use std::marker::PhantomData;
use bevy::app::{App, Last, Plugin, PreUpdate};
use bevy::ecs::change_detection::DetectChanges;
use bevy::ecs::query::{Added, Changed, Or};
use bevy::ecs::system::Query;
use bevy::math::Vec3;
use bevy::prelude::Transform as BevyTransform;
use bevy::{ecs::component::Component, math::Quat};
use godot::builtin::Transform2D as GodotTransform2D;
use godot::builtin::{Basis, Quaternion, Vector3};
use godot::classes::{Node2D, Node3D};
use godot::prelude::Transform3D as GodotTransform3D;
use crate::bridge::GodotNodeHandle;
use super::SceneTreeRef;
#[derive(Debug, Component, Default, Copy, Clone)]
pub struct Transform3D {
bevy: bevy::prelude::Transform,
godot: godot::prelude::Transform3D,
}
impl Transform3D {
pub fn as_bevy(&self) -> &bevy::prelude::Transform {
&self.bevy
}
pub fn as_bevy_mut(&mut self) -> TransformMutGuard<'_, BevyTransform> {
self.into()
}
pub fn as_godot(&self) -> &godot::prelude::Transform3D {
&self.godot
}
pub fn as_godot_mut(&mut self) -> TransformMutGuard<'_, GodotTransform3D> {
self.into()
}
fn update_godot(&mut self) {
self.godot = self.bevy.to_godot_transform();
}
fn update_bevy(&mut self) {
self.bevy = self.godot.to_bevy_transform();
}
}
impl From<BevyTransform> for Transform3D {
fn from(bevy: BevyTransform) -> Self {
Self {
bevy,
godot: bevy.to_godot_transform(),
}
}
}
impl From<GodotTransform3D> for Transform3D {
fn from(godot: GodotTransform3D) -> Self {
Self {
bevy: godot.to_bevy_transform(),
godot,
}
}
}
#[derive(Copy, Clone)]
enum TransformRequested {
Bevy,
Godot,
}
pub struct TransformMutGuard<'a, T>(&'a mut Transform3D, TransformRequested, PhantomData<T>);
impl<'a> std::ops::Deref for TransformMutGuard<'a, GodotTransform3D> {
type Target = GodotTransform3D;
fn deref(&self) -> &Self::Target {
&self.0.godot
}
}
impl<'a> std::ops::DerefMut for TransformMutGuard<'a, GodotTransform3D> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0.godot
}
}
impl<'a> std::ops::Deref for TransformMutGuard<'a, BevyTransform> {
type Target = BevyTransform;
fn deref(&self) -> &Self::Target {
&self.0.bevy
}
}
impl<'a> std::ops::DerefMut for TransformMutGuard<'a, BevyTransform> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0.bevy
}
}
impl<'a> From<&'a mut Transform3D> for TransformMutGuard<'a, GodotTransform3D> {
fn from(transform: &'a mut Transform3D) -> Self {
TransformMutGuard(transform, TransformRequested::Godot, PhantomData)
}
}
impl<'a> From<&'a mut Transform3D> for TransformMutGuard<'a, BevyTransform> {
fn from(transform: &'a mut Transform3D) -> Self {
TransformMutGuard(transform, TransformRequested::Bevy, PhantomData)
}
}
impl<'a, T> Drop for TransformMutGuard<'a, T> {
fn drop(&mut self) {
match self.1 {
TransformRequested::Bevy => self.0.update_godot(),
TransformRequested::Godot => self.0.update_bevy(),
}
}
}
pub trait IntoBevyTransform {
fn to_bevy_transform(self) -> bevy::prelude::Transform;
}
impl IntoBevyTransform for godot::prelude::Transform3D {
fn to_bevy_transform(self) -> bevy::prelude::Transform {
let quat = self.basis.get_quaternion();
let quat = Quat::from_xyzw(quat.x, quat.y, quat.z, quat.w);
let scale = self.basis.get_scale();
let scale = Vec3::new(scale.x, scale.y, scale.z);
let origin = Vec3::new(self.origin.x, self.origin.y, self.origin.z);
bevy::prelude::Transform {
rotation: quat,
translation: origin,
scale,
}
}
}
impl IntoBevyTransform for godot::prelude::Transform2D {
fn to_bevy_transform(self) -> bevy::prelude::Transform {
let translation = Vec3::new(self.origin.x, self.origin.y, 0.0);
let rotation_angle = self.a.y.atan2(self.a.x);
let rotation = Quat::from_rotation_z(rotation_angle);
let scale_x = self.a.length();
let scale_y = self.b.length();
let scale = Vec3::new(scale_x, scale_y, 1.0);
bevy::prelude::Transform {
translation,
rotation,
scale,
}
}
}
pub trait IntoGodotTransform {
fn to_godot_transform(self) -> godot::prelude::Transform3D;
}
pub trait IntoGodotTransform2D {
fn to_godot_transform_2d(self) -> godot::prelude::Transform2D;
}
impl IntoGodotTransform for bevy::prelude::Transform {
fn to_godot_transform(self) -> godot::prelude::Transform3D {
let [x, y, z, w] = self.rotation.to_array();
let quat = Quaternion::new(x, y, z, w);
let [sx, sy, sz] = self.scale.to_array();
let scale = Vector3::new(sx, sy, sz);
let basis = Basis::from_quaternion(quat).scaled(scale);
let [tx, ty, tz] = self.translation.to_array();
let origin = Vector3::new(tx, ty, tz);
godot::prelude::Transform3D { basis, origin }
}
}
impl IntoGodotTransform2D for bevy::prelude::Transform {
fn to_godot_transform_2d(self) -> godot::prelude::Transform2D {
let (_, _, rotation_z) = self.rotation.to_euler(bevy::math::EulerRot::XYZ);
let cos_rot = rotation_z.cos();
let sin_rot = rotation_z.sin();
let a = godot::builtin::Vector2::new(cos_rot * self.scale.x, sin_rot * self.scale.x);
let b = godot::builtin::Vector2::new(-sin_rot * self.scale.y, cos_rot * self.scale.y);
let origin = godot::builtin::Vector2::new(self.translation.x, self.translation.y);
godot::prelude::Transform2D { a, b, origin }
}
}
#[derive(Debug, Component, Clone, Copy)]
pub struct Transform2D {
bevy: bevy::prelude::Transform,
godot: godot::prelude::Transform2D,
}
impl Transform2D {
pub fn as_bevy(&self) -> &bevy::prelude::Transform {
&self.bevy
}
pub fn as_bevy_mut(&mut self) -> Transform2DMutGuard<'_, BevyTransform> {
self.into()
}
pub fn as_godot(&self) -> &godot::prelude::Transform2D {
&self.godot
}
pub fn as_godot_mut(&mut self) -> Transform2DMutGuard<'_, GodotTransform2D> {
self.into()
}
fn update_godot(&mut self) {
self.godot = self.bevy.to_godot_transform_2d();
}
fn update_bevy(&mut self) {
self.bevy = self.godot.to_bevy_transform();
}
}
impl Default for Transform2D {
fn default() -> Self {
Self {
bevy: bevy::prelude::Transform::IDENTITY,
godot: godot::prelude::Transform2D::IDENTITY,
}
}
}
impl From<BevyTransform> for Transform2D {
fn from(bevy: BevyTransform) -> Self {
Self {
bevy,
godot: bevy.to_godot_transform_2d(),
}
}
}
impl From<GodotTransform2D> for Transform2D {
fn from(godot: GodotTransform2D) -> Self {
Self {
bevy: godot.to_bevy_transform(),
godot,
}
}
}
pub struct Transform2DMutGuard<'a, T>(&'a mut Transform2D, TransformRequested, PhantomData<T>);
impl<'a> std::ops::Deref for Transform2DMutGuard<'a, GodotTransform2D> {
type Target = GodotTransform2D;
fn deref(&self) -> &Self::Target {
&self.0.godot
}
}
impl<'a> std::ops::DerefMut for Transform2DMutGuard<'a, GodotTransform2D> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0.godot
}
}
impl<'a> std::ops::Deref for Transform2DMutGuard<'a, BevyTransform> {
type Target = BevyTransform;
fn deref(&self) -> &Self::Target {
&self.0.bevy
}
}
impl<'a> std::ops::DerefMut for Transform2DMutGuard<'a, BevyTransform> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0.bevy
}
}
impl<'a> From<&'a mut Transform2D> for Transform2DMutGuard<'a, GodotTransform2D> {
fn from(transform: &'a mut Transform2D) -> Self {
Transform2DMutGuard(transform, TransformRequested::Godot, PhantomData)
}
}
impl<'a> From<&'a mut Transform2D> for Transform2DMutGuard<'a, BevyTransform> {
fn from(transform: &'a mut Transform2D) -> Self {
Transform2DMutGuard(transform, TransformRequested::Bevy, PhantomData)
}
}
impl<'a, T> Drop for Transform2DMutGuard<'a, T> {
fn drop(&mut self) {
match self.1 {
TransformRequested::Bevy => self.0.update_godot(),
TransformRequested::Godot => self.0.update_bevy(),
}
}
}
pub struct GodotTransformsPlugin;
impl Plugin for GodotTransformsPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Last, post_update_godot_transforms_3d)
.add_systems(PreUpdate, pre_update_godot_transforms_3d)
.add_systems(Last, post_update_godot_transforms_2d)
.add_systems(PreUpdate, pre_update_godot_transforms_2d);
}
}
fn post_update_godot_transforms_3d(
_scene_tree: SceneTreeRef,
mut entities: Query<
(&Transform3D, &mut GodotNodeHandle),
Or<(Added<Transform3D>, Changed<Transform3D>)>,
>,
) {
for (transform, mut reference) in entities.iter_mut() {
let mut obj = reference.get::<Node3D>();
if obj.get_transform() != *transform.as_godot() {
obj.set_transform(*transform.as_godot());
}
}
}
fn pre_update_godot_transforms_3d(
_scene_tree: SceneTreeRef,
mut entities: Query<(&mut Transform3D, &mut GodotNodeHandle)>,
) {
for (mut transform, mut reference) in entities.iter_mut() {
if transform.is_changed() {
continue;
}
let godot_transform = reference.get::<Node3D>().get_transform();
if *transform.as_godot() != godot_transform {
*transform.as_godot_mut() = godot_transform;
}
}
}
fn post_update_godot_transforms_2d(
_scene_tree: SceneTreeRef,
mut entities: Query<
(&Transform2D, &mut GodotNodeHandle),
Or<(Added<Transform2D>, Changed<Transform2D>)>,
>,
) {
for (transform, mut reference) in entities.iter_mut() {
let mut obj = reference.get::<Node2D>();
let mut obj_transform = GodotTransform2D::IDENTITY.translated(obj.get_position());
obj_transform = obj_transform.rotated(obj.get_rotation());
obj_transform = obj_transform.scaled(obj.get_scale());
if obj_transform != *transform.as_godot() {
obj.set_transform(*transform.as_godot());
}
}
}
fn pre_update_godot_transforms_2d(
_scene_tree: SceneTreeRef,
mut entities: Query<(&mut Transform2D, &mut GodotNodeHandle)>,
) {
for (mut transform, mut reference) in entities.iter_mut() {
if transform.is_changed() {
continue;
}
let obj = reference.get::<Node2D>();
let mut obj_transform = GodotTransform2D::IDENTITY.translated(obj.get_position());
obj_transform = obj_transform.rotated(obj.get_rotation());
obj_transform = obj_transform.scaled(obj.get_scale());
if obj_transform != *transform.as_godot() {
*transform.as_godot_mut() = obj_transform;
}
}
}