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use crate::renderer::*;
#[derive(Clone)]
pub struct Line<M: Material> {
context: Context,
model: Model<M>,
pixel0: Vec2,
pixel1: Vec2,
width: f32,
}
impl<M: Material> Line<M> {
pub fn new_with_material(
context: &Context,
pixel0: Vec2,
pixel1: Vec2,
width: f32,
material: M,
) -> ThreeDResult<Self> {
let mut mesh = CPUMesh::square();
mesh.transform(&(Mat4::from_scale(0.5) * Mat4::from_translation(vec3(1.0, 0.0, 0.0))));
let mut line = Self {
context: context.clone(),
model: Model::new_with_material(context, &mesh, material)?,
pixel0,
pixel1,
width,
};
line.update();
Ok(line)
}
pub fn end_point0(&self) -> Vec2 {
self.pixel0
}
pub fn end_point1(&self) -> Vec2 {
self.pixel1
}
pub fn set_endpoints(&mut self, pixel0: Vec2, pixel1: Vec2) {
self.pixel0 = pixel0;
self.pixel1 = pixel1;
self.update();
}
pub fn set_width(&mut self, width: f32) {
self.width = width;
self.update();
}
fn update(&mut self) {
let dx = self.pixel1.x - self.pixel0.x;
let dy = self.pixel1.y - self.pixel0.y;
let length = (dx * dx + dy * dy).sqrt();
let c = dx / length;
let s = dy / length;
let rot = Mat3::new(c, s, 0.0, -s, c, 0.0, 0.0, 0.0, 1.0);
self.model.set_transformation_2d(
Mat3::from_translation(self.pixel0)
* rot
* Mat3::from_nonuniform_scale(length, self.width),
);
}
}
impl<M: Material> Shadable2D for Line<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 Line<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()
}
}