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use rfw_math::*; #[cfg(feature = "serde")] use serde::{Deserialize, Serialize}; use crate::{InstanceHandle2D, InstanceHandle3D}; pub trait HasMatrix { fn update(&mut self, t: Vec3, r: Quat, s: Vec3); } pub trait HasTranslation: HasMatrix {} impl HasTranslation for InstanceHandle2D {} impl HasTranslation for InstanceHandle3D {} pub trait HasRotation: HasMatrix {} impl HasRotation for InstanceHandle2D {} impl HasRotation for InstanceHandle3D {} pub trait HasScale: HasMatrix {} impl HasScale for InstanceHandle2D {} impl HasScale for InstanceHandle3D {} impl HasMatrix for InstanceHandle2D { fn update(&mut self, t: Vec3, r: Quat, s: Vec3) { self.set_matrix(Mat4::from_scale_rotation_translation(s, r, t)); } } impl HasMatrix for InstanceHandle3D { fn update(&mut self, t: Vec3, r: Quat, s: Vec3) { self.set_matrix(Mat4::from_scale_rotation_translation(s, r, t)); } } #[derive(Debug)] pub struct Transform<'a, T: HasMatrix> { pub(crate) translation: Vec3, pub(crate) rotation: Quat, pub(crate) scale: Vec3, pub(crate) handle: &'a mut T, pub(crate) changed: bool, } impl<T: HasMatrix> Transform<'_, T> { pub fn translate_x(&mut self, offset: f32) -> &mut Self where T: HasTranslation, { self.translation.x += offset; self.changed = true; self } pub fn translate_y(&mut self, offset: f32) -> &mut Self where T: HasTranslation, { self.translation.y += offset; self.changed = true; self } pub fn translate_z(&mut self, offset: f32) -> &mut Self where T: HasTranslation, { self.translation.z += offset; self.changed = true; self } pub fn translate<V: Into<[f32; 3]>>(&mut self, offset: V) -> &mut Self where T: HasTranslation, { let offset: [f32; 3] = offset.into(); self.translation += Vec3::from(offset); self.changed = true; self } pub fn rotate_x(&mut self, radians: f32) -> &mut Self where T: HasRotation, { self.rotation *= Quat::from_rotation_x(radians); self.changed = true; self } pub fn rotate_y(&mut self, radians: f32) -> &mut Self where T: HasRotation, { self.rotation *= Quat::from_rotation_y(radians); self.changed = true; self } pub fn rotate_z(&mut self, radians: f32) -> &mut Self where T: HasRotation, { self.rotation *= Quat::from_rotation_z(radians); self.changed = true; self } pub fn rotate<V: Into<[f32; 3]>>(&mut self, degrees: V) -> &mut Self where T: HasRotation, { let degrees: [f32; 3] = degrees.into(); self.rotation *= Quat::from_rotation_x(degrees[0].to_radians()); self.rotation *= Quat::from_rotation_y(degrees[1].to_radians()); self.rotation *= Quat::from_rotation_z(degrees[2].to_radians()); self.changed = true; self } pub fn scale_x(&mut self, offset: f32) -> &mut Self where T: HasScale, { self.scale.x *= offset; self.changed = true; self } pub fn scale_y(&mut self, offset: f32) -> &mut Self where T: HasScale, { self.scale.y *= offset; self.changed = true; self } pub fn scale_z(&mut self, offset: f32) -> &mut Self where T: HasScale, { self.scale.z *= offset; self.changed = true; self } pub fn scale<V: Into<[f32; 3]>>(&mut self, offset: V) -> &mut Self where T: HasScale, { self.scale *= Vec3::from(offset.into()); self.changed = true; self } pub fn get_translation(&self) -> Vec3 where T: HasTranslation, { self.translation } pub fn get_rotation(&self) -> Quat where T: HasRotation, { self.rotation } pub fn get_scale(&self) -> Vec3 where T: HasScale, { self.scale } pub fn set_translation(&mut self, translation: Vec3) -> &mut Self where T: HasTranslation, { self.translation = translation; self.changed = true; self } pub fn set_rotation(&mut self, rotation: Quat) -> &mut Self where T: HasRotation, { self.rotation = rotation; self.changed = true; self } pub fn set_scale(&mut self, scale: Vec3) -> &mut Self where T: HasScale, { self.scale = scale; self.changed = true; self } pub fn set_matrix(&mut self, matrix: Mat4) -> &mut Self where T: HasTranslation + HasRotation + HasScale, { let (s, r, t) = matrix.to_scale_rotation_translation(); self.scale = s; self.rotation = r; self.translation = t; self.changed = true; self } } impl<T: HasMatrix> Drop for Transform<'_, T> { fn drop(&mut self) { if !self.changed { return; } self.handle .update(self.translation, self.rotation, self.scale); } }