This commit is contained in:
Ronja 2022-01-26 21:01:53 +01:00
parent 3e9249934f
commit 4433e19b63
2 changed files with 139 additions and 14 deletions

View file

@ -2,7 +2,7 @@ import "luxe: io" for IO
import "luxe: world" for World, Entity, Modifiers, ModifierSystem, Transform
import "luxe: draw" for Draw, PathStyle, LineCap
import "luxe: color" for Color
import "luxe: render" for Geometry, Primitive, IndexType, Render
import "luxe: render" for Geometry, Primitive, IndexType, Render, Material
import "luxe: assets" for Assets, Strings
import "luxe: bytes" for Uint16, Floats
import "luxe: math" for Math
@ -11,83 +11,202 @@ import "trail: _queue" for Queue
import "trail: modifier/trail.modifier" for ModifierData
//User facing API
//This is what the user of your modifier will interact with
class Trail {
#doc="""
Modifier to add simple trails to entities.
Needs a Transform on the same entity to work.
```js
var entity = Entity.create(world)
Transform.create(entity)
Trail.create(entity)
//now just move and rotate the entity around
```
"""
class Trail {
static time_based{true}
static distance_based{false}
#doc="Add a trail modifier to an entity. Entity should also have a Transform."
#args=(
entity = "The entity to add the trail modifier to."
)
static create(entity: Entity): None {
Modifiers.create(This, entity)
}
#doc="Remove the trail modifier from an entity."
#args=(
entity = "The entity to remove the trail modifier from."
)
static destroy(entity: Entity): None {
Modifiers.destroy(This, entity)
}
static has(entity: Entity): None {
Modifiers.has(This, entity)
}
#doc="Check whether an entity has a trail modifier or not."
#args=(
entity = "The entity to check whether it has a trail modifier."
)
static has(entity: Entity): Bool {
return Modifiers.has(This, entity)
}
#doc="Reset trail to no length."
#args=(
entity = "The entity with the trail modifier."
)
static reset(entity: Entity): None {
Modifiers.get_system(This, entity).reset(entity )
}
#doc="Set the width of a trail."
#args=(
entity = "The entity with the trail modifier.",
width = "The new width of the trail."
)
static set_width(entity: Entity, width: Num): None {
Modifiers.get(This, entity).edge_length = width
}
#doc="Get the width of a trail."
#args=(
entity = "The entity with the trail modifier."
)
static get_width(entity: Entity): Num {
return Modifiers.get(This, entity).edge_length
}
#doc="Set the length of a trail."
#args=(
entity = "The entity with the trail modifier.",
length = "The new length of the trail."
)
static set_length(entity: Entity, length: Num): None {
Modifiers.get(This, entity).length = length
//todo: recalculate transient data?
}
#doc="Get the length of a trail."
#args=(
entity = "The entity with the trail modifier."
)
static get_length(entity: Entity): Num {
return Modifiers.get(This, entity).length
}
static set_time_based(entity: Entity, time_based: Num): None {
#doc="""
Set whether the trail is time based or distance based.
```js
Trail.set_time_based(entity, Trail.distance_based)
```
"""
#args=(
entity = "The entity with the trail modifier.",
time_based = "`true` if its time based, `false` if its distance based."
)
static set_time_based(entity: Entity, time_based: Bool): None {
Modifiers.get(This, entity).time_based = time_based
}
static get_time_based(entity: Entity): Num {
#doc="""
Get whether the trail is time based or distance based. (true if time based, false if distance based)
"""
#args=(
entity = "The entity with the trail modifier."
)
static get_time_based(entity: Entity): Bool {
return Modifiers.get(This, entity).time_based
}
static set_normalize_uvs(entity: Entity, normalize_uvs: Num): None {
#doc="""
Set whether the trail should have normalized UVs of a trail.
If the UVs are normalized, they should be linear over distance,
especially with time based trails you otherwise can get very wobbly behaviour as speed changes.
"""
#args=(
entity = "The entity with the trail modifier.",
length = "Whether the trail should have normalized uvs."
)
static set_normalize_uvs(entity: Entity, normalize_uvs: Bool): None {
Modifiers.get(This, entity).normalize_uvs = normalize_uvs
}
static get_normalize_uvs(entity: Entity): Num {
#doc="Get whether a trail has normalized uvs."
#args=(
entity = "The entity with the trail modifier."
)
static get_normalize_uvs(entity: Entity): Bool {
return Modifiers.get(This, entity).normalize_uvs
}
#doc="Set the material the trail is rendered with via its id."
#args=(
entity = "The entity with the trail modifier."
)
static set_material_id(entity: Entity, material_id: String): None {
Strings.add(material_id)
Modifiers.get(This, entity).material = material_id
Modifiers.get_system(This, entity).set_material(entity, material_id)
Modifiers.get_system(This, entity).set_material_id(entity, material_id)
}
#doc="Set the material the trail is rendered with."
#args=(
entity = "The entity with the trail modifier."
)
static set_material(entity: Entity, material: Material): None {
var material_id = Material.get_source_id(material)
Strings.add(material_id)
Modifiers.get(This, entity).material = material_id
Modifiers.get_system(This, entity).set_material(entity, material)
}
#doc="Get the id of the currently used material."
#args=(
entity = "The entity with the trail modifier."
)
static get_material_id(entity: Entity): String {
return Strings.get(Modifiers.get(This, entity).material)
}
#doc="""
Set mesh subdivisions around length of the trail.
This will rebuild the mesh entirely and potentially throw away custom materials you set via `set_material`.
"""
#args=(
entity = "The entity with the trail modifier.",
subdivisions = "Subdivisions along length."
)
static set_subdivisions_length(entity: Entity, subdivisions: Num){
Modifiers.get(This, entity).subdivisions_length = subdivisions
Modifiers.get_system(This, entity).recreate_buffers(entity)
}
#doc="Get subdivisions in length of trail."
#args=(
entity = "The entity with the trail modifier."
)
static get_subdivisions_length(entity: Entity): Num{
return Modifiers.get(This, entity).subdivisions_length
}
#doc="""
Set mesh subdivisions around length of the trail.
This will rebuild the mesh entirely and potentially throw away custom materials you set via `set_material`.
"""
#args=(
entity = "The entity with the trail modifier.",
subdivisions = "Subdivisions along width."
)
static set_subdivisions_width(entity: Entity, subdivisions: Num){
Modifiers.get(This, entity).subdivisions_width = subdivisions
Modifiers.get_system(This, entity).recreate_buffers(entity)
}
#doc="Get subdivisions in width of trail."
#args=(
entity = "The entity with the trail modifier."
)
static get_subdivisions_width(entity: Entity): Num{
return Modifiers.get(This, entity).subdivisions_width
}
@ -143,6 +262,7 @@ class TrailData {
//This speaks to the engine and your user facing API
//to do the actual work. You'll get notified when things change
//in the world and respond to them here.
#hidden
class TrailSystem is ModifierSystem {
construct new() {
@ -175,8 +295,12 @@ class TrailSystem is ModifierSystem {
_instance_data[entity].points.clear()
}
set_material(entity: Entity, material_id: String){
set_material_id(entity: Entity, material_id: String){
var material = Assets.material(material_id)
set_material(entity, material)
}
set_material(entity: Entity, material: Material){
var data = _instance_data[entity]
if(!data || !material) return
Geometry.set_material(entity, material)

View file

@ -4,6 +4,7 @@ modifier = {
field = "trail"
display = "Trail" //the display in the editor
class = "Trail" //The code generated name for the modifier API
dependency = ["luxe: modifier/transform"]
block = { //The data for the modifiers
fields = [
{ name="edge_length" type="number" default=100 }