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use super::*;
/// Layer component.
///
/// Use to group and identify entities.
/// An added layer to an entity will have its mask initialized to 1 (belonging to the first layer).
pub struct Layer {
id: Entity,
}
impl std::fmt::Debug for Layer {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Layer")
.field("entity", &self.id.name())
.field("mask", &format!("{:X}", self.mask().get()))
.finish()
}
}
impl Layer {
impl_world_accessor!(
/// Returns a `ValueAccessor` for the layer mask of the entity.
///
/// Used to set/get the layer mask.
/// It is a bit mask that can be used for filtering collisions, spatial queries among other things.
Layer,
Mask,
u64,
mask,
ValueAccessorReadWrite
);
/// Utility function to set to a single layer (an entity can be a member of multiple).
pub fn set_single(&mut self, index: usize) {
self.mask().set(Self::mask_from_index(index));
}
/// Generates a layer mask from an index (max index is 63)
pub const fn mask_from_index(index: usize) -> u64 {
// TODO: static assert if index > 63
0x1u64 << index
}
}
impl_world_component!(Layer);