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use crate::core::{
visitor::{Visit, VisitResult, Visitor},
};
use crate::scene::{
light::Light,
camera::Camera,
base::{Base, AsBase},
mesh::Mesh,
sprite::Sprite,
particle_system::ParticleSystem,
};
macro_rules! dispatch {
($self:ident, $func:ident, $($args:expr),*) => {
match $self {
Node::Base(v) => v.$func($($args),*),
Node::Mesh(v) => v.$func($($args),*),
Node::Camera(v) => v.$func($($args),*),
Node::Light(v) => v.$func($($args),*),
Node::ParticleSystem(v) => v.$func($($args),*),
Node::Sprite(v) => v.$func($($args),*),
}
};
}
impl Visit for Node {
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult {
let mut kind_id = self.id();
kind_id.visit("KindId", visitor)?;
if visitor.is_reading() {
*self = Node::from_id(kind_id)?;
}
dispatch!(self, visit, name, visitor)
}
}
#[derive(Clone)]
pub enum Node {
Base(Base),
Light(Light),
Camera(Camera),
Mesh(Mesh),
Sprite(Sprite),
ParticleSystem(ParticleSystem),
}
impl AsBase for Node {
fn base(&self) -> &Base {
dispatch!(self, base, )
}
fn base_mut(&mut self) -> &mut Base {
dispatch!(self, base_mut, )
}
}
impl Default for Node {
fn default() -> Self {
Node::Base(Default::default())
}
}
macro_rules! define_is_as {
($is:ident, $as_ref:ident, $as_mut:ident, $kind:ident, $result:ty) => {
pub fn $is(&self) -> bool {
match self {
Node::$kind(_) => true,
_ => false
}
}
pub fn $as_ref(&self) -> &$result {
match self {
Node::$kind(ref val) => val,
_ => panic!("Cast to {} failed!", stringify!($kind))
}
}
pub fn $as_mut(&mut self) -> &mut $result {
match self {
Node::$kind(ref mut val) => val,
_ => panic!("Cast to {} failed!", stringify!($kind))
}
}
}
}
impl Node {
pub fn from_id(id: u8) -> Result<Self, String> {
match id {
0 => Ok(Node::Base(Default::default())),
1 => Ok(Node::Light(Default::default())),
2 => Ok(Node::Camera(Default::default())),
3 => Ok(Node::Mesh(Default::default())),
4 => Ok(Node::Sprite(Default::default())),
5 => Ok(Node::ParticleSystem(Default::default())),
_ => Err(format!("Invalid node kind {}", id))
}
}
pub fn id(&self) -> u8 {
match self {
Node::Base(_) => 0,
Node::Light(_) => 1,
Node::Camera(_) => 2,
Node::Mesh(_) => 3,
Node::Sprite(_) => 4,
Node::ParticleSystem(_) => 5,
}
}
define_is_as!(is_mesh, as_mesh, as_mesh_mut, Mesh, Mesh);
define_is_as!(is_camera, as_camera, as_camera_mut, Camera, Camera);
define_is_as!(is_light, as_light, as_light_mut, Light, Light);
define_is_as!(is_particle_system, as_particle_system, as_particle_system_mut, ParticleSystem, ParticleSystem);
define_is_as!(is_sprite, as_sprite, as_sprite_mut, Sprite, Sprite);
}