use std::cell::RefCell;
use cgmath::{Matrix4, Quaternion, Vector3};
use wgpu::Device;
use crate::asset::AssetManagerRc;
use crate::model::{Color, InstPhongColorBuf, InstShaderImplType, InstShaderType, Mesh, Model, ModelFactory, ModelHandle, Obj, PhongParam};
use crate::ui::UIManagerRc;
pub const SABER_DIR: Vector3<f32> = Vector3::new(0.0, 0.0, 1.0); pub const SABER_HANDLE_PHONG_PARAM: PhongParam = PhongParam::new(0.1, 0.2, 0.3, 64.0);
pub const SABER_RAY_PHONG_PARAM: PhongParam = PhongParam::new(1.0, 0.0, 0.0, 0.0);
pub enum SaberVisibility {
Hidden,
Handle,
HandleRay,
}
pub struct SaberParam {
handle_color: Color,
handle_phong_param: PhongParam,
ray_color: Color,
ray_phong_param: PhongParam,
}
impl SaberParam {
pub fn new(handle_color: &Color, handle_phong_param: &PhongParam, ray_color: &Color, ray_phong_param: &PhongParam) -> Self {
Self {
handle_color: *handle_color,
handle_phong_param: *handle_phong_param,
ray_color: *ray_color,
ray_phong_param: *ray_phong_param,
}
}
}
impl ModelFactory for SaberParam {
type Model = Saber;
fn get_name() -> &'static str {
"saber"
}
fn get_mesh(asset_mgr: AssetManagerRc, device: &Device) -> Mesh {
Obj::open(asset_mgr, device, "saber", &[
("handle", &InstShaderType::PhongColor), ("ray", &InstShaderType::PhongColor), ])
}
fn create(self, handle: ModelHandle, _device: &Device, _inst_sh_impls: &mut [InstShaderImplType], _ui_manager: UIManagerRc) -> Self::Model {
Saber::new(self, handle)
}
}
pub struct Saber {
param: SaberParam,
handle: ModelHandle,
inner: RefCell<Inner>,
}
struct Inner {
pos: Vector3<f32>,
rot: Quaternion<f32>,
}
impl Saber {
fn new(param: SaberParam, handle: ModelHandle) -> Self {
Self {
param,
handle,
inner: RefCell::new(Inner {
pos: Vector3::new(0.0, 0.0, 0.0),
rot: Quaternion::new(1.0, 0.0, 0.0, 0.0),
}),
}
}
pub fn set_visible(&self, visibility: SaberVisibility) {
let (handle, ray) = match visibility {
SaberVisibility::Hidden => (false, false),
SaberVisibility::Handle => (true, false),
SaberVisibility::HandleRay => (true, true),
};
self.handle.set_visible(0, handle);
self.handle.set_visible(1, ray);
}
pub fn set_pos(&self, pos: &Vector3<f32>) {
self.inner.borrow_mut().pos = *pos;
}
pub fn set_rot(&self, rot: &Quaternion<f32>) {
self.inner.borrow_mut().rot = *rot;
}
}
impl Model for Saber {
fn fill_phong_color(&self, inst_index: u32, inst_sh_buf: &mut InstPhongColorBuf) {
let (color, phong_param) = match inst_index {
0 => (&self.param.handle_color, &self.param.handle_phong_param),
1 => (&self.param.ray_color, &self.param.ray_phong_param),
_ => panic!("Unknown inst_index"),
};
let inner = self.inner.borrow();
let model_m = Matrix4::from_translation(inner.pos) * Matrix4::from(inner.rot);
inst_sh_buf.fill(color, phong_param, &model_m);
}
}