use std::sync::Arc; use cgmath::{Deg, Euler, Matrix4, Quaternion, Vector3}; use crate::input::InputState; use crate::vulkan::{RendererDescriptorSets, TextureHandle}; use crate::vulkan::{MeshHandle, VulkanRenderer}; use super::pipelines::vs; #[derive(Clone)] pub struct GameObject { pub mesh_index: usize, pub texture_index: TextureHandle, pub normal_map_index: TextureHandle, pub position: Vector3, pub rotation: Quaternion, pub scale: Vector3, pub children: Vec, pub descriptor_sets: Vec>, pub is_selected: bool, pub pipeline_index: usize, } impl GameObject { pub fn new(mesh: MeshHandle) -> GameObject { GameObject { mesh_index: mesh.index, texture_index: mesh.diffuse_handle, normal_map_index: mesh.normal_handle.unwrap_or(0), position: Vector3::new(0.0, 0.0, 0.0), rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![], descriptor_sets: vec![], is_selected: false, pipeline_index: mesh.pipeline_index } } pub fn _set_position(&mut self, x: f32, y: f32, z: f32) { self.position.x = x; self.position.y = y; self.position.z = z; } pub fn _set_scale(&mut self, x: f32, y: f32, z: f32) { self.scale.x = x; self.scale.y = y; self.scale.z = z; } pub fn _set_rotation(&mut self, euler_x: f32, euler_y: f32, euler_z: f32) { self.rotation = Quaternion::from(Euler::new(Deg(euler_x), Deg(euler_y), Deg(euler_z))); } pub fn _translate(&mut self, x: f32, y: f32, z: f32) { self.position.x += x; self.position.y += y; self.position.z += z; } pub fn _rotate(&mut self, x: f32, y: f32, z: f32) { self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z))); } pub fn get_push_constants(&self) -> vs::ty::PushConstants { vs::ty::PushConstants { model: self.get_model_matrix().into(), is_selected: if self.is_selected { 1 } else { 0 }, } } pub fn get_model_matrix(&self) -> Matrix4 { let translation = Matrix4::from_translation(self.position); let rotation: Matrix4 = self.rotation.into(); let scale = Matrix4::from_nonuniform_scale(self.scale.x, self.scale.y, self.scale.z); translation * rotation * scale } } #[derive(Debug, Clone, Copy)] pub struct GameObjectHandle { pub object_index: usize } impl GameObjectHandle { pub fn get_game_object<'a>(&self, renderer: &'a VulkanRenderer) -> Option<&'a GameObject> { renderer.game_data.game_objects.get(self.object_index) } pub fn get_game_object_mut<'a>(&mut self, renderer: &'a mut VulkanRenderer) -> Option<&'a mut GameObject> { renderer.game_data.game_objects.get_mut(self.object_index) } } pub trait Updatable { fn update(&mut self, delta_time: f32, input: &InputState, renderer: &mut VulkanRenderer); }