use crate::engine::animation::{Node, Signal};
use glam::Vec2;
use std::time::Duration;
use vello::kurbo::{Affine, BezPath, Stroke};
use vello::peniko::{Brush, Color, Fill};
use vello::Scene;
const DEFAULT_FILL_COLOR: Color = Color::rgb8(9, 9, 11);
const DEFAULT_STROKE_COLOR: Color = Color::rgba8(250, 250, 250, 25);
const DEFAULT_STROKE_WIDTH: f32 = 1.0;
const DEFAULT_OPACITY: f32 = 1.0;
#[derive(Clone)]
pub struct Polygon {
pub position: Signal<Vec2>,
pub rotation: Signal<f32>,
pub scale: Signal<Vec2>,
pub points: Signal<Vec<Vec2>>,
pub fill_color: Signal<Color>,
pub stroke_color: Signal<Color>,
pub stroke_width: Signal<f32>,
pub opacity: Signal<f32>,
pub anchor: Signal<Vec2>,
}
impl Default for Polygon {
fn default() -> Self {
Self {
position: Signal::new(Vec2::ZERO),
rotation: Signal::new(0.0),
scale: Signal::new(Vec2::ONE),
points: Signal::new(Vec::new()),
fill_color: Signal::new(DEFAULT_FILL_COLOR),
stroke_color: Signal::new(DEFAULT_STROKE_COLOR),
stroke_width: Signal::new(DEFAULT_STROKE_WIDTH),
opacity: Signal::new(DEFAULT_OPACITY),
anchor: Signal::new(Vec2::ZERO),
}
}
}
impl Polygon {
pub fn new(position: Vec2, points: Vec<Vec2>, fill_color: Color) -> Self {
Self::default()
.with_position(position)
.with_points(points)
.with_fill(fill_color)
}
pub fn with_position(mut self, position: Vec2) -> Self {
self.position = Signal::new(position);
self
}
pub fn with_rotation(mut self, angle: f32) -> Self {
self.rotation = Signal::new(angle);
self
}
pub fn with_scale(mut self, scale: f32) -> Self {
self.scale = Signal::new(Vec2::splat(scale));
self
}
pub fn with_scale_xy(mut self, scale: Vec2) -> Self {
self.scale = Signal::new(scale);
self
}
pub fn with_opacity(mut self, opacity: f32) -> Self {
self.opacity = Signal::new(opacity);
self
}
pub fn with_stroke(mut self, color: Color, width: f32) -> Self {
self.stroke_color = Signal::new(color);
self.stroke_width = Signal::new(width);
self
}
pub fn with_anchor(mut self, anchor: Vec2) -> Self {
self.anchor = Signal::new(anchor);
self
}
pub fn with_points(mut self, points: Vec<Vec2>) -> Self {
self.points = Signal::new(points);
self
}
pub fn with_fill(mut self, color: Color) -> Self {
self.fill_color = Signal::new(color);
self
}
pub fn regular(sides: u32, radius: f32) -> Self {
let mut points = Vec::new();
for i in 0..sides {
let angle =
(i as f32 / sides as f32) * 2.0 * std::f32::consts::PI - std::f32::consts::PI / 2.0;
points.push(Vec2::new(angle.cos() * radius, angle.sin() * radius));
}
Self::default().with_points(points)
}
}
impl Node for Polygon {
fn render(&self, scene: &mut Scene, parent_transform: Affine, parent_opacity: f32) {
let points = self.points.get();
if points.len() < 2 {
return;
}
let fill_color = self.fill_color.get();
let stroke_color = self.stroke_color.get();
let stroke_width = self.stroke_width.get();
let opacity = self.opacity.get();
let pos = self.position.get();
let rot = self.rotation.get();
let sc = self.scale.get();
let anchor = self.anchor.get();
let mut min_x = f32::MAX;
let mut min_y = f32::MAX;
let mut max_x = f32::MIN;
let mut max_y = f32::MIN;
for p in &points {
min_x = min_x.min(p.x);
min_y = min_y.min(p.y);
max_x = max_x.max(p.x);
max_y = max_y.max(p.y);
}
let size_vec = if min_x == f32::MAX {
Vec2::ZERO
} else {
Vec2::new(max_x - min_x, max_y - min_y)
};
let center_offset = Vec2::new((min_x + max_x) * 0.5, (min_y + max_y) * 0.5);
let anchor_offset = anchor * size_vec * 0.5;
let local_transform = Affine::translate((pos.x as f64, pos.y as f64))
* Affine::rotate(rot as f64)
* Affine::scale_non_uniform(sc.x as f64, sc.y as f64)
* Affine::translate((-anchor_offset.x as f64, -anchor_offset.y as f64))
* Affine::translate((-center_offset.x as f64, -center_offset.y as f64));
let combined_transform = parent_transform * local_transform;
let combined_opacity = parent_opacity * opacity;
let mut path = BezPath::new();
path.move_to((points[0].x as f64, points[0].y as f64));
for p in points.iter().skip(1) {
path.line_to((p.x as f64, p.y as f64));
}
path.close_path();
let mut final_fill = fill_color;
final_fill.a = (fill_color.a as f32 * combined_opacity).clamp(0.0, 255.0) as u8;
scene.fill(
Fill::NonZero,
combined_transform,
&Brush::Solid(final_fill),
None,
&path,
);
if stroke_width > 0.001 {
let mut final_stroke = stroke_color;
final_stroke.a = (stroke_color.a as f32 * combined_opacity).clamp(0.0, 255.0) as u8;
scene.stroke(
&Stroke::new(stroke_width as f64),
combined_transform,
&Brush::Solid(final_stroke),
None,
&path,
);
}
}
fn update(&mut self, _dt: Duration) {}
fn state_hash(&self) -> u64 {
use crate::engine::util::hash::Hasher;
let mut h = Hasher::new();
h.update_u64(self.position.state_hash());
h.update_u64(self.rotation.state_hash());
h.update_u64(self.scale.state_hash());
h.update_u64(self.points.state_hash());
h.update_u64(self.fill_color.state_hash());
h.update_u64(self.stroke_color.state_hash());
h.update_u64(self.stroke_width.state_hash());
h.update_u64(self.opacity.state_hash());
h.update_u64(self.anchor.state_hash());
h.finish()
}
fn clone_node(&self) -> Box<dyn Node> {
Box::new(self.clone())
}
fn reset(&mut self) {
self.position.reset();
self.rotation.reset();
self.scale.reset();
self.points.reset();
self.fill_color.reset();
self.stroke_color.reset();
self.stroke_width.reset();
self.opacity.reset();
self.anchor.reset();
}
}