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Add doc comments to PrimitiveRef methods
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@ -507,14 +507,20 @@ pub struct Painter {
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}
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impl Painter {
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/// Returns a `PrimitiveRef` of an axis aligned bounding box. The geometric
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/// name of this shape is a "right rectangular prism."
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pub fn aabb(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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self.prim(Primitive::Aabb(aabb.made_valid()))
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}
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/// Returns a `PrimitiveRef` of a sphere using a radius check.
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pub fn sphere(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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self.prim(Primitive::Sphere(aabb.made_valid()))
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}
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/// Returns a `PrimitiveRef` of a sphere by returning an ellipsoid with
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/// congruent legs. The voxel artifacts are slightly different from the
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/// radius check `sphere()` method.
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pub fn sphere2(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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let radius = aabb.size().w.min(aabb.size().h) / 2;
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@ -526,30 +532,49 @@ impl Painter {
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self.prim(Primitive::Superquadric { aabb, degree })
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}
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/// Returns a `PrimitiveRef` of an ellipsoid by constructing a superquadric
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/// with a degree value of 2.0.
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pub fn ellipsoid(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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let degree = 2.0;
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self.prim(Primitive::Superquadric { aabb, degree })
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}
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/// Returns a `PrimitiveRef` of a superquadric. A superquadric can be
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/// thought of as a rounded Aabb where the degree determines how rounded
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/// the corners are. Values from 0.0 to 1.0 produce concave faces or
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/// "inverse rounded corners." A value of 1.0 produces a stretched
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/// octahedron (or a non-stretched octahedron if the provided Aabb is a
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/// cube). Values from 1.0 to 2.0 produce an octahedron with convex
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/// faces. A degree of 2.0 produces an ellipsoid. Values larger than 2.0
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/// produce a rounded Aabb. The degree cannot be less than 0.0 without
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/// the shape extending to infinity.
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pub fn superquadric(&self, aabb: Aabb<i32>, degree: f32) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::Superquadric { aabb, degree })
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}
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/// Returns a `PrimitiveRef` of a rounded Aabb by producing a superquadric
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/// with a degree value of 3.0.
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pub fn rounded_aabb(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::Superquadric { aabb, degree: 3.0 })
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}
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/// Returns a `PrimitiveRef` of the largest cylinder that fits in the
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/// provided Aabb.
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pub fn cylinder(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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self.prim(Primitive::Cylinder(aabb.made_valid()))
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}
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/// Returns a `PrimitiveRef` of the largest cone that fits in the
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/// provided Aabb.
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pub fn cone(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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self.prim(Primitive::Cone(aabb.made_valid()))
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}
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/// Returns a `PrimitiveRef` of a 3-dimensional line segment with a provided
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/// radius.
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pub fn line(
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&self,
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a: Vec3<impl AsPrimitive<f32>>,
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@ -565,6 +590,11 @@ impl Painter {
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})
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}
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/// Returns a `PrimitiveRef` of a 3-dimensional line segment where the
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/// provided radius only affects the width of the shape. The height of
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/// the shape is determined by the `height` parameter. The height of the
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/// shape is extended upwards along the z axis from the line. The top and
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/// bottom of the shape are planar and parallel to each other and the line.
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pub fn segment_prism(
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&self,
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a: Vec3<impl AsPrimitive<f32>>,
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@ -583,6 +613,9 @@ impl Painter {
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})
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}
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/// Returns a `PrimitiveRef` of a 3-dimensional cubic bezier curve by
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/// dividing the curve into line segments with one segment approximately
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/// every length of 5 blocks.
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pub fn cubic_bezier(
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&self,
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start: Vec3<impl AsPrimitive<f32>>,
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@ -590,18 +623,6 @@ impl Painter {
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ctrl1: Vec3<impl AsPrimitive<f32>>,
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end: Vec3<impl AsPrimitive<f32>>,
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radius: f32,
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) -> PrimitiveRef {
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self.cubic_bezier_with_num_segments(start, ctrl0, ctrl1, end, radius, 10)
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}
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pub fn cubic_bezier_with_num_segments(
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&self,
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start: Vec3<impl AsPrimitive<f32>>,
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ctrl0: Vec3<impl AsPrimitive<f32>>,
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ctrl1: Vec3<impl AsPrimitive<f32>>,
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end: Vec3<impl AsPrimitive<f32>>,
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radius: f32,
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num_segments: usize,
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) -> PrimitiveRef {
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let bezier = CubicBezier3 {
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start: start.as_(),
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@ -609,6 +630,19 @@ impl Painter {
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ctrl1: ctrl1.as_(),
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end: end.as_(),
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};
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let length = bezier.length_by_discretization(10);
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let num_segments = (0.2 * length).ceil() as u16;
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self.cubic_bezier_with_num_segments(bezier, radius, num_segments)
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}
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/// Returns a `PrimitiveRef` of a 3-dimensional cubic bezier curve by
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/// dividing the curve into `num_segments` line segments.
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pub fn cubic_bezier_with_num_segments(
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&self,
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bezier: CubicBezier3<f32>,
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radius: f32,
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num_segments: u16,
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) -> PrimitiveRef {
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let mut bezier_prim = self.empty();
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let range: Vec<_> = (0..=num_segments).collect();
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range.windows(2).for_each(|w| {
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@ -619,6 +653,12 @@ impl Painter {
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bezier_prim
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}
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/// Returns a `PrimitiveRef` of a 3-dimensional cubic bezier curve where the
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/// radius only governs the width of the curve. The height is governed
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/// by the `height` parameter where the shape extends upwards from the
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/// bezier curve by the value of `height`. The shape is constructed by
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/// dividing the curve into line segment prisms with one segment prism
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/// approximately every length of 5 blocks.
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pub fn cubic_bezier_prism(
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&self,
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start: Vec3<impl AsPrimitive<f32>>,
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@ -627,19 +667,6 @@ impl Painter {
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end: Vec3<impl AsPrimitive<f32>>,
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radius: f32,
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height: f32,
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) -> PrimitiveRef {
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self.cubic_bezier_prism_with_num_segments(start, ctrl0, ctrl1, end, radius, height, 10)
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}
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pub fn cubic_bezier_prism_with_num_segments(
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&self,
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start: Vec3<impl AsPrimitive<f32>>,
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ctrl0: Vec3<impl AsPrimitive<f32>>,
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ctrl1: Vec3<impl AsPrimitive<f32>>,
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end: Vec3<impl AsPrimitive<f32>>,
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radius: f32,
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height: f32,
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num_segments: usize,
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) -> PrimitiveRef {
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let bezier = CubicBezier3 {
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start: start.as_(),
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@ -647,6 +674,23 @@ impl Painter {
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ctrl1: ctrl1.as_(),
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end: end.as_(),
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};
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let length = bezier.length_by_discretization(10);
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let num_segments = (0.2 * length).ceil() as u16;
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self.cubic_bezier_prism_with_num_segments(bezier, radius, height, num_segments)
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}
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/// Returns a `PrimitiveRef` of a 3-dimensional cubic bezier curve where the
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/// radius only governs the width of the curve. The height is governed
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/// by the `height` parameter where the shape extends upwards from the
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/// bezier curve by the value of `height`. The shape is constructed by
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/// dividing the curve into `num_segments` line segment prisms.
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pub fn cubic_bezier_prism_with_num_segments(
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&self,
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bezier: CubicBezier3<f32>,
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radius: f32,
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height: f32,
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num_segments: u16,
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) -> PrimitiveRef {
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let mut bezier_prim = self.empty();
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let range: Vec<_> = (0..=num_segments).collect();
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range.windows(2).for_each(|w| {
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@ -658,21 +702,32 @@ impl Painter {
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bezier_prim
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}
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/// Returns a `PrimitiveRef` of a plane. The Aabr provides the bounds for
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/// the plane in the xy plane and the gradient determines its slope through
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/// the dot product. A gradient of <1.0, 0.0> creates a plane with a
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/// slope of 1.0 in the xz plane.
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pub fn plane(&self, aabr: Aabr<i32>, origin: Vec3<i32>, gradient: Vec2<f32>) -> PrimitiveRef {
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let aabr = aabr.made_valid();
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self.prim(Primitive::Plane(aabr, origin, gradient))
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}
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/// Returns a `PrimitiveRef` of an Aabb with a slope cut into it. The
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/// `inset` governs the slope. The `dir` determines which direction the
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/// ramp points.
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pub fn ramp(&self, aabb: Aabb<i32>, inset: i32, dir: Dir) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::Ramp { aabb, inset, dir })
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}
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/// Returns a `PrimitiveRef` of a triangular prism with the base being
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/// vertical. A gable is a tent shape. The `inset` governs the slope of
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/// the gable. The `dir` determines which way the gable points.
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pub fn gable(&self, aabb: Aabb<i32>, inset: i32, dir: Dir) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::Gable { aabb, inset, dir })
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}
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/// Places a sprite at the provided location with the default rotation.
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pub fn sprite(&self, pos: Vec3<i32>, sprite: SpriteKind) {
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self.aabb(Aabb {
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min: pos,
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@ -681,6 +736,7 @@ impl Painter {
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.fill(Fill::Sprite(sprite))
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}
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/// Places a sprite at the provided location with the provided orientation.
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pub fn rotated_sprite(&self, pos: Vec3<i32>, sprite: SpriteKind, ori: u8) {
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self.aabb(Aabb {
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min: pos,
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@ -689,6 +745,8 @@ impl Painter {
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.fill(Fill::RotatedSprite(sprite, ori))
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}
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/// Returns a `PrimitiveRef` of the largest pyramid with a slope of 1 that
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/// fits in the provided Aabb.
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pub fn pyramid(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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let inset = 0;
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let aabb = aabb.made_valid();
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@ -714,6 +772,8 @@ impl Painter {
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}))
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}
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/// Used to create a new `PrimitiveRef`. Requires the desired `Primitive` to
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/// be supplied.
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pub fn prim(&self, prim: Primitive) -> PrimitiveRef {
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PrimitiveRef {
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id: self.prims.borrow_mut().insert(prim),
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@ -721,8 +781,11 @@ impl Painter {
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}
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}
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/// Returns a `PrimitiveRef` of an empty primitive. Useful when additional
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/// primitives are unioned within a loop.
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pub fn empty(&self) -> PrimitiveRef { self.prim(Primitive::Empty) }
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/// Fills the supplied primitive with the provided `Fill`.
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pub fn fill(&self, prim: impl Into<Id<Primitive>>, fill: Fill) {
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self.fills.borrow_mut().push((prim.into(), fill));
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}
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@ -739,39 +802,59 @@ impl<'a> From<PrimitiveRef<'a>> for Id<Primitive> {
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}
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impl<'a> PrimitiveRef<'a> {
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/// Joins two primitives together by returning the total of the blocks of
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/// both primitives. In boolean logic this is an `OR` operation.
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pub fn union(self, other: impl Into<Id<Primitive>>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::union(self, other))
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}
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/// Joins two primitives together by returning only overlapping blocks. In
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/// boolean logic this is an `AND` operation.
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pub fn intersect(self, other: impl Into<Id<Primitive>>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::intersect(self, other))
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}
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/// Subtracts the blocks of the `other` primitive from `self`. In boolean
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/// logic this is a `NOT` operation.
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pub fn without(self, other: impl Into<Id<Primitive>>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::without(self, other))
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}
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/// Translates the primitive along the vector `trans`.
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pub fn translate(self, trans: Vec3<i32>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::translate(self, trans))
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}
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/// Rotates the primitive about the minimum position of the primitive by
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/// multiplying each block position by the provided rotation matrix.
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pub fn rotate(self, rot: Mat3<i32>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::rotate(self, rot))
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}
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/// Scales the primitive along each axis by the x, y, and z components of
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/// the `scale` vector respectively.
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pub fn scale(self, scale: Vec3<f32>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::scale(self, scale))
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}
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/// Fills the primitive with `fill` and paints it into the world.
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pub fn fill(self, fill: Fill) { self.painter.fill(self, fill); }
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/// Fills the primitive with empty blocks. This will subtract any
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/// blocks in the world that inhabit the same positions as the blocks in
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/// this primitive.
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pub fn clear(self) { self.painter.fill(self, Fill::Block(Block::empty())); }
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/// Returns a `PrimitiveRef` that conforms to the provided sampling
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/// function.
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pub fn sample(self, sampling: impl Fn(Vec3<i32>) -> bool + 'static) -> PrimitiveRef<'a> {
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self.painter
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.prim(Primitive::sampling(self, Box::new(sampling)))
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}
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/// Returns a `PrimitiveRef` of the primitive in addition to the same
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/// primitive translated by `offset` and repeated `count` times, each time
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/// translated by an additional offset.
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pub fn repeat(self, offset: Vec3<i32>, count: i32) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::repeat(self, offset, count))
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}
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