mirror of
https://github.com/lisk77/comet.git
synced 2025-10-23 21:38:50 +00:00
540 lines
12 KiB
Rust
Executable file
540 lines
12 KiB
Rust
Executable file
// This is collection of basic components that are implemented out of the box
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// You can use these components as is or as a reference to create your own components
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// Also just as a nomenclature: bundles are a component made up of multiple components,
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// so it's a collection of components bundled together (like Transform2D)
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use crate::math::{v2, v3};
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use crate::{Entity, Scene};
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use comet_colors::Color as ColorTrait;
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use comet_math::m4;
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use component_derive::Component;
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// ##################################################
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// # BASIC #
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// ##################################################
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#[derive(Component)]
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pub struct Position2D {
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position: v2,
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}
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#[derive(Component)]
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pub struct Position3D {
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position: v3,
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}
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#[derive(Component)]
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pub struct Rotation2D {
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theta: f32,
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}
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#[derive(Component)]
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pub struct Rotation3D {
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theta_x: f32,
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theta_y: f32,
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theta_z: f32,
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}
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#[derive(Component)]
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pub struct Rectangle2D {
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position: Position2D,
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size: v2,
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}
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#[derive(Component)]
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pub struct Render2D {
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is_visible: bool,
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texture_name: &'static str,
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scale: v2,
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}
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#[derive(Component)]
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pub struct Camera2D {
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zoom: f32,
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dimensions: v2,
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priority: u8,
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}
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#[derive(Component)]
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pub struct Text {
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content: &'static str,
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font: &'static str,
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font_size: f32,
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color: Color,
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is_visible: bool,
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}
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#[derive(Component)]
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pub struct Color {
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r: f32,
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g: f32,
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b: f32,
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a: f32,
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}
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#[derive(Component)]
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pub struct Timer {
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time_stack: f32,
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interval: f32,
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done: bool,
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}
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// ##################################################
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// # BUNDLES #
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// ##################################################
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#[derive(Component)]
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pub struct Transform2D {
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position: Position2D,
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rotation: Rotation2D,
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}
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#[derive(Component)]
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pub struct Transform3D {
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position: Position3D,
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rotation: Rotation3D,
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}
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// ##################################################
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// # TRAITS #
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// ##################################################
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pub trait Component: Send + Sync + PartialEq + Default + 'static {
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fn new() -> Self
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where
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Self: Sized;
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fn type_id() -> std::any::TypeId {
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std::any::TypeId::of::<Self>()
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}
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fn type_name() -> String {
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std::any::type_name::<Self>().to_string()
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}
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}
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pub trait Collider {
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fn is_colliding(&self, other: &Self) -> bool;
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}
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pub trait Render {
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fn is_visible(&self) -> bool;
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fn set_visibility(&mut self, is_visible: bool);
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fn get_texture(&self) -> String;
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fn set_texture(&mut self, texture: &'static str);
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}
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pub trait Camera {
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fn get_visible_entities(&self, camera_position: Position2D, scene: Scene) -> Vec<Entity>;
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fn get_projection_matrix(&self) -> m4;
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}
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// ##################################################
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// # IMPLS #
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// ##################################################
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impl Position2D {
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pub fn from_vec(vec: v2) -> Self {
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Self { position: vec }
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}
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pub fn as_vec(&self) -> v2 {
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self.position
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}
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pub fn x(&self) -> f32 {
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self.position.x()
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}
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pub fn y(&self) -> f32 {
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self.position.y()
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}
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pub fn set_x(&mut self, new_x: f32) {
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self.position.set_x(new_x);
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}
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pub fn set_y(&mut self, new_y: f32) {
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self.position.set_y(new_y);
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}
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pub fn set_vec(&mut self, new_pos: v2) {
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self.position = new_pos;
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}
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}
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impl Rotation2D {
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pub fn new(angle: f32) -> Self {
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Self { theta: angle }
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}
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pub fn angle(&self) -> f32 {
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self.theta
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}
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pub fn set_angle(&mut self, angle: f32) {
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self.theta = angle;
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}
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pub fn rotate(&mut self, delta_angle: f32) {
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self.theta += delta_angle;
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}
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pub fn to_radians(&self) -> f32 {
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self.theta.to_radians()
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}
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pub fn to_degrees(&self) -> f32 {
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self.theta.to_degrees()
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}
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}
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impl Position3D {
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pub fn from_vec(vec: v3) -> Self {
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Self { position: vec }
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}
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pub fn as_vec(&self) -> v3 {
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self.position
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}
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pub fn x(&self) -> f32 {
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self.position.x()
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}
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pub fn y(&self) -> f32 {
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self.position.y()
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}
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pub fn z(&self) -> f32 {
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self.position.z()
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}
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pub fn set_x(&mut self, new_x: f32) {
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self.position.set_x(new_x);
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}
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pub fn set_y(&mut self, new_y: f32) {
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self.position.set_y(new_y);
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}
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pub fn set_z(&mut self, new_z: f32) {
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self.position.set_z(new_z);
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}
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pub fn set_vec(&mut self, new_pos: v3) {
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self.position = new_pos;
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}
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}
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impl Rectangle2D {
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pub fn new(position: Position2D, size: v2) -> Self {
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Self { position, size }
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}
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pub fn position(&self) -> Position2D {
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self.position
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}
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pub fn set_position(&mut self, position: Position2D) {
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self.position = position;
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}
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pub fn size(&self) -> v2 {
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self.size
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}
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pub fn set_size(&mut self, size: v2) {
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self.size = size
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}
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}
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impl Collider for Rectangle2D {
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fn is_colliding(&self, other: &Self) -> bool {
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let x1 = self.position().x();
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let y1 = self.position().y();
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let w1 = self.size().x();
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let h1 = self.size().y();
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let x2 = other.position().x();
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let y2 = other.position().y();
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let w2 = other.size().x();
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let h2 = other.size().y();
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x1 < x2 + w2 && x1 + w1 > x2 && y1 < y2 + h2 && y1 + h1 > y2
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}
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}
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impl Render for Render2D {
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fn is_visible(&self) -> bool {
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self.is_visible
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}
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fn set_visibility(&mut self, is_visible: bool) {
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self.is_visible = is_visible;
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}
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fn get_texture(&self) -> String {
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self.texture_name.clone().parse().unwrap()
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}
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/// Use the actual file name of the texture instead of the path
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/// e.g. "comet_icon.png" instead of "resources/textures/comet_icon.png"
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/// The resource manager will already look in the resources/textures directory
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/// This behavior will later be expanded so that it can be used with other project structures
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fn set_texture(&mut self, texture: &'static str) {
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self.texture_name = texture;
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}
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}
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impl Transform2D {
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pub fn position(&self) -> &Position2D {
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&self.position
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}
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pub fn position_mut(&mut self) -> &mut Position2D {
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&mut self.position
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}
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pub fn rotation(&self) -> &Rotation2D {
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&self.rotation
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}
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pub fn rotation_mut(&mut self) -> &mut Rotation2D {
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&mut self.rotation
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}
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pub fn translate(&mut self, displacement: v2) {
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let x = self.position().x() + displacement.x();
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let y = self.position().y() + displacement.y();
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self.position_mut().set_x(x);
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self.position_mut().set_y(y);
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}
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pub fn rotate(&mut self, delta_angle: f32) {
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self.rotation_mut().rotate(delta_angle);
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}
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pub fn set_rotation(&mut self, angle: f32) {
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self.rotation_mut().set_angle(angle);
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}
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}
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impl Transform3D {
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pub fn position(&self) -> &Position3D {
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&self.position
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}
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pub fn position_mut(&mut self) -> &mut Position3D {
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&mut self.position
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}
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pub fn rotation(&self) -> &Rotation3D {
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&self.rotation
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}
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pub fn rotation_mut(&mut self) -> &mut Rotation3D {
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&mut self.rotation
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}
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}
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impl Camera2D {
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pub fn new(dimensions: v2, zoom: f32, priority: u8) -> Self {
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Self {
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dimensions,
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zoom,
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priority,
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}
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}
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pub fn zoom(&self) -> f32 {
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self.zoom
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}
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pub fn set_zoom(&mut self, zoom: f32) {
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self.zoom = zoom;
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}
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pub fn dimensions(&self) -> v2 {
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self.dimensions
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}
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pub fn set_dimensions(&mut self, dimensions: v2) {
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self.dimensions = dimensions;
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}
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pub fn priority(&self) -> u8 {
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self.priority
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}
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pub fn set_priority(&mut self, priority: u8) {
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self.priority = priority;
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}
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pub fn in_view_frustum(&self, camera_pos: Position2D, entity: Position2D) -> bool {
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let left = camera_pos.x() - self.zoom;
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let right = camera_pos.x() + self.zoom;
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let bottom = camera_pos.y() - self.zoom;
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let top = camera_pos.y() + self.zoom;
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entity.x() < right && entity.x() > left && entity.y() < top && entity.y() > bottom
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}
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}
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impl Camera for Camera2D {
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fn get_visible_entities(&self, camera_position: Position2D, scene: Scene) -> Vec<Entity> {
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let entities = scene.entities();
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let mut visible_entities = Vec::new();
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for entity in entities {
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if self.in_view_frustum(
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camera_position,
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*scene
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.get_component::<Transform2D>(*entity.clone().unwrap().id() as usize)
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.unwrap()
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.position(),
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) {
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visible_entities.push(entity.clone().unwrap());
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}
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}
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visible_entities
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}
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fn get_projection_matrix(&self) -> m4 {
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let left = -self.dimensions.x() / 2.0;
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let right = self.dimensions.x() / 2.0;
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let bottom = -self.dimensions.y() / 2.0;
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let top = self.dimensions.y() / 2.0;
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m4::OPENGL_CONV * m4::orthographic_projection(left, right, bottom, top, 1.0, 0.0)
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}
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}
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impl Text {
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pub fn new(
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content: &'static str,
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font: &'static str,
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font_size: f32,
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is_visible: bool,
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color: impl ColorTrait,
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) -> Self {
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Self {
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content,
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font,
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font_size,
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color: Color::from_wgpu_color(color.to_wgpu()),
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is_visible,
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}
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}
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pub fn content(&self) -> &'static str {
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self.content
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}
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pub fn set_content(&mut self, content: &'static str) {
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self.content = content;
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}
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pub fn font(&self) -> &'static str {
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self.font
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}
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pub fn set_font(&mut self, font: &'static str) {
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self.font = font;
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}
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pub fn font_size(&self) -> f32 {
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self.font_size
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}
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pub fn set_font_size(&mut self, font_size: f32) {
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self.font_size = font_size;
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}
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pub fn color(&self) -> Color {
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self.color
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}
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pub fn set_visibility(&mut self, visibility: bool) {
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self.is_visible = visibility
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}
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pub fn is_visible(&self) -> bool {
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self.is_visible
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}
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}
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impl Color {
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pub fn new(r: f32, g: f32, b: f32, a: f32) -> Self {
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Self { r, g, b, a }
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}
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pub fn r(&self) -> f32 {
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self.r
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}
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pub fn set_r(&mut self, r: f32) {
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self.r = r;
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}
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pub fn g(&self) -> f32 {
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self.g
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}
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pub fn set_g(&mut self, g: f32) {
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self.g = g;
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}
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pub fn b(&self) -> f32 {
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self.b
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}
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pub fn set_b(&mut self, b: f32) {
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self.b = b;
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}
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pub fn a(&self) -> f32 {
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self.a
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}
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pub fn set_a(&mut self, a: f32) {
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self.a = a;
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}
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pub fn from_wgpu_color(color: wgpu::Color) -> Self {
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Self {
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r: color.r as f32,
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g: color.g as f32,
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b: color.b as f32,
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a: color.a as f32,
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}
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}
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pub fn to_wgpu(&self) -> wgpu::Color {
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wgpu::Color {
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r: self.r as f64,
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g: self.g as f64,
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b: self.b as f64,
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a: self.a as f64,
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}
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}
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}
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impl Timer {
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pub fn set_interval(&mut self, interval: f32) {
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self.interval = interval
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}
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pub fn update_timer(&mut self, elapsed_time: f32) {
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self.time_stack += elapsed_time;
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if self.time_stack > self.interval {
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self.done = true
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}
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}
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pub fn is_done(&self) -> bool {
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self.done
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}
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pub fn reset(&mut self) {
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self.time_stack = 0.0;
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self.done = false;
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}
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}
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