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|
#![allow(clippy::unnecessary_cast)] // Casts are needed for switching between f32/f64.
use bevy::prelude::*;
use bevy::render::mesh::{Indices, VertexAttributeValues};
//use crate::objects::plane::Plane;
use na::{point, Point3, Vector3};
use std::collections::HashMap;
use bevy::render::render_resource::PrimitiveTopology;
use bevy_pbr::wireframe::Wireframe;
use rapier::geometry::{ColliderHandle, ColliderSet, Shape, ShapeType};
#[cfg(feature = "dim3")]
use rapier::geometry::{Cone, Cylinder};
use rapier::math::{Isometry, Real, Vector};
use crate::graphics::{BevyMaterial, InstancedMaterials, SELECTED_OBJECT_MATERIAL_KEY};
#[cfg(feature = "dim2")]
use {
na::{Point2, Vector2},
rapier::geometry::{Ball, Cuboid},
};
#[derive(Clone, Debug)]
pub struct EntityWithGraphics {
pub entity: Entity,
pub color: Point3<f32>,
pub base_color: Point3<f32>,
pub collider: Option<ColliderHandle>,
pub delta: Isometry<Real>,
pub opacity: f32,
pub material: Handle<BevyMaterial>,
}
impl EntityWithGraphics {
pub fn register_selected_object_material(
materials: &mut Assets<BevyMaterial>,
instanced_materials: &mut InstancedMaterials,
) {
if instanced_materials.contains_key(&SELECTED_OBJECT_MATERIAL_KEY) {
return; // Already added.
}
#[cfg(feature = "dim2")]
let selection_material = bevy_sprite::ColorMaterial {
color: Color::from(Srgba::rgb(1.0, 0.0, 0.0)),
texture: None,
..default()
};
#[cfg(feature = "dim3")]
let selection_material = StandardMaterial {
metallic: 0.5,
perceptual_roughness: 0.5,
double_sided: true, // TODO: this doesn't do anything?
..StandardMaterial::from(Color::from(Srgba::rgb(1.0, 0.0, 0.0)))
};
instanced_materials.insert(
SELECTED_OBJECT_MATERIAL_KEY,
materials.add(selection_material),
);
}
pub fn spawn(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<BevyMaterial>,
prefab_meshs: &HashMap<ShapeType, Handle<Mesh>>,
instanced_materials: &mut InstancedMaterials,
shape: &dyn Shape,
collider: Option<ColliderHandle>,
collider_pos: Isometry<Real>,
delta: Isometry<Real>,
color: Point3<f32>,
sensor: bool,
) -> Self {
Self::register_selected_object_material(materials, instanced_materials);
let entity = commands.spawn_empty().id();
let scale = collider_mesh_scale(shape);
let mesh = prefab_meshs
.get(&shape.shape_type())
.cloned()
.or_else(|| generate_collider_mesh(shape).map(|m| meshes.add(m)));
let opacity = 1.0;
let bevy_color = Color::from(Srgba::new(color.x, color.y, color.z, opacity));
let shape_pos = collider_pos * delta;
let mut transform = Transform::from_scale(scale);
transform.translation.x = shape_pos.translation.vector.x as f32;
transform.translation.y = shape_pos.translation.vector.y as f32;
#[cfg(feature = "dim3")]
{
transform.translation.z = shape_pos.translation.vector.z as f32;
transform.rotation = Quat::from_xyzw(
shape_pos.rotation.i as f32,
shape_pos.rotation.j as f32,
shape_pos.rotation.k as f32,
shape_pos.rotation.w as f32,
);
}
#[cfg(feature = "dim2")]
{
if sensor {
transform.translation.z = -10.0;
}
transform.rotation = Quat::from_rotation_z(shape_pos.rotation.angle() as f32);
}
#[cfg(feature = "dim2")]
let material = bevy_sprite::ColorMaterial {
color: bevy_color,
texture: None,
..default()
};
#[cfg(feature = "dim3")]
let material = StandardMaterial {
metallic: 0.5,
perceptual_roughness: 0.5,
double_sided: true, // TODO: this doesn't do anything?
..StandardMaterial::from(bevy_color)
};
let material_handle = instanced_materials
.entry(color.coords.map(|c| (c * 255.0) as usize).into())
.or_insert_with(|| materials.add(material));
let material_weak_handle = material_handle.clone_weak();
if let Some(mesh) = mesh {
#[cfg(feature = "dim2")]
let bundle = (
Mesh2d(mesh),
MeshMaterial2d(material_handle.clone_weak()),
transform,
);
#[cfg(feature = "dim3")]
let bundle = (
Mesh2d(mesh),
MeshMaterial3d(material_handle.clone_weak()),
transform,
);
let mut entity_commands = commands.entity(entity);
entity_commands.insert(bundle);
if sensor {
entity_commands.insert(Wireframe);
}
}
EntityWithGraphics {
entity,
color,
base_color: color,
collider,
delta,
material: material_weak_handle,
opacity,
}
}
pub fn despawn(&mut self, commands: &mut Commands) {
//FIXME: Should this be despawn_recursive?
commands.entity(self.entity).despawn();
}
pub fn set_color(&mut self, materials: &mut Assets<BevyMaterial>, color: Point3<f32>) {
if let Some(material) = materials.get_mut(&self.material) {
#[cfg(feature = "dim2")]
{
material.color = Color::from(Srgba::new(color.x, color.y, color.z, self.opacity));
}
#[cfg(feature = "dim3")]
{
material.base_color =
Color::from(Srgba::new(color.x, color.y, color.z, self.opacity));
}
}
self.color = color;
self.base_color = color;
}
pub fn update(
&mut self,
colliders: &ColliderSet,
components: &mut Query<&mut Transform>,
gfx_shift: &Vector<Real>,
) {
if let Some(Some(co)) = self.collider.map(|c| colliders.get(c)) {
if let Ok(mut
|