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use super::*;
/// Represents formatted text that can be attached to a Render component.
#[derive(Clone, Debug, Eq, PartialEq, Hash)]
pub struct FormattedText {
pub(crate) data: WorldData,
}
impl FormattedText {
/// Creates the `FormattedText` from `data`.
///
/// data contains a formatted string, formatted using a custom markup language documented
/// elsewhere. If the string is empty, nothing will be drawn. Only characters supported
/// by Ark's current hardcoded fonts will work, others may be replaced with little squares
/// or similar. Multiline is OK, \n will be treated as a linebreak (\r is ignored). A native
/// \n character will also be considered a line break.
///
/// TODO: Replace this constructor with one that takes a high level representation and
/// encodes the string, similar to the one in ark-modules.
///
/// # Panics
///
/// If there are mistakes in the formatting, it will panic. This is intentional
/// currently since we only intend the markup to be generated from a higher level source,
/// so panics will catch bugs in that conversion but should otherwise never happen.
pub fn new(data: &str) -> Self {
Self {
data: WorldData::create_formatted_text(data),
}
}
}
impl ValueConverterTrait<FormattedText> for ValueConverter {
fn into_value(v: FormattedText) -> Value {
<Self as ValueConverterTrait<WorldData>>::into_value(v.data)
}
fn from_value(v: &Value) -> FormattedText {
FormattedText {
data: <Self as ValueConverterTrait<WorldData>>::from_value(v),
}
}
}
/// Represents raw data that can be attached to a Render component to be rendered by a
/// client-side render module.
#[derive(Clone, Debug, Eq, PartialEq, Hash)]
pub struct RenderModuleData {
pub(crate) data: WorldData,
}
impl RenderModuleData {
/// Creates the `RenderModuleData` from `data`.
///
/// `module_dependency_name` is the module name, same as specified in module-dependencies in the Cargo.toml.
pub fn new(module_dependency_name: &'static str, data: &[u8]) -> Self {
Self {
data: WorldData::create_render_module_data(module_dependency_name, data),
}
}
/// Creates the `RenderModuleData` from `data` in a unsafe manner.
///
/// `module_dependency_name` is the module name, same as specified in module-dependencies in the Cargo.toml.
/// Takes a non-'static str as parameter.
/// [`RenderModuleData::new`] should be preferred over this.
pub fn new_dynamic(module_dependency_name: &str, data: &[u8]) -> Self {
Self {
data: WorldData::create_render_module_data(module_dependency_name, data),
}
}
}
impl ValueConverterTrait<RenderModuleData> for ValueConverter {
fn into_value(v: RenderModuleData) -> Value {
<Self as ValueConverterTrait<WorldData>>::into_value(v.data)
}
fn from_value(v: &Value) -> RenderModuleData {
RenderModuleData {
data: <Self as ValueConverterTrait<WorldData>>::from_value(v),
}
}
}
#[allow(missing_docs)]
pub enum Shape {
Mesh(WorldMesh),
SdfProgram(SdfProgram),
SdfSkin(SdfSkin),
Text(FormattedText),
RenderModule(RenderModuleData),
None,
}
impl Shape {
/// Gets the materials of this shape if any.
pub fn get_material_descs_with_names(&self) -> Vec<(Option<String>, MaterialDesc)> {
match self {
Self::Mesh(m) => m.get_material_descs_with_names(),
Self::SdfSkin(s) => s
.replacement_mesh()
.as_ref()
.map_or_else(Default::default, WorldMesh::get_material_descs_with_names),
Self::SdfProgram(_) | Self::Text(_) | Self::RenderModule(_) | Self::None => vec![],
}
}
/// Gets the names of all morph target associated with the mesh.
///
/// It is recommended to store the return value instead of calling it every frame.
pub fn get_morph_target_names(&self) -> Vec<String> {
match self {
Self::Mesh(m) => m.get_morph_target_names(),
Self::SdfSkin(s) => s
.replacement_mesh()
.as_ref()
.map_or_else(Default::default, WorldMesh::get_morph_target_names),
Self::SdfProgram(_) | Self::Text(_) | Self::RenderModule(_) | Self::None => vec![],
}
}
}
/// Render component.
///
/// Lets you configure the look of a entity by assigning a mesh.
/// Usually accessed through entity.render().
pub struct Render {
id: Entity,
}
impl std::fmt::Debug for Render {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Render")
.field("entity", &self.id.name())
.finish_non_exhaustive()
}
}
impl Render {
impl_world_accessor!(
/// Returns a `ValueAccessor` for the shape used by the entity.
///
/// Used to set/get the shape.
/// Sets which render shape is attached to the render component of this entity (assuming it has one).
Render,
Shape,
Shape,
shape,
ValueAccessorDataReadWrite
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the mesh used by the entity.
///
/// Used to set the mesh
/// Sets which mesh is attached to the render component of this entity (assuming it has one).
Render,
Shape,
WorldMesh,
mesh,
ValueAccessorDataReadWrite
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the optional mesh style.
///
/// Used to set/get the mesh style. See `MeshStyle`.
Render,
MeshStyle,
Option<MeshStyle>,
mesh_style,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Controls whether the entity will be rendered or not.
Render,
Visible,
bool,
visible,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the set of player ids this mesh should be displayed for.
///
/// Used to set/get the player id set.
/// Sets which player id set is attached to the render component of this entity (assuming it has one).
Render,
PlayerIdSet,
PlayerIdSet,
player_id_set,
ValueAccessorDataReadWrite
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for setting dynamic data that is passed to the render module.
/// Data is expected to be of type "Binary"
///
/// Used to set/get the dynamic data. The dynamic data is only used if the render component has the `Shape` `RenderModule`.
Render,
DynamicModuleData,
BinaryData,
dynamic_module_data,
ValueAccessorDataReadWrite
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the non-uniform scale applied before rendering.
///
/// Used to set/get the scale.
Render,
NonUniformScale,
Vec3,
non_uniform_scale,
ValueAccessorReadWriteAnimate
);
/// Used to set a mesh that this render component should render.
pub fn set_mesh(&self, mesh: WorldMesh) {
self.shape().set(Shape::Mesh(mesh));
}
}
impl ValueConverterTrait<Shape> for ValueConverter {
fn into_value(v: Shape) -> Value {
// Partial move of mesh (WorldData) here, will not invoke drop
match v {
Shape::Mesh(v) => <Self as ValueConverterTrait<WorldData>>::into_value(v.mesh),
Shape::SdfProgram(v) => <Self as ValueConverterTrait<WorldData>>::into_value(v.data),
Shape::SdfSkin(v) => <Self as ValueConverterTrait<WorldData>>::into_value(v.data),
Shape::Text(v) => <Self as ValueConverterTrait<WorldData>>::into_value(v.data),
Shape::RenderModule(v) => <Self as ValueConverterTrait<WorldData>>::into_value(v.data),
Shape::None => Value::from_i64(DataHandle::invalid().as_ffi() as i64),
}
}
fn from_value(v: &Value) -> Shape {
let data = <Self as ValueConverterTrait<WorldData>>::from_value(v);
if !data.is_valid() {
return Shape::None;
}
// needed because of non_exhaustive together with `clippy::wildcard_enum_match_arm`
#[allow(clippy::wildcard_in_or_patterns)]
match data.data_type() {
WorldDataType::Mesh => Shape::Mesh(WorldMesh {
mesh: <Self as ValueConverterTrait<WorldData>>::from_value(v),
}),
WorldDataType::SdfProgram => Shape::SdfProgram(SdfProgram {
data: <Self as ValueConverterTrait<WorldData>>::from_value(v),
}),
WorldDataType::SdfSkin => Shape::SdfSkin(SdfSkin {
data: <Self as ValueConverterTrait<WorldData>>::from_value(v),
}),
WorldDataType::FormattedText => Shape::Text(FormattedText {
data: <Self as ValueConverterTrait<WorldData>>::from_value(v),
}),
WorldDataType::RenderModule => Shape::RenderModule(RenderModuleData {
data: <Self as ValueConverterTrait<WorldData>>::from_value(v),
}),
WorldDataType::String
| WorldDataType::Binary
| WorldDataType::ComponentsMetaData
| WorldDataType::EntityQuery
| WorldDataType::CompoundPhysicsShape
| WorldDataType::AudioClip
| WorldDataType::MorphTargetWeights
| WorldDataType::WorldMaterial
| WorldDataType::WorldMaterials
| WorldDataType::PlayerIdSet
| _ => Shape::None,
}
}
}
impl_world_component!(Render);