2023-05-14 07:27:16 +00:00
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use std::slice::IterMut;
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2023-05-13 14:08:26 +00:00
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use bevy::{
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prelude::*,
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2023-05-15 06:48:46 +00:00
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render::{mesh::Indices, render_resource::PrimitiveTopology, view::RenderLayers},
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2023-05-13 14:08:26 +00:00
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sprite::MaterialMesh2dBundle,
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};
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use crate::global_state::GlobalState;
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#[derive(Default, Debug, PartialEq)]
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struct CollectionIDs {
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points: Vec<Entity>,
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lines: Vec<Entity>,
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}
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#[derive(Debug, PartialEq)]
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struct FinishedIDs {
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// 2d plane
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plane: Entity,
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// 3d object
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object: Entity,
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}
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2023-05-13 14:08:26 +00:00
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#[derive(Debug, PartialEq)]
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enum PolygonState {
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Collection(CollectionIDs),
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Finished(FinishedIDs),
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}
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impl PolygonState {
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fn collection_mut(&mut self) -> &mut CollectionIDs {
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match self {
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PolygonState::Collection(c) => c,
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PolygonState::Finished(_) => panic!("called collection on finished state!"),
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}
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}
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}
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impl Default for PolygonState {
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fn default() -> Self {
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Self::Collection(CollectionIDs::default())
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}
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}
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#[derive(Default, Debug, PartialEq)]
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pub struct Polygon {
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points: Vec<Vec2>,
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state: PolygonState,
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}
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impl Polygon {
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const PROXIMITY_THRESHOLD: f32 = 10.0;
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2023-05-15 06:48:46 +00:00
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pub fn swap_to_3d(&mut self, global_state: &GlobalState, commands: &mut Commands) {
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match &self.state {
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PolygonState::Collection(collection_ids) => {
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// add render layer to all points
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for point in collection_ids.points.iter() {
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let mut handle = commands.entity(*point);
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handle.insert(global_state.offscreen_render_layer);
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}
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// also add render layer to all lines
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for line in collection_ids.points.iter() {
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let mut handle = commands.entity(*line);
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handle.insert(global_state.offscreen_render_layer);
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}
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}
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PolygonState::Finished(finished_ids) => {
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// add render layer to 2d plane
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commands
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.entity(finished_ids.plane)
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.insert(global_state.offscreen_render_layer);
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// remove render layer from 3d object
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commands
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.entity(finished_ids.object)
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.remove::<RenderLayers>();
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}
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}
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}
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pub fn swap_to_2d(&mut self, global_state: &GlobalState, commands: &mut Commands) {
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match &self.state {
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PolygonState::Collection(collection_ids) => {
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// remove render layer from all points
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for point in collection_ids.points.iter() {
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let mut handle = commands.entity(*point);
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handle.remove::<RenderLayers>();
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}
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// remove render layer from all lines
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for line in collection_ids.points.iter() {
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let mut handle = commands.entity(*line);
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handle.remove::<RenderLayers>();
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}
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}
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PolygonState::Finished(finished_ids) => {
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// remove render layer from 2d plane
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commands.entity(finished_ids.plane).remove::<RenderLayers>();
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// add render layer to 3d object
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commands
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.entity(finished_ids.object)
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.insert(global_state.offscreen_render_layer);
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}
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}
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}
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pub fn points(&self) -> &[Vec2] {
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&self.points
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}
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pub fn add_point(
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&mut self,
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global_state: &GlobalState,
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commands: &mut Commands,
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meshes: &mut ResMut<Assets<Mesh>>,
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color_materials: &mut ResMut<Assets<ColorMaterial>>,
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standard_materials: &mut ResMut<Assets<StandardMaterial>>,
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) -> bool {
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debug_assert_eq!(self.finished(), false);
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let point = global_state.cursor_position;
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// polygon must be at least an triangle
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// and check if we can close up the polygon
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if self.points.len() >= 3 && self.check_first_for_proximity(point) {
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// remove points and lines from collection state
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{
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let collection_ids = self.state.collection_mut();
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for point_id in collection_ids.points.iter() {
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commands.entity(*point_id).despawn();
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}
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for line_id in collection_ids.lines.iter() {
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commands.entity(*line_id).despawn();
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}
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}
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// create triangle mesh
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let triangle_mesh = self.create_triangulated_mesh();
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let triangle_id = commands
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.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(triangle_mesh).into(),
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transform: Transform::default()
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.with_translation((-global_state.window_extent * 0.5).extend(0.0)),
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material: color_materials.add(ColorMaterial::from(Color::BLACK)),
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..default()
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})
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.id();
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// create 3d object
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let vertices: Vec<Vec3> = self
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.points
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.iter()
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.map(|p| vec![p.extend(0.0), p.extend(global_state.extrusion_height)])
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.flatten()
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.collect();
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let indices = Indices::U32({
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let mut v = Vec::new();
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for i in 0..self.points.len() {
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let index = (i as u32) * 2;
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// create quads from 4 adjacent points
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v.push(index);
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v.push((index + 2) % vertices.len() as u32);
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v.push(index + 1);
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v.push(index + 1);
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v.push((index + 2) % vertices.len() as u32);
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v.push((index + 3) % vertices.len() as u32);
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}
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// TODO: proper ear cutting algo
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for i in 2..self.points.len() as u32 {
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let index = (i as u32) * 2 + 1;
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v.push(1);
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v.push(index - 2);
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v.push(index);
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}
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v
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});
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_indices(Some(indices));
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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let mesh_id = commands
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.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(mesh).into(),
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transform: Transform::default(),
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material: standard_materials.add(StandardMaterial::from(Color::BLACK)),
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..default()
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},
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global_state.offscreen_render_layer,
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))
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.id();
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// store finished entities in state
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self.state = PolygonState::Finished(FinishedIDs {
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plane: triangle_id,
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object: mesh_id,
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});
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return true;
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}
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// deny too close points
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if !self.check_all_for_proximity(point) {
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let collection_ids = self.state.collection_mut();
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// create point mesh at click position
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let point_id = commands
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.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Mesh::from(shape::Quad::default())).into(),
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transform: Transform::default()
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.with_scale(Vec3::splat(4.0))
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.with_translation(
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(global_state.cursor_position - (global_state.window_extent * 0.5))
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.extend(0.0),
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),
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material: color_materials.add(ColorMaterial::from(Color::BLACK)),
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..default()
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})
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.id();
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collection_ids.points.push(point_id);
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// draw a line between new point and last point
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if let Some(&last_point) = self.points.last() {
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let a = Vec2::X.angle_between((point - last_point).normalize());
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let line_id = commands
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.spawn(MaterialMesh2dBundle {
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mesh: meshes.add(Self::create_line_mesh(last_point, point)).into(),
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transform: Transform::default()
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.with_translation(
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(last_point - (global_state.window_extent * 0.5)).extend(0.0),
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)
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.with_rotation(Quat::from_rotation_z(a)),
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material: color_materials.add(ColorMaterial::from(Color::BLACK)),
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..default()
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})
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.id();
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collection_ids.lines.push(line_id);
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}
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2023-05-13 07:42:08 +00:00
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self.points.push(point);
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}
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false
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}
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pub fn finished(&self) -> bool {
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match &self.state {
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PolygonState::Collection(_) => false,
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PolygonState::Finished(_) => true,
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}
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}
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fn check_all_for_proximity(&self, point: Vec2) -> bool {
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self.points
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.iter()
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.any(|p| p.distance(point) < Self::PROXIMITY_THRESHOLD)
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}
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fn check_first_for_proximity(&self, point: Vec2) -> bool {
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debug_assert!(!self.points.is_empty());
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self.points.first().unwrap().distance(point) < Self::PROXIMITY_THRESHOLD
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}
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fn create_triangulated_mesh(&self) -> Mesh {
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let vertices: Vec<_> = self.points.iter().map(|p| p.extend(0.0)).collect();
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// TODO: proper ear cutting algo
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let indices = Indices::U32({
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let mut v = Vec::new();
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for i in 2..self.points.len() as u32 {
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v.push(0);
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v.push(i - 1);
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v.push(i);
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}
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v
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});
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_indices(Some(indices));
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mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vertices);
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mesh
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}
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fn create_line_mesh(start: Vec2, end: Vec2) -> Mesh {
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let d = start.distance(end);
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let vertices = [[0.0, 0.0, 0.0], [d, 0.0, 0.0]];
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let mut mesh = Mesh::new(PrimitiveTopology::LineList);
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mesh.insert_attribute(
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Mesh::ATTRIBUTE_POSITION,
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vertices.into_iter().map(|v| v).collect::<Vec<_>>(),
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);
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mesh
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}
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}
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#[derive(Resource, Default, Debug, PartialEq)]
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pub struct ObjectInfos {
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polygons: Vec<Polygon>,
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}
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impl ObjectInfos {
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pub fn active_polygon(&mut self) -> Option<&mut Polygon> {
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self.polygons.iter_mut().find(|polygon| !polygon.finished())
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}
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pub fn add_polygon(&mut self) -> &mut Polygon {
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self.polygons.push(Polygon::default());
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self.polygons.last_mut().unwrap()
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}
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pub fn iter_mut(&mut self) -> IterMut<'_, Polygon> {
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self.polygons.iter_mut()
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}
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}
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