use bevy::{prelude::*, reflect::Reflect, render::render_resource::ShaderType, shader::ShaderRef};
use wgpu::vertex_attr_array;
use crate::{
prelude::*,
render::{Flags, ShapeComponent, ShapeData, LINE_HANDLE},
};
#[derive(Component, Reflect)]
pub struct LineComponent {
pub alignment: Alignment,
pub cap: Cap,
pub start: Vec3,
pub end: Vec3,
}
impl LineComponent {
pub fn new(config: &ShapeConfig, start: Vec3, end: Vec3) -> Self {
Self {
alignment: config.alignment,
cap: config.cap,
start,
end,
}
}
}
impl Default for LineComponent {
fn default() -> Self {
Self {
alignment: default(),
cap: default(),
start: default(),
end: default(),
}
}
}
impl ShapeComponent for LineComponent {
type Data = LineData;
fn get_data(&self, tf: &GlobalTransform, fill: &ShapeFill) -> LineData {
let mut flags = Flags(0);
let thickness = match fill.ty {
FillType::Stroke(thickness, thickness_type) => {
flags.set_thickness_type(thickness_type);
flags.set_hollow(1);
thickness
}
FillType::Fill => 1.0,
};
flags.set_alignment(self.alignment);
flags.set_cap(self.cap);
LineData {
transform: tf.to_matrix().to_cols_array_2d(),
color: fill.color.to_linear().to_f32_array(),
thickness,
flags: flags.0,
start: self.start,
end: self.end,
}
}
}
#[derive(Clone, Copy, Reflect, Default, Debug, ShaderType)]
#[repr(C)]
pub struct LineData {
transform: [[f32; 4]; 4],
color: [f32; 4],
thickness: f32,
flags: u32,
start: Vec3,
end: Vec3,
}
impl LineData {
pub fn new(config: &ShapeConfig, start: Vec3, end: Vec3) -> Self {
let mut flags = Flags(0);
flags.set_thickness_type(config.thickness_type);
flags.set_alignment(config.alignment);
flags.set_cap(config.cap);
LineData {
transform: config.transform.to_matrix().to_cols_array_2d(),
color: config.color.to_linear().to_f32_array(),
thickness: config.thickness,
flags: flags.0,
start,
end,
}
}
}
impl ShapeData for LineData {
type Component = LineComponent;
fn vertex_layout() -> Vec<wgpu::VertexAttribute> {
vertex_attr_array![
0 => Float32x4,
1 => Float32x4,
2 => Float32x4,
3 => Float32x4,
4 => Float32x4,
5 => Float32,
6 => Uint32,
7 => Float32x3,
8 => Float32x3,
]
.to_vec()
}
fn shader() -> ShaderRef {
LINE_HANDLE.into()
}
fn transform(&self) -> Mat4 {
Mat4::from_cols_array_2d(&self.transform)
}
}
pub trait LinePainter {
fn line(&mut self, start: Vec3, end: Vec3) -> &mut Self;
}
impl<'w, 's> LinePainter for ShapePainter<'w, 's> {
fn line(&mut self, start: Vec3, end: Vec3) -> &mut Self {
self.send(LineData::new(self.config(), start, end))
}
}
pub trait LineBundle {
fn line(config: &ShapeConfig, start: Vec3, end: Vec3) -> Self;
}
impl LineBundle for ShapeBundle<LineComponent> {
fn line(config: &ShapeConfig, start: Vec3, end: Vec3) -> Self {
let mut bundle = Self::new(config, LineComponent::new(config, start, end));
bundle.fill.ty = FillType::Stroke(config.thickness, config.thickness_type);
bundle
}
}
pub trait LineSpawner<'w>: ShapeSpawner<'w> {
fn line(&mut self, start: Vec3, end: Vec3) -> ShapeEntityCommands<'_, '_>;
}
impl<'w, T: ShapeSpawner<'w>> LineSpawner<'w> for T {
fn line(&'_ mut self, start: Vec3, end: Vec3) -> ShapeEntityCommands<'_, '_> {
self.spawn_shape(ShapeBundle::line(self.config(), start, end))
}
}