.b } pub fn set_b(&mut self, b: f32) { self.b = b; } pub fn a(&self) -> f32 { self.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 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 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 reset(&mut self) { self.time_stack = 0.0; self.done = false; } }