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use super::*;
use std::collections::HashMap;
use std::mem::ManuallyDrop;
/// `MeshStyle` component.
///
/// Usually accessed through `Entity::mesh_style`().
pub struct MeshStyle {
id: Entity,
}
/// Represents morph target weights attached to the `MeshStyle`.
pub struct MorphTargetData {
data: WorldData,
}
impl MorphTargetData {
/// Creates `MorphTargetData` from a `HashMap`.
pub fn new(weights_map: HashMap<String, f32>) -> Self {
let names: Vec<(u32, u32)> = weights_map
.keys()
.map(|name| (name.as_ptr() as u32, name.len() as u32))
.collect();
let weights: Vec<f32> = weights_map.values().cloned().collect();
let desc = ffi::v3::MorphTargetDesc {
num_weights: weights.len() as u32,
weights_ptr: weights.as_ptr() as u32,
names_ptr: names.as_ptr() as u32,
};
Self {
data: WorldData::create_struct(ffi::CreateDataType::MorphTargetData, &desc),
}
}
/// Sets a debug name of this data object. Useful for debugging memory usage and leaks.
pub fn set_debug_name(&self, name: &str) {
self.data.set_debug_name(name);
}
}
impl ValueConverterTrait<MorphTargetData> for ValueConverter {
fn into_value(v: MorphTargetData) -> Value {
<Self as ValueConverterTrait<WorldData>>::into_value(v.data)
}
fn from_value(v: &Value) -> MorphTargetData {
MorphTargetData {
data: <Self as ValueConverterTrait<WorldData>>::from_value(v),
}
}
}
/// Represents a vector of `WorldMaterial`'s attached to the `MeshStyle`.
pub struct WorldMaterials {
data: WorldData,
}
impl WorldMaterials {
/// Creates `WorldMaterials` from a `Vec`.
pub fn new(materials: Vec<WorldMaterial>) -> Self {
// Would be nice to prevent the extra clone here if possible.
let materials: Vec<ManuallyDrop<WorldMaterial>> =
materials.into_iter().map(ManuallyDrop::new).collect();
let desc = ffi::v3::WorldMaterialsDesc {
materials_len: materials.len() as u32,
materials_ptr: materials.as_ptr() as u32,
};
Self {
data: WorldData::create_struct(ffi::CreateDataType::WorldMaterials, &desc),
}
}
/// Sets a debug name of this data object. Useful for debugging memory usage and leaks.
pub fn set_debug_name(&self, name: &str) {
self.data.set_debug_name(name);
}
}
impl From<Vec<WorldMaterial>> for WorldMaterials {
fn from(materials: Vec<WorldMaterial>) -> Self {
Self::new(materials)
}
}
impl From<Vec<MaterialDesc>> for WorldMaterials {
fn from(materials: Vec<MaterialDesc>) -> Self {
Self::new(materials.into_iter().map(WorldMaterial::new).collect())
}
}
impl ValueConverterTrait<WorldMaterials> for ValueConverter {
fn into_value(v: WorldMaterials) -> Value {
<Self as ValueConverterTrait<WorldData>>::into_value(v.data)
}
fn from_value(v: &Value) -> WorldMaterials {
WorldMaterials {
data: <Self as ValueConverterTrait<WorldData>>::from_value(v),
}
}
}
impl std::fmt::Debug for MeshStyle {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("MeshStyle")
.field("entity", &self.id.name())
.field("flags", &self.flags().get())
.field("diffuse_tint", &self.diffuse_tint().get())
.finish()
}
}
impl MeshStyle {
/// Creates a `MeshStyle` entity.
///
/// * `name` - Just a name, to keep track of the entity during development.
pub fn create(name: &str) -> Self {
let id = World::create_entity(name, ffi::EntityTemplate::MeshStyle);
Self { id }
}
/// Sets the mesh style parameters to match this mesh style.
pub fn set_mesh_style(&self, mesh_style: &MeshStyleData) {
self.diffuse_tint().set(mesh_style.diffuse_tint);
self.flags().set(mesh_style.flags);
}
impl_world_accessor!(
/// Returns a `ValueAccessor` for the `world::MeshStyleFlags` of the entity.
///
/// Used to set/get the flags.
MeshStyle,
Flags,
MeshStyleFlags,
flags,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the diffuse tint of the entity.
///
/// Used to set/get/animate the diffuse tint.
MeshStyle,
DiffuseTint,
Vec4,
diffuse_tint,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the morph target weights of the entity.
///
/// Used to set/get/animate weights.
/// There's a limit to the number of morph targets weights that can be non-zero at once
/// and still affect the mesh. Currently that limit is 4, but it will soon be changed higher.
MeshStyle,
MorphTargetWeights,
MorphTargetData,
morph_target_weights,
ValueAccessorDataReadWrite
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the material overrides of the entity.
///
/// Used to set/get per-instance materials that override the materials of a mesh.
MeshStyle,
MaterialOverrides,
WorldMaterials,
materials,
ValueAccessorDataReadWrite
);
impl_world_accessor!(
/// Sets a view-space offset vector for billboarded meshes (if flags contains BILLBOARD).
///
/// Lets you compose multiple billboards together at the same worldspace location in "2D".
/// Useful for things like speech bubbles.
MeshStyle,
BillboardOffset,
Vec3,
billboard_offset,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// Sets the thickness of the outline displayed if flags contains OUTLINE.
///
/// The thickness is specified in in screen space in sort of virtual pixels, of which there are
/// 1024 across the screen. This is so results don't feel drastically different between an 1024x768
/// and a 4k screen. A 2px border is generally pretty appropriate as a thin border, and a 5px is a
/// nice thick one.
MeshStyle,
OutlineThickness,
f32,
outline_thickness,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// Sets the color of the outline displayed if flags contains OUTLINE.
MeshStyle,
OutlineColor,
Vec4,
outline_color,
ValueAccessorReadWriteAnimate
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the `world::MeshVisibilityFlags` of the entity.
///
/// Used to set/get the flags.
MeshStyle,
MeshVisibility,
MeshVisibilityFlags,
visibility_flags,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Sets the visibility flags used for the player id set which overwrites [`Self::visibility_flags`].
///
/// Used to set/get the visibility flag.
MeshStyle,
MeshVisibilityPlayerIdSetFlags,
MeshVisibilityFlags,
visibility_player_id_set_flags,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// Returns a `ValueAccessor` for the set of player ids the `visibility_player_id_set_flags` value should affect.
///
/// Used to set/get the player id set.
MeshStyle,
MeshVisibilityPlayerIdSet,
PlayerIdSet,
visibility_player_id_set,
ValueAccessorDataReadWrite
);
impl_world_accessor!(
/// Sets the mesh style flags used for the player id set which overwrites `flags`.
///
/// Used to set/get the mesh style flag.
MeshStyle,
MeshStylePlayerIdSetFlags,
MeshStyleFlags,
mesh_style_player_id_set_flags,
ValueAccessorReadWrite
);
impl_world_accessor!(
/// The players which we will use [`Self::mesh_style_player_id_set_flags`] for instead of `[Self::flags`].
///
/// Default: the empty set (use `[Self::flags`] for everyone).
///
/// Used to set/get the player id set.
MeshStyle,
MeshStylePlayerIdSet,
PlayerIdSet,
mesh_style_player_id_set,
ValueAccessorDataReadWrite
);
}
impl_world_component!(MeshStyle);