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use crate::renderer::*;
#[derive(Clone)]
pub struct Circle<M: Material> {
context: Context,
model: Model<M>,
radius: f32,
center: Vec2,
}
impl<M: Material> Circle<M> {
pub fn new_with_material(
context: &Context,
center: Vec2,
radius: f32,
material: M,
) -> ThreeDResult<Self> {
let mesh = CPUMesh::circle(64);
let mut circle = Self {
context: context.clone(),
model: Model::new_with_material(context, &mesh, material)?,
center,
radius,
};
circle.update();
Ok(circle)
}
pub fn set_radius(&mut self, radius: f32) {
self.radius = radius;
self.update();
}
pub fn radius(&self) -> f32 {
self.radius
}
pub fn set_center(&mut self, center: Vec2) {
self.center = center;
self.update();
}
pub fn center(&self) -> &Vec2 {
&self.center
}
fn update(&mut self) {
self.model.set_transformation_2d(
Mat3::from_translation(self.center) * Mat3::from_scale(self.radius),
);
}
}
impl<M: Material> Shadable2D for Circle<M> {
fn render_with_material(
&self,
material: &dyn Material,
viewport: Viewport,
) -> ThreeDResult<()> {
self.context.camera2d(viewport, |camera2d| {
self.model
.render_with_material(material, camera2d, &Lights::default())
})
}
fn render_forward(&self, material: &dyn Material, viewport: Viewport) -> ThreeDResult<()> {
self.render_with_material(material, viewport)
}
}
impl<M: Material> Object2D for Circle<M> {
fn render(&self, viewport: Viewport) -> ThreeDResult<()> {
self.context.camera2d(viewport, |camera2d| {
self.model.render(camera2d, &Lights::default())
})
}
fn is_transparent(&self) -> bool {
self.model.is_transparent()
}
}