Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add basic impls of Rect2, Rect2i, Aabb, Plane #180

Merged
merged 1 commit into from
Mar 28, 2023
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion examples/dodge-the-creeps/rust/src/player.rs
Original file line number Diff line number Diff line change
Expand Up @@ -53,7 +53,7 @@ impl Area2DVirtual for Player {

fn ready(&mut self) {
let viewport = self.base.get_viewport_rect();
self.screen_size = viewport.size();
self.screen_size = viewport.size;
self.base.hide();
}

Expand Down
87 changes: 87 additions & 0 deletions godot-core/src/builtin/aabb.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,87 @@
/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/

use godot_ffi as sys;
use sys::{ffi_methods, GodotFfi};

use super::Vector3;

/// Axis-aligned bounding box in 3D space.
///
/// `Aabb` consists of a position, a size, and several utility functions. It is typically used for
/// fast overlap tests.
///
/// Currently most methods are only available through [`InnerAabb`](super::inner::InnerAabb).
///
/// The 2D counterpart to `Aabb` is [`Rect2`](super::Rect2).
#[derive(Default, Copy, Clone, PartialEq, Debug)]
#[repr(C)]
pub struct Aabb {
pub position: Vector3,
pub size: Vector3,
}

impl Aabb {
/// Create a new `Aabb` from a position and a size.
///
/// _Godot equivalent: `Aabb(Vector3 position, Vector3 size)`_
#[inline]
pub const fn new(position: Vector3, size: Vector3) -> Self {
Self { position, size }
}

/// Create a new `Aabb` with the first corner at `position` and opposite corner at `end`.
#[inline]
pub fn from_corners(position: Vector3, end: Vector3) -> Self {
Self {
position,
size: position + end,
}
}

/// The end of the `Aabb` calculated as `position + size`.
///
/// _Godot equivalent: `Aabb.size` property_
#[inline]
pub fn end(&self) -> Vector3 {
self.position + self.size
}

/// Set size based on desired end-point.
///
/// _Godot equivalent: `Aabb.size` property_
#[inline]
pub fn set_end(&mut self, end: Vector3) {
self.size = end - self.position
}

/// Returns `true` if the two `Aabb`s are approximately equal, by calling `is_equal_approx` on
/// `position` and `size`.
///
/// _Godot equivalent: `Aabb.is_equal_approx()`_
#[inline]
pub fn is_equal_approx(&self, other: &Self) -> bool {
self.position.is_equal_approx(other.position) && self.size.is_equal_approx(other.size)
}

/* Add in when `Aabb::abs()` is implemented.
/// Assert that the size of the `Aabb` is not negative.
///
/// Certain functions will fail to give a correct result if the size is negative.
#[inline]
pub fn assert_nonnegative(&self) {
assert!(
self.size.x >= 0.0 && self.size.y >= 0.0 && self.size.z >= 0.0,
"size {:?} is negative",
self.size
);
}
*/
}

impl GodotFfi for Aabb {
ffi_methods! { type sys::GDExtensionTypePtr = *mut Self; .. }
}
27 changes: 23 additions & 4 deletions godot-core/src/builtin/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -35,6 +35,7 @@
// Re-export macros.
pub use crate::{array, dict, varray};

pub use aabb::*;
pub use array_inner::{Array, VariantArray};
pub use basis::*;
pub use color::*;
Expand All @@ -43,8 +44,11 @@ pub use math::*;
pub use node_path::*;
pub use others::*;
pub use packed_array::*;
pub use plane::*;
pub use projection::*;
pub use quaternion::*;
pub use rect2::*;
pub use rect2i::*;
pub use rid::*;
pub use string::*;
pub use string_name::*;
Expand Down Expand Up @@ -84,15 +88,19 @@ mod array_inner;
#[path = "dictionary.rs"]
mod dictionary_inner;

mod aabb;
mod basis;
mod color;
mod glam_helpers;
mod math;
mod node_path;
mod others;
mod packed_array;
mod plane;
mod projection;
mod quaternion;
mod rect2;
mod rect2i;
mod rid;
mod string;
mod string_chars;
Expand Down Expand Up @@ -319,6 +327,17 @@ macro_rules! real {
}};
}

/// The side of a [`Rect2`] or [`Rect2i`].
///
/// _Godot equivalent: `@GlobalScope.Side`_
#[repr(C)]
pub enum RectSide {
Left = 0,
Top = 1,
Right = 2,
Bottom = 3,
}

// ----------------------------------------------------------------------------------------------------------------------------------------------

/// Implementations of the `Export` trait for types where it can be done trivially.
Expand Down Expand Up @@ -352,7 +371,7 @@ mod export {
impl_export_by_clone!(f32);
impl_export_by_clone!(f64);

// impl_export_by_clone!(Aabb); // TODO uncomment once Aabb implements Clone
impl_export_by_clone!(Aabb);
impl_export_by_clone!(Basis);
impl_export_by_clone!(Color);
impl_export_by_clone!(GodotString);
Expand All @@ -366,11 +385,11 @@ mod export {
impl_export_by_clone!(PackedStringArray);
impl_export_by_clone!(PackedVector2Array);
impl_export_by_clone!(PackedVector3Array);
// impl_export_by_clone!(Plane); // TODO uncomment once Plane implements Clone
impl_export_by_clone!(Plane);
impl_export_by_clone!(Projection);
impl_export_by_clone!(Quaternion);
// impl_export_by_clone!(Rect2); // TODO uncomment once Rect2 implements Clone
// impl_export_by_clone!(Rect2i); // TODO uncomment once Rect2i implements Clone
impl_export_by_clone!(Rect2);
impl_export_by_clone!(Rect2i);
impl_export_by_clone!(Rid);
impl_export_by_clone!(StringName);
impl_export_by_clone!(Transform2D);
Expand Down
22 changes: 1 addition & 21 deletions godot-core/src/builtin/others.rs
Original file line number Diff line number Diff line change
Expand Up @@ -6,36 +6,16 @@

// Stub for various other built-in classes, which are currently incomplete, but whose types
// are required for codegen
use crate::builtin::{inner, StringName, Vector2};
use crate::builtin::{inner, StringName};
use crate::obj::{Gd, GodotClass};
use godot_ffi as sys;
use sys::{ffi_methods, GodotFfi};

// TODO: Swap more inner math types with glam types
// Note: ordered by enum ord in extension JSON
impl_builtin_stub!(Rect2, OpaqueRect2);
impl_builtin_stub!(Rect2i, OpaqueRect2i);
impl_builtin_stub!(Plane, OpaquePlane);
impl_builtin_stub!(Aabb, OpaqueAabb);
impl_builtin_stub!(Callable, OpaqueCallable);
impl_builtin_stub!(Signal, OpaqueSignal);

#[repr(C)]
struct InnerRect {
position: Vector2,
size: Vector2,
}

impl Rect2 {
pub fn size(self) -> Vector2 {
self.inner().size
}

fn inner(self) -> InnerRect {
unsafe { std::mem::transmute(self) }
}
}

impl Callable {
pub fn from_object_method<T, S>(object: Gd<T>, method: S) -> Self
where
Expand Down
176 changes: 176 additions & 0 deletions godot-core/src/builtin/plane.rs
Original file line number Diff line number Diff line change
@@ -0,0 +1,176 @@
/*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/

use std::ops::Neg;

use godot_ffi as sys;
use sys::{ffi_methods, GodotFfi};

use super::{is_equal_approx, real, Vector3};

/// 3D plane in [Hessian normal form](https://mathworld.wolfram.com/HessianNormalForm.html).
///
/// The Hessian form defines all points `point` which satisfy the equation
/// `dot(normal, point) + d == 0`, where `normal` is the normal vector and `d`
/// the distance from the origin.
///
/// Currently most methods are only available through [`InnerPlane`](super::inner::InnerPlane).
///
/// Note: almost all methods on `Plane` require that the `normal` vector have
/// unit length and will panic if this invariant is violated. This is not separately
/// annotated for each method.
#[derive(Copy, Clone, PartialEq, Debug)]
#[repr(C)]
pub struct Plane {
pub normal: Vector3,
pub d: real,
}

impl Plane {
/// Creates a new `Plane` from the `normal` and the distance from the origin `d`.
///
/// # Panics
/// In contrast to construction via `Plane { normal, d }`, this verifies that `normal` has unit length, and will
/// panic if this is not the case.
///
/// _Godot equivalent: `Plane(Vector3 normal, float d)`_
#[inline]
pub fn new(unit_normal: Vector3, d: real) -> Self {
let plane = Self {
normal: unit_normal,
d,
};
plane.assert_normalized();
plane
}

/// Create a new `Plane` through the origin from a normal.
///
/// # Panics
/// See [`Self::new()`].
///
/// _Godot equivalent: `Plane(Vector3 normal)`_
#[inline]
pub fn from_normal_at_origin(normal: Vector3) -> Self {
Self::new(normal, 0.0)
}

/// Create a new `Plane` from a normal and a point in the plane.
///
/// # Panics
/// See [`Self::new()`].
///
/// _Godot equivalent: `Plane(Vector3 normal, Vector3 point)`_
#[inline]
pub fn from_point_normal(point: Vector3, normal: Vector3) -> Self {
Self::new(normal, normal.dot(point))
}
Comment on lines +61 to +70
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Btw, I think I now understood why Godot begins with normal -- because all the constructors do, and normal (as opposed to point) is a direct member/property of Plane.

So I'm not sure which is better... It's probably fine as it is now.


/// Creates a new `Plane` from normal and origin distance.
///
/// `nx`, `ny`, `nz` are used for the `normal` vector.
/// `d` is the distance from the origin.
///
/// # Panics
/// See [`Self::new()`].
///
/// _Godot equivalent: `Plane(float a, float b, float c, float d)`_
#[inline]
pub fn from_components(nx: real, ny: real, nz: real, d: real) -> Self {
Self::new(Vector3::new(nx, ny, nz), d)
}

/// Creates a new `Plane` from three points, given in clockwise order.
///
/// # Panics
/// Will panic if all three points are colinear.
///
/// _Godot equivalent: `Plane(Vector3 point1, Vector3 point2, Vector3 point3)`_
#[inline]
pub fn from_points(a: Vector3, b: Vector3, c: Vector3) -> Self {
let normal = (a - c).cross(a - b);
assert_ne!(
normal,
Vector3::ZERO,
"points {a}, {b}, {c} are all colinear"
);
let normal = normal.normalized();
Self {
normal,
d: normal.dot(a),
}
}

/// Returns `true` if the two `Plane`s are approximately equal, by calling `is_equal_approx` on
/// `normal` and `d` or on `-normal` and `-d`.
///
/// _Godot equivalent: `Plane.is_equal_approx()`_
#[inline]
pub fn is_equal_approx(&self, other: &Self) -> bool {
(self.normal.is_equal_approx(other.normal) && is_equal_approx(self.d, other.d))
|| (self.normal.is_equal_approx(-other.normal) && is_equal_approx(self.d, -other.d))
}

#[inline]
fn assert_normalized(self) {
assert!(
self.normal.is_normalized(),
"normal {:?} is not normalized",
self.normal
);
}
}

impl Neg for Plane {
type Output = Plane;

/// Returns the negative value of the plane by flipping both the normal and the distance value. Meaning
/// it creates a plane that is in the same place, but facing the opposite direction.
fn neg(self) -> Self::Output {
Self::new(-self.normal, -self.d)
}
}

impl GodotFfi for Plane {
ffi_methods! { type sys::GDExtensionTypePtr = *mut Self; .. }
}

#[cfg(test)]
mod test {
use super::*;

/// Tests that none of the constructors panic for some simple planes.
#[test]
fn construction_succeeds() {
let vec = Vector3::new(1.0, 2.0, 3.0).normalized();
let Vector3 { x, y, z } = vec;
let _ = Plane::new(vec, 5.0);
let _ = Plane::from_normal_at_origin(vec);
let _ = Plane::from_point_normal(Vector3::new(10.0, 20.0, 30.0), vec);
let _ = Plane::from_components(x, y, z, 5.0);
let _ = Plane::from_points(
Vector3::new(1.0, 2.0, 3.0),
Vector3::new(2.0, 3.0, 1.0),
Vector3::new(3.0, 2.0, 1.0),
);
}

#[test]
#[should_panic]
fn new_unnormalized_panics() {
let _ = Plane::new(Vector3::new(1.0, 2.0, 3.0), 5.0);
}

#[test]
#[should_panic]
fn from_points_colinear_panics() {
let _ = Plane::from_points(
Vector3::new(0.0, 0.0, 0.0),
Vector3::new(0.0, 0.0, 1.0),
Vector3::new(0.0, 0.0, 2.0),
);
}
}
Loading