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14 Commits
Author SHA1 Message Date
dietrich 8fb0022280 fix the testcases 2023-09-03 22:57:51 +02:00
dietrich 9a551573cb bump versions to bevy 0.11 2023-09-03 22:41:37 +02:00
dietrich 03af02b4e6 experiment WIP 2022-11-21 06:54:46 +01:00
dietrich 5f4e47f540 refactor and cleanup 2022-08-24 08:17:53 +02:00
dietrich f9a4c1d81a Add more detail to geometry_tasks 2022-08-23 14:46:32 +02:00
dietrich ee2c869a03 reorganizing the code 2022-08-23 10:52:20 +02:00
dietrich d8a5c67fd5 Finalize the circle command 2022-08-22 14:17:26 +02:00
dietrich d16607ff4d Angle as proper type 2022-08-20 15:33:47 +02:00
dietrich a5a1be2392 circles partially working 2022-08-19 22:30:28 +02:00
dietrich 7a543685d3 first circle try 2022-08-19 19:08:02 +02:00
dietrich 62ca3eb79d adjusting gitignore 2022-08-13 16:02:39 +02:00
dietrich 4d49dd44ba working animation 2022-08-11 17:14:42 +02:00
dietrich 1d1787b8c0 refine queries 2022-08-09 22:37:26 +02:00
dietrich 92458b55e5 forward backward left right working 2022-08-08 14:31:58 +02:00
29 changed files with 3124 additions and 1411 deletions
+1
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@@ -1 +1,2 @@
/target
/.vscode
Generated
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+7 -4
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@@ -7,10 +7,13 @@ default-run = "turtlers"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
bevy = { version = "0.8", features = ["dynamic"] }
bevy-inspector-egui = "0.12.1"
bevy_prototype_lyon = "0.6"
bevy_tweening = "0.5.0"
bevy = { version = "0.11", features = ["dynamic_linking", "wayland"] }
bevy-inspector-egui = "0.19"
bevy_egui = "0.21"
egui = "0.22"
bevy_prototype_lyon = {version="0.9"}
bevy_tweening = {version="0.8"}
num-traits = "0.2"
# Enable a small amount of optimization in debug mode
[profile.dev]
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*[ ] Minimal example of filled animation
+59
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@@ -0,0 +1,59 @@
use bevy::prelude::{Color, Commands, Query, Transform, With};
use bevy_prototype_lyon::prelude::{Fill, Stroke};
use bevy_tweening::Animator;
use crate::{
turtle::{TurtleCommands, TurtleGraphElement, TurtleShape},
turtle_movement::TurtleStep,
};
pub(crate) fn run_animation_step(
commands: &mut Commands,
tcmd: &mut TurtleCommands,
turtle: &mut Query<&mut Animator<Transform>, With<TurtleShape>>,
) {
loop {
match tcmd.get_next() {
Some(TurtleStep {
turtle_animation: Some(turtle_animation),
line_segment: Some(graph_element_to_draw),
line_animation: Some(line_animation),
fill,
stroke,
}) => {
let mut turtle = turtle.single_mut();
turtle.set_tweenable(turtle_animation);
let fill = fill.unwrap_or(Fill::color(Color::MIDNIGHT_BLUE));
let stroke = stroke.unwrap_or(Stroke::color(Color::BLACK));
match graph_element_to_draw {
TurtleGraphElement::TurtleLine(line) => {
commands.spawn((line, line_animation, fill, stroke));
}
TurtleGraphElement::Noop => (),
TurtleGraphElement::TurtleCircle(circle) => {
commands.spawn((circle, line_animation, fill, stroke));
}
}
return;
}
// In case a rotation is performed the line drawing can be skipped
Some(TurtleStep {
turtle_animation: Some(turtle_animation),
line_segment: Some(_),
line_animation: None,
..
}) => {
let mut turtle = turtle.single_mut();
turtle.set_tweenable(turtle_animation);
return;
}
Some(_) => {
println!("without animation");
}
None => {
println!("nothing to draw");
return;
}
};
}
}
-143
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@@ -1,143 +0,0 @@
//! Create and play an animation defined by code that operates on the `Transform` component.
use std::f32::consts::{FRAC_PI_2, PI};
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(AmbientLight {
color: Color::WHITE,
brightness: 1.0,
})
.add_startup_system(setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut animations: ResMut<Assets<AnimationClip>>,
) {
// Camera
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
// The animation API uses the `Name` component to target entities
let planet = Name::new("planet");
let orbit_controller = Name::new("orbit_controller");
let satellite = Name::new("satellite");
// Creating the animation
let mut animation = AnimationClip::default();
// A curve can modify a single part of a transform, here the translation
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Translation(vec![
Vec3::new(1.0, 0.0, 1.0),
Vec3::new(-1.0, 0.0, 1.0),
Vec3::new(-1.0, 0.0, -1.0),
Vec3::new(1.0, 0.0, -1.0),
// in case seamless looping is wanted, the last keyframe should
// be the same as the first one
Vec3::new(1.0, 0.0, 1.0),
]),
},
);
// Or it can modify the rotation of the transform.
// To find the entity to modify, the hierarchy will be traversed looking for
// an entity with the right name at each level
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone(), orbit_controller.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::from_axis_angle(Vec3::Y, 0.0),
Quat::from_axis_angle(Vec3::Y, FRAC_PI_2),
Quat::from_axis_angle(Vec3::Y, PI),
Quat::from_axis_angle(Vec3::Y, 3.0 * FRAC_PI_2),
Quat::from_axis_angle(Vec3::Y, 0.0),
]),
},
);
// If a curve in an animation is shorter than the other, it will not repeat
// until all other curves are finished. In that case, another animation should
// be created for each part that would have a different duration / period
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0],
keyframes: Keyframes::Scale(vec![
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
Vec3::splat(1.2),
Vec3::splat(0.8),
]),
},
);
// There can be more than one curve targeting the same entity path
animation.add_curve_to_path(
EntityPath {
parts: vec![planet.clone(), orbit_controller.clone(), satellite.clone()],
},
VariableCurve {
keyframe_timestamps: vec![0.0, 1.0, 2.0, 3.0, 4.0],
keyframes: Keyframes::Rotation(vec![
Quat::from_axis_angle(Vec3::Y, 0.0),
Quat::from_axis_angle(Vec3::Y, FRAC_PI_2),
Quat::from_axis_angle(Vec3::Y, PI),
Quat::from_axis_angle(Vec3::Y, 3.0 * FRAC_PI_2),
Quat::from_axis_angle(Vec3::Y, 0.0),
]),
},
);
// Create the animation player, and set it to repeat
let mut player = AnimationPlayer::default();
player.play(animations.add(animation)).repeat();
// Create the scene that will be animated
// First entity is the planet
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Icosphere::default())),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
..default()
})
// Add the Name component, and the animation player
.insert_bundle((planet, player))
.with_children(|p| {
// This entity is just used for animation, but doesn't display anything
p.spawn_bundle(SpatialBundle::default())
// Add the Name component
.insert(orbit_controller)
.with_children(|p| {
// The satellite, placed at a distance of the planet
p.spawn_bundle(PbrBundle {
transform: Transform::from_xyz(1.5, 0.0, 0.0),
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
material: materials.add(Color::rgb(0.3, 0.9, 0.3).into()),
..default()
})
// Add the Name component
.insert(satellite);
});
});
}
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@@ -0,0 +1,112 @@
use bevy::{app::AppExit, prelude::*};
use bevy_egui::{egui, EguiContexts, EguiPlugin};
use bevy_prototype_lyon::prelude::{
Fill, GeometryBuilder, Path, PathBuilder, ShapeBundle, ShapePlugin, Stroke,
};
#[derive(Default, Resource)]
struct OccupiedScreenSpace {
left: f32,
top: f32,
right: f32,
bottom: f32,
}
#[derive(Default, Resource)]
struct Line {
x: f32,
y: f32,
}
#[derive(Resource, Deref, DerefMut)]
struct OriginalCameraTransform(Transform);
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: (800., 600.).into(),
title: "Turtle Window".to_string(),
present_mode: bevy::window::PresentMode::AutoVsync,
//decorations: false,
..default()
}),
..default()
}))
.add_plugins(EguiPlugin)
.add_plugins(ShapePlugin)
.init_resource::<OccupiedScreenSpace>()
.add_systems(Startup, setup_system)
.add_systems(Update, ui)
.add_systems(Update, update_path)
.run();
}
fn update_path(line: Res<Line>, mut path: Query<&mut Path>) {
for mut path in path.iter_mut() {
let mut path_builder = PathBuilder::new();
path_builder.move_to(Vec2::new(line.x, line.y));
path_builder.line_to(Vec2::new(100., 0.));
*path = path_builder.build();
}
}
fn ui(
mut egui_contexts: EguiContexts,
mut occupied_screen_space: ResMut<OccupiedScreenSpace>,
mut line: ResMut<Line>,
mut exit: EventWriter<AppExit>,
) {
let mut style = (*egui_contexts.ctx_mut().style()).clone();
style.visuals.button_frame = false;
egui_contexts.ctx_mut().set_style(style);
occupied_screen_space.left = 0.0;
occupied_screen_space.right = egui::SidePanel::right("right_panel")
.resizable(false)
.show(egui_contexts.ctx_mut(), |ui| {
ui.add_space(7.);
ui.menu_button("Menu", |ui| {
if ui
.add_sized([ui.available_width(), 30.], egui::Button::new("Exit"))
.clicked()
{
exit.send(AppExit);
}
})
})
.response
.rect
.width();
occupied_screen_space.top = 0.0;
occupied_screen_space.bottom = egui::TopBottomPanel::bottom("bottom_panel")
.resizable(false)
.show(egui_contexts.ctx_mut(), |ui| {
ui.add_sized(
ui.available_size(),
egui::Slider::new(&mut line.x, 0.0..=100.0),
);
})
.response
.rect
.height();
}
fn setup_system(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
commands.insert_resource(Line { x: 100., y: 100. });
let mut path_builder = PathBuilder::new();
path_builder.move_to(Vec2::new(200., 200.));
path_builder.line_to(Vec2::new(100., 0.));
let line = path_builder.build();
let fill = Fill::color(Color::MIDNIGHT_BLUE);
let stroke = Stroke::color(Color::BLACK);
commands.spawn((
ShapeBundle {
path: GeometryBuilder::build_as(&line),
..default()
},
fill,
stroke,
));
}
+142
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@@ -0,0 +1,142 @@
use std::time::Duration;
use bevy::prelude::*;
use bevy_prototype_lyon::prelude::*;
use bevy_tweening::{
component_animator_system, Animator, EaseFunction, Lens, Sequence, Tween, TweeningPlugin,
};
fn main() {
App::new()
.insert_resource(Msaa::Sample4)
.add_plugins(DefaultPlugins)
.add_plugins(ShapePlugin)
.add_plugins(TweeningPlugin)
.add_systems(Startup, setup_system)
.add_systems(Update, component_animator_system::<Path>)
.run();
}
fn setup_system(mut commands: Commands) {
let mut path_builder = PathBuilder::new();
path_builder.line_to(Vec2::new(100., 0.));
let ops = vec![
GElem::Circle {
center: Vec2::ZERO,
radii: Vec2::splat(100.),
angle: 90.,
},
GElem::Line {
start: Vec2::new(0., 100.),
target: Vec2::splat(200.),
},
GElem::Line {
start: Vec2::splat(200.),
target: Vec2::new(100., 0.),
},
GElem::Circle {
center: Vec2::ZERO,
radii: Vec2::splat(100.),
angle: -90.,
},
GElem::Line {
start: Vec2::new(0., -100.),
target: Vec2::new(200., -200.),
},
GElem::Line {
start: Vec2::new(200., -200.),
target: Vec2::new(100., 0.),
},
];
let line = path_builder.build();
commands.spawn(Camera2dBundle::default());
let mut seq = Sequence::with_capacity(ops.len());
for (step, op) in ops.clone().into_iter().enumerate() {
let mut done = ops.clone();
done.truncate(step);
let next = Tween::new(
EaseFunction::QuadraticInOut,
Duration::from_millis(1000),
FilledAnimation { current: op, done },
);
seq = seq.then(next);
}
let animator = Animator::new(seq);
let fill = Fill::color(Color::MIDNIGHT_BLUE);
let stroke = Stroke::color(Color::BLACK);
commands
.spawn((
ShapeBundle {
path: GeometryBuilder::build_as(&line),
..default()
},
fill,
stroke,
))
.insert(animator);
}
#[derive(Clone, Copy)]
enum GElem {
Circle {
center: Vec2,
radii: Vec2,
angle: f32,
},
Line {
start: Vec2,
target: Vec2,
},
}
impl GElem {
fn draw_to_builder(self, b: &mut PathBuilder) {
match self {
GElem::Circle {
center,
radii,
angle,
} => {
b.arc(center, radii, angle.to_radians(), 0.);
}
GElem::Line { target, start: _ } => {
b.line_to(target);
}
}
}
}
struct FilledAnimation {
current: GElem,
done: Vec<GElem>,
}
impl Lens<Path> for FilledAnimation {
fn lerp(&mut self, target: &mut Path, ratio: f32) {
let mut path_builder = PathBuilder::new();
path_builder.move_to(Vec2::new(100., 0.));
for x in &self.done {
x.draw_to_builder(&mut path_builder)
}
let part = match self.current {
GElem::Circle {
center,
radii,
angle,
} => GElem::Circle {
center,
radii,
angle: angle * ratio,
},
GElem::Line { target, start } => GElem::Line {
target: start + ((target - start) * ratio),
start,
},
};
part.draw_to_builder(&mut path_builder);
*target = path_builder.build();
}
}
+8
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use bevy::prelude::Vec2;
pub mod angle;
pub mod length;
pub type Coordinate = Vec2;
pub type Visibility = bool;
pub type Speed = u32;
+197
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@@ -0,0 +1,197 @@
use std::{
f32::consts::PI,
ops::{Add, Div, Mul, Neg, Rem, Sub},
};
use bevy::reflect::Reflect;
use crate::turtle::Precision;
#[derive(Reflect, Copy, Clone, Debug, PartialEq, Eq)]
pub enum AngleUnit<T: Default> {
Degrees(T),
Radians(T),
}
impl<T: Default> Default for AngleUnit<T> {
fn default() -> Self {
Self::Degrees(Default::default())
}
}
#[derive(Reflect, Copy, Default, Clone, Debug, PartialEq, Eq)]
pub struct Angle<T: Default> {
value: AngleUnit<T>,
}
impl<T: Default + Clone + Rem<T, Output = T>> Rem<T> for Angle<T> {
type Output = Self;
fn rem(self, rhs: T) -> Self::Output {
match self.value {
AngleUnit::Degrees(v) => Self::Output::degrees(v % rhs),
AngleUnit::Radians(v) => Self::Output::radians(v % rhs),
}
}
}
impl<T: Default + Clone + Mul<T, Output = T>> Mul<T> for Angle<T> {
type Output = Self;
fn mul(self, rhs: T) -> Self::Output {
match self.value {
AngleUnit::Degrees(v) => Self::Output::degrees(v * rhs),
AngleUnit::Radians(v) => Self::Output::radians(v * rhs),
}
}
}
impl Angle<Precision> {
pub fn limit_smaller_than_full_circle(self) -> Self {
match self.value {
AngleUnit::Degrees(v) => Self {
value: AngleUnit::Degrees(v % 360.),
},
AngleUnit::Radians(v) => Self {
value: AngleUnit::Radians(v % (2. * PI)),
},
}
}
}
impl<T: Default + Clone + Div<T, Output = T>> Div<T> for Angle<T> {
type Output = Self;
fn div(self, rhs: T) -> Self::Output {
match self.value {
AngleUnit::Degrees(v) => Self::Output::degrees(v / rhs),
AngleUnit::Radians(v) => Self::Output::radians(v / rhs),
}
}
}
impl<T: Default + Clone + std::ops::Neg<Output = T>> Neg for Angle<T> {
type Output = Self;
fn neg(self) -> Self::Output {
match self.value {
AngleUnit::Degrees(v) => Self::Output::degrees(-v),
AngleUnit::Radians(v) => Self::Output::radians(-v),
}
}
}
impl<T: Default + Clone + std::ops::Neg<Output = T>> Neg for &Angle<T> {
type Output = Angle<T>;
fn neg(self) -> Self::Output {
match self.value.clone() {
AngleUnit::Degrees(v) => Self::Output::degrees(-v),
AngleUnit::Radians(v) => Self::Output::radians(-v),
}
}
}
impl<T: Default + Clone> Angle<T> {
pub fn degrees(value: T) -> Angle<T> {
Self {
value: AngleUnit::Degrees(value),
}
}
pub fn radians(value: T) -> Angle<T> {
Self {
value: AngleUnit::Radians(value),
}
}
pub fn value(&self) -> T {
match self.value.clone() {
AngleUnit::Degrees(v) => v,
AngleUnit::Radians(v) => v,
}
}
}
impl<T: Default + num_traits::float::Float> Angle<T> {
pub fn to_radians(self) -> Self {
match self.value {
AngleUnit::Degrees(v) => Self {
value: AngleUnit::Radians(v.to_radians()),
},
AngleUnit::Radians(_) => self,
}
}
pub fn to_degrees(self) -> Self {
match self.value {
AngleUnit::Degrees(_) => self,
AngleUnit::Radians(v) => Self {
value: AngleUnit::Degrees(v.to_degrees()),
},
}
}
}
impl<T: Add<Output = T> + Default + num_traits::float::Float> Add for Angle<T> {
type Output = Angle<T>;
fn add(self, rhs: Self) -> Self::Output {
match (self.value, rhs.value) {
(AngleUnit::Degrees(v), AngleUnit::Degrees(o)) => Self::Output {
value: AngleUnit::Degrees(v + o),
},
(AngleUnit::Degrees(v), AngleUnit::Radians(o)) => Self::Output {
value: AngleUnit::Radians(v.to_radians() + o),
},
(AngleUnit::Radians(v), AngleUnit::Degrees(o)) => Self::Output {
value: AngleUnit::Radians(v + o.to_radians()),
},
(AngleUnit::Radians(v), AngleUnit::Radians(o)) => Self::Output {
value: AngleUnit::Radians(v + o),
},
}
}
}
impl<T: Sub<Output = T> + Default + num_traits::float::Float> Sub for Angle<T> {
type Output = Angle<T>;
fn sub(self, rhs: Self) -> Self::Output {
match (self.value, rhs.value) {
(AngleUnit::Degrees(v), AngleUnit::Degrees(o)) => Self::Output {
value: AngleUnit::Degrees(v - o),
},
(AngleUnit::Degrees(v), AngleUnit::Radians(o)) => Self::Output {
value: AngleUnit::Radians(v.to_radians() - o),
},
(AngleUnit::Radians(v), AngleUnit::Degrees(o)) => Self::Output {
value: AngleUnit::Radians(v - o.to_radians()),
},
(AngleUnit::Radians(v), AngleUnit::Radians(o)) => Self::Output {
value: AngleUnit::Radians(v - o),
},
}
}
}
#[test]
fn convert_to_radians() {
let radi = Angle::radians(30f32.to_radians());
let degr = Angle::degrees(30f32);
let converted = degr.to_radians();
assert_eq!(radi, converted)
}
#[test]
fn sum_degrees() {
let fst = Angle::degrees(30f32);
let snd = Angle::degrees(30f32);
let sum = fst + snd;
assert!((sum.value() - 60f32).abs() < 0.0001);
assert!((sum.to_radians().value() - 60f32.to_radians()).abs() < 0.0001);
}
#[test]
fn sum_mixed() {
let fst = Angle::degrees(30f32);
let snd = Angle::radians(30f32.to_radians());
let sum = fst + snd;
assert!((sum.to_degrees().value() - 60f32).abs() < 0.0001);
assert!((sum.to_radians().value() - 60f32.to_radians()).abs() < 0.0001);
}
+6
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@@ -0,0 +1,6 @@
use bevy::reflect::Reflect;
use crate::turtle::Precision;
#[derive(Reflect, Default, Copy, Clone, Debug)]
pub struct Length(pub Precision);
+1 -1
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@@ -1,5 +1,5 @@
use bevy::prelude::Plugin;
use bevy_inspector_egui::WorldInspectorPlugin;
use bevy_inspector_egui::quick::WorldInspectorPlugin;
pub struct DebugPlugin;
+16 -9
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@@ -1,6 +1,12 @@
mod animation_step;
mod datatypes;
mod debug;
mod paths;
mod primitives;
mod structs;
mod turtle;
mod turtle_shapes;
mod turtle_movement;
mod turtle_state;
use bevy::{prelude::*, window::close_on_esc};
use bevy_prototype_lyon::prelude::*;
@@ -8,16 +14,17 @@ use turtle::TurtlePlugin;
fn main() {
App::new()
.insert_resource(Msaa { samples: 4 })
.insert_resource(Msaa::Sample4)
.insert_resource(ClearColor(Color::BEIGE))
.insert_resource(WindowDescriptor {
width: 400.0,
height: 400.0,
title: "Turtle Window".to_string(),
present_mode: bevy::window::PresentMode::AutoVsync,
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: (800.,600.).into(),
//title: "Turtle Window".to_string(),
present_mode: bevy::window::PresentMode::AutoVsync,
..default()
}),
..default()
})
.add_plugins(DefaultPlugins)
}))
.add_plugin(ShapePlugin)
.add_plugin(debug::DebugPlugin)
.add_plugin(TurtlePlugin)
+46
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@@ -0,0 +1,46 @@
use crate::{
datatypes::{angle::Angle, length::Length},
turtle::TurtleCommand,
};
#[allow(dead_code)]
pub fn circle_star() -> Vec<TurtleCommand> {
vec![
TurtleCommand::Right(Angle::degrees(36.)),
TurtleCommand::Forward(Length(200.)),
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Circle {
radius: Length(20.),
angle: Angle::degrees(324.),
},
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Forward(Length(200.)),
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Circle {
radius: Length(20.),
angle: Angle::degrees(324.),
},
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Forward(Length(200.)),
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Circle {
radius: Length(20.),
angle: Angle::degrees(324.),
},
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Forward(Length(200.)),
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Circle {
radius: Length(20.),
angle: Angle::degrees(324.),
},
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Forward(Length(200.)),
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Circle {
radius: Length(20.),
angle: Angle::degrees(324.),
},
TurtleCommand::Right(Angle::degrees(90.)),
]
}
+43
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@@ -0,0 +1,43 @@
use crate::{
datatypes::{angle::Angle, length::Length},
turtle::TurtleCommand,
};
#[allow(dead_code)]
pub fn geometry_task() -> Vec<TurtleCommand> {
let mut before = vec![
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Backward(Length(100.)),
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Right(Angle::degrees(45.)),
];
for _ in 0..10 {
let mut dash = vec![
TurtleCommand::PenUp,
TurtleCommand::Forward(Length(5.)),
TurtleCommand::PenDown,
TurtleCommand::Forward(Length(5.)),
];
before.append(&mut dash);
}
let mut after = vec![
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Forward(Length(50.)),
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Right(Angle::degrees(90.)),
TurtleCommand::Forward(Length(50.)),
TurtleCommand::Right(Angle::degrees(45.)),
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Left(Angle::degrees(120.)),
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Left(Angle::degrees(120.)),
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Right(Angle::degrees(150.)),
TurtleCommand::Forward(Length(100.)),
];
before.append(&mut after);
before
}
+2
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@@ -0,0 +1,2 @@
pub mod circle_star;
pub mod geometry_task;
+5
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@@ -0,0 +1,5 @@
pub mod animation;
pub mod bundles;
pub mod components;
pub mod turtle_primitives;
pub mod turtle_shapes;
+72
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@@ -0,0 +1,72 @@
use bevy::prelude::{Quat, Transform, Vec2};
use bevy_prototype_lyon::{
prelude::{Path, PathBuilder, ShapePath},
shapes,
};
use bevy_tweening::Lens;
use crate::{datatypes::angle::Angle, turtle::Precision};
pub(crate) struct LineAnimationLens {
start: Vec2,
end: Vec2,
}
impl LineAnimationLens {
pub(crate) fn new(start: Vec2, end: Vec2) -> Self {
Self { start, end }
}
}
impl Lens<Path> for LineAnimationLens {
fn lerp(&mut self, target: &mut Path, ratio: f32) {
let line = shapes::Line(self.start, self.start + ((self.end - self.start) * ratio));
*target = ShapePath::build_as(&line);
}
}
pub(crate) struct CircleAnimationLens {
pub start_pos: Vec2,
pub center: Vec2,
pub radii: Vec2,
pub start: Angle<Precision>,
pub end: Angle<Precision>,
}
impl Lens<Path> for CircleAnimationLens {
fn lerp(&mut self, target: &mut Path, ratio: f32) {
let mut path_builder = PathBuilder::new();
path_builder.move_to(self.start_pos);
// The center point of the radius, then the radii in x and y direction, then the angle that will be drawn, then the x_rotation ?
path_builder.arc(
self.center,
self.radii,
(self.start + ((self.end - self.start) * ratio))
.to_radians()
.value(),
0.,
);
let line = path_builder.build();
*target = ShapePath::build_as(&line);
}
}
pub(crate) struct CircleMovementLens {
pub center: Vec2,
pub start: Transform,
pub end: Angle<Precision>,
}
impl Lens<Transform> for CircleMovementLens {
fn lerp(&mut self, target: &mut Transform, ratio: f32) {
let angle = self.end * ratio;
let mut rotated = self.start;
rotated.rotate_around(
self.center.extend(0.),
Quat::from_rotation_z(angle.to_radians().value()),
);
*target = rotated;
}
}
+128
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@@ -0,0 +1,128 @@
use bevy::{
prelude::{default, Bundle, Component, Name, Vec2},
reflect::Reflect,
};
use bevy_prototype_lyon::{
entity::ShapeBundle,
prelude::{Fill, GeometryBuilder, PathBuilder, Stroke},
shapes::Line,
};
use crate::{
datatypes::angle::Angle,
turtle::{Colors, Precision, TurtleCommand, TurtleCommands},
};
use super::turtle_shapes;
#[derive(Bundle, Reflect, Default)]
pub struct TurtleDrawLine {
#[reflect(ignore)]
line: ShapeBundle,
name: Name,
marker: LineMarker,
}
#[derive(Component, Default, Reflect)]
struct LineMarker;
impl TurtleDrawLine {
pub(crate) fn new(start: Vec2, _end: Vec2, index: u64) -> Self {
let bundle = ShapeBundle {
path: GeometryBuilder::build_as(&Line(start, start)),
..default()
};
Self {
line: bundle,
name: Name::new(format!("Line {}", index)),
marker: LineMarker,
}
}
}
#[derive(Bundle, Reflect, Default)]
pub struct TurtleDrawCircle {
#[reflect(ignore)]
line: ShapeBundle,
name: Name,
marker: CircleMarker,
}
#[derive(Component, Default, Reflect)]
struct CircleMarker;
impl TurtleDrawCircle {
pub(crate) fn new(
center: Vec2,
radii: Vec2,
angle: Angle<Precision>,
index: u64,
start: Vec2,
end: Vec2,
) -> Self {
let mut path_builder = PathBuilder::new();
path_builder.move_to(start);
// The center point of the radius - this is responsible for the orientation of the ellipse,
// then the radii in x and y direction - this can be rotated using the x_rotation parameter,
// then the angle - the part of the circle that will be drawn like (PI/2.0) for a quarter circle,
// then the x_rotation (maybe the rotation of the radii?)
path_builder.arc(center, radii, angle.to_radians().value(), 0.);
let line = path_builder.build();
println!("Draw Circle: {} {} {:?}", center, radii, angle);
let bundle = ShapeBundle {
path: GeometryBuilder::build_as(&line),
..default()
};
Self {
line: bundle,
name: Name::new(format!("Circle {}", index)),
marker: CircleMarker,
}
}
}
#[derive(Bundle)]
pub struct Turtle {
colors: Colors,
commands: TurtleCommands,
name: Name,
shape: ShapeBundle,
}
impl Default for Turtle {
fn default() -> Self {
let bundle = ShapeBundle {
path: GeometryBuilder::build_as(&turtle_shapes::turtle()),
..default()
};
Self {
colors: Colors::default(),
commands: TurtleCommands::new(vec![]),
name: Name::new("Turtle"),
shape: bundle,
}
}
}
impl Turtle {
/* pub fn set_color(&mut self, color: Color) {
self.colors.color = color;
}
pub fn set_fill_color(&mut self, color: Color) {
self.colors.fill_color = color;
}
pub fn get_colors(&self) -> &Colors {
&self.colors
}
pub fn forward(&mut self) -> &mut Self {
self.commands
.commands
.push(TurtleCommand::Forward(Length(100.0)));
self
} */
pub fn set_commands(&mut self, commands: Vec<TurtleCommand>) {
self.commands = TurtleCommands::new(commands);
}
}
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+23
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@@ -0,0 +1,23 @@
use bevy::prelude::Vec2;
use crate::{datatypes::angle::Angle, turtle::Precision};
pub struct TurtleAction {
heading: Angle<Precision>,
position: Vec2,
primitive: TurtleActionType,
}
pub enum TurtleActionType {
Straight {
target: Vec2,
},
Rotate {
angle: Angle<Precision>,
},
Circle {
center: Vec2,
radii: Vec2,
extent: Angle<Precision>,
},
}
@@ -3,31 +3,33 @@ use std::f32::consts::PI;
use bevy::prelude::Vec2;
use bevy_prototype_lyon::prelude::{Path, PathBuilder};
use crate::turtle::Precision;
pub fn turtle() -> Path {
let polygon = &[
[-2.5f32, 14.0f32],
[-1.25f32, 10.0f32],
[-4.0f32, 7.0f32],
[-7.0f32, 9.0f32],
[-9.0f32, 8.0f32],
[-6.0f32, 5.0f32],
[-7.0f32, 1.0f32],
[-5.0f32, -3.0f32],
[-8.0f32, -6.0f32],
[-6.0f32, -8.0f32],
[-4.0f32, -5.0f32],
[0.0f32, -7.0f32],
[4.0f32, -5.0f32],
[6.0f32, -8.0f32],
[8.0f32, -6.0f32],
[5.0f32, -3.0f32],
[7.0f32, 1.0f32],
[6.0f32, 5.0f32],
[9.0f32, 8.0f32],
[7.0f32, 9.0f32],
[4.0f32, 7.0f32],
[1.25f32, 10.0f32],
[2.5f32, 14.0f32],
let polygon: &[[Precision; 2]; 23] = &[
[-2.5, 14.0],
[-1.25, 10.0],
[-4.0, 7.0],
[-7.0, 9.0],
[-9.0, 8.0],
[-6.0, 5.0],
[-7.0, 1.0],
[-5.0, -3.0],
[-8.0, -6.0],
[-6.0, -8.0],
[-4.0, -5.0],
[0.0, -7.0],
[4.0, -5.0],
[6.0, -8.0],
[8.0, -6.0],
[5.0, -3.0],
[7.0, 1.0],
[6.0, 5.0],
[9.0, 8.0],
[7.0, 9.0],
[4.0, 7.0],
[1.25, 10.0],
[2.5, 14.0],
];
let mut turtle_path = PathBuilder::new();
turtle_path.line_to(Vec2::new(1.0, 1.0));
+69
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@@ -0,0 +1,69 @@
use bevy_prototype_lyon::prelude::PathBuilder;
use crate::{
datatypes::{
angle::Angle,
length::Length,
Coordinate,
},
turtle::Precision,
};
/**
* All the possibilities to draw something with turtle. All the commands can get the position, heading,
* color and fill_color from the turtles state.
*/
pub enum MoveCommand {
Forward(Length),
Backward(Length),
Circle { radius: Length, angle: Angle<f32> },
Goto(Coordinate),
Home,
}
/// Different ways to drop breadcrumbs on the way like a dot or a stamp of the turtles shape.
pub enum Breadcrumb {
Dot,
Stamp,
}
/// Different ways that change the orientation of the turtle.
pub enum OrientationCommand {
Left(Angle<Precision>),
Right(Angle<Precision>),
SetHeading,
LookAt(Coordinate),
}
/// A combination of all commands that can be used while drawing.
pub enum DrawElement {
Draw(MoveCommand),
Move(MoveCommand),
Orient(OrientationCommand),
Drip(Breadcrumb),
}
pub enum DrawingSegment {
Single(DrawElement),
Outline(Vec<DrawElement>),
Filled(Vec<DrawElement>),
}
impl DrawingSegment {
pub fn draw(&self) {
match self {
DrawingSegment::Single(elem) => {
let mut path_builder = PathBuilder::new();
}
DrawingSegment::Outline(_) => todo!(),
DrawingSegment::Filled(_) => todo!(),
}
}
}
#[derive(PartialEq, Eq)]
pub enum DrawState {
PenDown,
PenUp,
}
+170 -185
View File
@@ -1,14 +1,23 @@
use std::{f32::consts::PI, time::Duration};
pub mod builders;
pub mod state;
pub mod turtle;
use std::time::Duration;
use bevy::prelude::*;
use bevy_inspector_egui::{Inspectable, RegisterInspectable};
use bevy_prototype_lyon::prelude::*;
use bevy_tweening::{
lens::{TransformPositionLens, TransformRotateZLens},
Animator, EaseFunction, Sequence, Tween, TweeningPlugin, TweeningType,
component_animator_system, lens::TransformScaleLens, Animator, EaseFunction, RepeatCount,
Tween, TweenCompleted, TweeningPlugin,
};
use crate::turtle_shapes;
#[allow(unused_imports)]
use crate::paths;
use crate::{
animation_step::run_animation_step,
datatypes::{angle::Angle, length::Length},
primitives::bundles::{Turtle, TurtleDrawCircle, TurtleDrawLine},
turtle_movement::TurtleStep,
};
pub struct TurtlePlugin;
@@ -17,218 +26,194 @@ impl Plugin for TurtlePlugin {
app.add_plugin(TweeningPlugin)
.add_startup_system(setup)
.add_system(keypresses)
.register_inspectable::<Colors>()
.register_inspectable::<TurtleCommands>();
.add_system(draw_lines)
.add_system(component_animator_system::<Path>)
.register_type::<Colors>()
.register_type::<TurtleCommands>();
}
}
#[derive(Bundle)]
pub struct Turtle {
colors: Colors,
commands: TurtleCommands,
}
pub type Precision = f32;
impl Default for Turtle {
fn default() -> Self {
Self {
colors: Colors {
color: Color::DARK_GRAY,
fill_color: Color::BLACK,
},
commands: TurtleCommands(vec![
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Left(Angle(90.)),
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Left(Angle(90.)),
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Left(Angle(90.)),
TurtleCommand::Forward(Length(100.)),
TurtleCommand::Left(Angle(90.)),
]), /*
shape: TurtleShape(GeometryBuilder::build_as(
&turtle_shapes::turtle(),
DrawMode::Outlined {
fill_mode: FillMode::color(Color::MIDNIGHT_BLUE),
outline_mode: StrokeMode::new(Color::BLACK, 1.0),
},
Default::default(),
)), */
}
}
#[derive(Component, Reflect)]
pub struct TurtleCommands {
commands: Vec<TurtleCommand>,
lines: Vec<TurtleGraphElement>,
state: TurtleState,
}
impl Turtle {
pub fn set_color(&mut self, color: Color) {
self.colors.color = color;
}
pub fn set_fill_color(&mut self, color: Color) {
self.colors.fill_color = color;
}
pub fn get_colors(&self) -> &Colors {
&self.colors
}
pub fn forward(&mut self) -> &mut Self {
self.commands.0.push(TurtleCommand::Forward(Length(100.0)));
self
}
#[derive(Reflect)]
pub struct TurtleState {
pub start: Vec2,
pub heading: Angle<f32>,
pub speed: u64,
pub index: u64,
pub drawing: bool,
}
#[derive(Component, Inspectable)]
pub struct TurtleCommands(Vec<TurtleCommand>);
impl TurtleCommands {
fn generate_tweenable(&self) -> Sequence<Transform> {
let mut seq = Sequence::with_capacity(self.0.len());
let mut pos = Vec2::ZERO;
let mut ori: f32 = 0.;
for op in &self.0 {
match op {
TurtleCommand::Forward(Length(x)) => {
println!("Adding Forward");
let start = pos;
let end = pos + (Vec2::from_angle(ori) * *x as f32);
seq = seq.then(Tween::new(
// accelerate and decelerate
EaseFunction::QuadraticInOut,
// Loop animation back and forth.
TweeningType::Once,
// later to be controlled by speed
Duration::from_secs(1),
// set the start and end of the animation
TransformPositionLens {
start: start.extend(0.),
end: end.extend(0.),
},
));
pos = end;
}
TurtleCommand::Backward(_) => todo!(),
TurtleCommand::Left(Angle(x)) => {
println!("Adding Left");
let start = ori;
let end = ori + (*x as f32 * PI / 180.);
seq = seq.then(Tween::new(
// Use a quadratic easing on both endpoints.
EaseFunction::QuadraticInOut,
// Loop animation back and forth.
TweeningType::Once,
// Animation time (one way only; for ping-pong it takes 2 seconds
// to come back to start).
Duration::from_secs(1),
// The lens gives access to the Transform component of the Entity,
// for the Animator to animate it. It also contains the start and
// end values respectively associated with the progress ratios 0. and 1.
TransformRotateZLens { start, end },
));
ori = end % (2. * PI);
}
TurtleCommand::Right(_) => todo!(),
TurtleCommand::PenUp => todo!(),
TurtleCommand::PenDown => todo!(),
TurtleCommand::Circle => todo!(),
TurtleCommand::Pause => todo!(),
}
pub fn new(commands: Vec<TurtleCommand>) -> Self {
Self {
commands,
lines: vec![],
state: TurtleState {
start: Vec2::ZERO,
heading: Angle::degrees(0.),
speed: 2000,
index: 0,
drawing: true,
},
}
seq
}
}
#[derive(Clone, Component, Inspectable)]
impl TurtleCommands {
pub(crate) fn get_next(&mut self) -> Option<TurtleStep> {
let index = self.state.index;
let next_index = index + 1;
if let Some(command) = self.commands.get(self.state.index as usize) {
let res = match command {
TurtleCommand::Forward(Length(x)) => {
crate::turtle_movement::turtle_move(&mut self.state, *x as f32)
}
TurtleCommand::Backward(Length(x)) => {
crate::turtle_movement::turtle_move(&mut self.state, -*x as f32)
}
TurtleCommand::Left(angle) => {
crate::turtle_movement::turtle_turn(&mut self.state, *angle)
}
TurtleCommand::Right(angle) => {
crate::turtle_movement::turtle_turn(&mut self.state, -angle)
}
TurtleCommand::PenUp => {
self.state.drawing = false;
TurtleStep {
turtle_animation: None,
line_segment: None,
line_animation: None,
fill: None,
stroke: None,
}
}
TurtleCommand::PenDown => {
self.state.drawing = true;
TurtleStep {
turtle_animation: None,
line_segment: None,
line_animation: None,
fill: None,
stroke: None,
}
}
TurtleCommand::Circle { radius, angle } => {
crate::turtle_movement::turtle_circle(&mut self.state, radius.0 as f32, *angle)
}
TurtleCommand::Pause => todo!(),
TurtleCommand::BeginFill => todo!(),
TurtleCommand::EndFill => todo!(),
};
self.state.index = next_index;
Some(res)
} else {
None
}
}
}
#[derive(Reflect, Default)]
pub enum TurtleGraphElement {
TurtleLine(TurtleDrawLine),
TurtleCircle(TurtleDrawCircle),
#[default]
Noop,
}
#[derive(Clone, Component, Reflect)]
pub struct TurtleShape;
#[derive(Clone, Component, Inspectable)]
#[derive(Clone, Component, Reflect, Default)]
pub struct Colors {
color: Color,
fill_color: Color,
}
#[derive(Inspectable, Default)]
pub struct Length(f64);
#[derive(Inspectable, Default)]
pub struct Angle(f64);
#[derive(Component, Inspectable, Default)]
enum TurtleCommand {
#[derive(Component, Reflect, Default)]
pub enum TurtleCommand {
Forward(Length),
Backward(Length),
Left(Angle),
Right(Angle),
Left(Angle<f32>),
Right(Angle<f32>),
PenUp,
PenDown,
BeginFill,
EndFill,
#[default]
Pause,
Circle,
Circle {
radius: Length,
angle: Angle<f32>,
},
}
fn setup(mut commands: Commands) {
let animator = Animator::new(Tween::new(
// Use a quadratic easing on both endpoints.
EaseFunction::QuadraticInOut,
// Loop animation back and forth.
TweeningType::PingPong,
// Animation time (one way only; for ping-pong it takes 2 seconds
// to come back to start).
Duration::from_secs(1),
// The lens gives access to the Transform component of the Entity,
// for the Animator to animate it. It also contains the start and
// end values respectively associated with the progress ratios 0. and 1.
TransformPositionLens {
start: Vec3::ZERO,
end: Vec3::new(40., 40., 0.),
},
));
commands.spawn_bundle(Camera2dBundle::default());
commands
.spawn_bundle(Turtle::default())
.insert_bundle(GeometryBuilder::build_as(
&turtle_shapes::turtle(),
DrawMode::Outlined {
fill_mode: FillMode::color(Color::MIDNIGHT_BLUE),
outline_mode: StrokeMode::new(Color::BLACK, 1.0),
let animator = Animator::new(
Tween::new(
EaseFunction::QuadraticInOut,
Duration::from_millis(500),
TransformScaleLens {
start: Vec3::new(1., 1., 0.),
end: Vec3::new(1.3, 1.3, 0.),
},
Transform::identity(),
))
.insert(animator);
)
.with_repeat_strategy(bevy_tweening::RepeatStrategy::MirroredRepeat)
.with_repeat_count(RepeatCount::Infinite),
);
commands.spawn(Camera2dBundle::default());
let mut turtle_bundle = Turtle::default();
let mut tcommands = vec![];
//for _ in 0..100 {
tcommands.append(&mut paths::geometry_task::geometry_task());
//tcommands.append(&mut paths::circle_star::circle_star());
//}
turtle_bundle.set_commands(tcommands);
commands.spawn((
turtle_bundle,
animator,
TurtleShape,
Fill::color(Color::MIDNIGHT_BLUE),
Stroke::color(Color::BLACK),
));
}
/// The sprite is animated by changing its translation depending on the time that has passed since
/// the last frame.
fn keypresses(
//time: Res<Time>,
keys: Res<Input<KeyCode>>,
fn draw_lines(
mut commands: Commands,
mut qry: Query<&mut Animator<Transform>>,
tcmd: Query<&TurtleCommands>,
mut tcmd: Query<&mut TurtleCommands>,
mut turtle: Query<&mut Animator<Transform>, With<TurtleShape>>,
mut query_event: EventReader<TweenCompleted>, // TODO: howto attach only to the right event?
) {
for _ev in query_event.iter() {
let mut tcmd = tcmd.single_mut();
run_animation_step(&mut commands, &mut tcmd, &mut turtle)
}
}
fn keypresses(
mut commands: Commands,
keys: Res<Input<KeyCode>>,
mut tcmd: Query<&mut TurtleCommands>,
mut turtle: Query<&mut Animator<Transform>, With<TurtleShape>>,
) {
if keys.just_pressed(KeyCode::W) {
let tcmd = tcmd.single();
let c = tcmd.generate_tweenable();
let mut shap = qry.single_mut();
shap.set_tweenable(c);
/* commands
.spawn_bundle(Turtle::default())
.insert_bundle(GeometryBuilder::build_as(
&turtle_shapes::turtle(),
DrawMode::Outlined {
fill_mode: FillMode::color(Color::RED),
outline_mode: StrokeMode::new(Color::BLACK, 1.0),
},
Transform::from_translation(Vec3::new(-100., 0., 0.)),
))
.insert(Animator::new(Tween::new(
// Use a quadratic easing on both endpoints.
EaseFunction::QuadraticInOut,
// Loop animation back and forth.
TweeningType::PingPong,
// Animation time (one way only; for ping-pong it takes 2 seconds
// to come back to start).
Duration::from_secs(1),
// The lens gives access to the Transform component of the Entity,
// for the Animator to animate it. It also contains the start and
// end values respectively associated with the progress ratios 0. and 1.
TransformPositionLens {
start: Vec3::new(-100., 0., 0.),
end: Vec3::new(-140., 40., 0.),
},
))); */
let mut tcmd = tcmd.single_mut();
tcmd.state = TurtleState {
start: Vec2::ZERO,
heading: Angle::degrees(0.),
speed: 1,
index: 0,
drawing: true,
};
run_animation_step(&mut commands, &mut tcmd, &mut turtle);
}
}
+15
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@@ -0,0 +1,15 @@
use bevy_prototype_lyon::prelude::PathBuilder;
use super::state::TurtleState;
/// A turtle that combines its commands to one closed shape with the `close()` command.
pub struct ShapeBuilder {
state: TurtleState,
builder: PathBuilder,
}
/// A turtle that draws a filled shape. End the filling process with the `end()` command.
pub struct FilledBuilder {
state: TurtleState,
builder: PathBuilder,
}
+28
View File
@@ -0,0 +1,28 @@
use bevy::prelude::{Color, Transform};
use crate::{
datatypes::{angle::Angle, Coordinate, Speed, Visibility},
structs::{DrawState, DrawingSegment},
turtle::Precision,
};
/// Describing the full state of a turtle.
pub struct TurtleState {
drawing: Vec<DrawingSegment>,
position: Coordinate,
heading: Angle<Precision>,
color: Color,
draw_state: DrawState,
visible: Visibility,
shape_transform: Transform,
speed: Speed,
}
impl TurtleState {
pub fn add_segment(&mut self, seg: DrawingSegment) {
self.drawing.push(seg);
}
pub fn drawing(&self) -> bool {
self.draw_state == DrawState::PenDown
}
}
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use bevy::prelude::{Color, Component};
use crate::{
structs::{DrawElement, DrawingSegment, MoveCommand},
turtle_state::TurtleDraw,
};
use super::state::TurtleState;
/// A default turtle drawing lines each line is one Segment.
#[derive(Component)]
pub struct Turtle {
state: TurtleState,
}
pub struct FilledTurtle {
state: TurtleState,
drawing: Vec<DrawingSegment>,
color: Color,
}
impl Turtle {
pub fn begin_fill(self, color: Color) -> FilledTurtle {
FilledTurtle {
state: self.state,
drawing: vec![],
color,
}
}
}
impl TurtleDraw for Turtle {
fn forward(&mut self, length: crate::datatypes::length::Length) -> &mut Self {
let move_command = MoveCommand::Forward(length);
self.state
.add_segment(DrawingSegment::Single(if self.state.drawing() {
DrawElement::Draw(move_command)
} else {
DrawElement::Move(move_command)
}));
self
}
fn backward(&mut self, length: crate::datatypes::length::Length) -> &mut Self {
todo!()
}
fn circle(
&mut self,
radius: crate::datatypes::length::Length,
angle: crate::datatypes::angle::Angle<super::Precision>,
) -> &mut Self {
todo!()
}
fn goto(&mut self, coordinate: crate::datatypes::Coordinate) -> &mut Self {
todo!()
}
fn home(&mut self) -> &mut Self {
todo!()
}
fn dot(&mut self, size: crate::datatypes::length::Length) -> &mut Self {
todo!()
}
fn stamp(&mut self, size: crate::datatypes::length::Length) -> &mut Self {
todo!()
}
}
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use std::time::Duration;
use bevy::prelude::{default, Color, Quat, Transform, Vec2, Vec3};
use bevy_prototype_lyon::prelude::{Fill, Path, Stroke};
use bevy_tweening::{
lens::{TransformPositionLens, TransformRotateZLens},
Animator, EaseFunction, Tween,
};
use crate::{
datatypes::angle::Angle,
primitives::{
animation::{CircleAnimationLens, CircleMovementLens, LineAnimationLens},
bundles::{TurtleDrawCircle, TurtleDrawLine},
},
turtle::{Precision, TurtleGraphElement, TurtleState},
};
pub struct TurtleStep {
pub turtle_animation: Option<Tween<Transform>>,
pub line_segment: Option<TurtleGraphElement>,
pub line_animation: Option<Animator<Path>>,
pub fill: Option<Fill>,
pub stroke: Option<Stroke>,
}
pub fn turtle_turn(state: &mut TurtleState, angle_to_turn: Angle<Precision>) -> TurtleStep {
let start = state.heading;
let end = state.heading + angle_to_turn;
let animation = Tween::new(
EaseFunction::QuadraticInOut,
Duration::from_millis(state.speed),
TransformRotateZLens {
start: start.to_radians().value(),
end: end.to_radians().value(),
},
)
.with_completed_event(state.index as u64);
// Don't draw as the position does not change
let line = TurtleGraphElement::Noop;
// Update the state
state.heading = end.limit_smaller_than_full_circle();
TurtleStep {
turtle_animation: Some(animation),
line_segment: Some(line),
line_animation: None,
fill: None,
stroke: None,
}
}
pub fn turtle_move(state: &mut TurtleState, length: Precision) -> TurtleStep {
let start = state.start;
let end = state.start + (Vec2::from_angle(state.heading.to_radians().value()) * length);
let turtle_movement_animation = Tween::new(
EaseFunction::QuadraticInOut,
Duration::from_millis(state.speed),
TransformPositionLens {
start: start.extend(0.),
end: end.extend(0.),
},
)
.with_completed_event(state.index as u64);
let line = if state.drawing {
TurtleGraphElement::TurtleLine(TurtleDrawLine::new(start, end, state.index))
} else {
TurtleGraphElement::Noop
};
let line_animator = Animator::new(Tween::new(
EaseFunction::QuadraticInOut,
Duration::from_millis(state.speed),
LineAnimationLens::new(start, end),
));
state.start = end;
TurtleStep {
turtle_animation: Some(turtle_movement_animation),
line_segment: Some(line),
line_animation: Some(line_animator),
fill: Some(Fill::color(Color::MIDNIGHT_BLUE)),
stroke: Some(Stroke::color(Color::BLACK)),
}
}
pub fn turtle_circle(
state: &mut TurtleState,
radius: Precision,
angle: Angle<Precision>,
) -> TurtleStep {
let radii = Vec2::ONE * radius.abs();
let left_right = Angle::degrees(if radius >= 0. { 90. } else { -90. });
let center = state.start
+ (Vec2::new(radius.abs(), 0.).rotate(Vec2::from_angle(
((state.heading + left_right).to_radians()).value(),
)));
let turtle_movement_animation = Tween::new(
EaseFunction::QuadraticInOut,
Duration::from_millis(state.speed),
CircleMovementLens {
start: Transform {
translation: state.start.extend(0.),
rotation: Quat::from_rotation_z(state.heading.to_radians().value()),
scale: Vec3::ONE,
},
end: angle,
center,
},
)
.with_completed_event(state.index as u64);
let end_pos = center
+ Vec2::new(radius.abs(), 0.).rotate(Vec2::from_angle(
(state.heading + angle - left_right).to_radians().value(),
));
let line = if state.drawing {
TurtleGraphElement::TurtleCircle(TurtleDrawCircle::new(
center,
radii,
Angle::degrees(0.),
state.index,
state.start,
end_pos,
))
} else {
TurtleGraphElement::Noop
};
let line_animator = Animator::new(Tween::new(
EaseFunction::QuadraticInOut,
Duration::from_millis(state.speed),
CircleAnimationLens {
start_pos: state.start,
center,
radii,
start: Angle::degrees(0.),
end: angle,
},
));
state.start = end_pos;
state.heading = state.heading + angle;
TurtleStep {
turtle_animation: Some(turtle_movement_animation),
line_segment: Some(line),
line_animation: Some(line_animator),
fill: Some(Fill::color(Color::MIDNIGHT_BLUE)),
stroke: Some(Stroke::color(Color::BLACK)),
}
}
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use bevy::prelude::{Color, Transform};
use bevy_prototype_lyon::prelude::PathBuilder;
use crate::{
datatypes::{angle::Angle, length::Length, Coordinate, Speed, Visibility},
structs::DrawingSegment,
turtle::Precision,
};
/// Describing the full state of a turtle.
pub struct TurtleState {
drawing: Vec<DrawingSegment>,
position: Coordinate,
heading: Angle<Precision>,
color: Color,
fill_color: Color,
visible: Visibility,
shape_transform: Transform,
speed: Speed,
}
/// A default turtle drawing lines each line is one Segment.
pub struct Turtle {
state: TurtleState,
}
/// A turtle that combines its commands to one closed shape with the `close()` command.
pub struct ShapeBuilder {
state: TurtleState,
builder: PathBuilder,
}
/// A turtle that draws a filled shape. End the filling process with the `end()` command.
pub struct FilledBuilder {
state: TurtleState,
builder: PathBuilder,
}
pub trait TurtleDraw {
fn forward(&mut self, length: Length) -> &mut Self;
fn backward(&mut self, length: Length) -> &mut Self;
fn circle(&mut self, radius: Length, angle: Angle<Precision>) -> &mut Self;
fn goto(&mut self, coordinate: Coordinate) -> &mut Self;
fn home(&mut self) -> &mut Self;
fn dot(&mut self, size: Length) -> &mut Self;
fn stamp(&mut self, size: Length) -> &mut Self;
}
pub trait TurtleTurn {
fn left(&mut self, angle: Angle<Precision>) -> &mut Self;
fn right(&mut self, angle: Angle<Precision>) -> &mut Self;
fn look_at(&mut self, coordinate: Coordinate) -> &mut Self;
}
pub trait TurtleHistory {
fn reset(&mut self) -> &mut Self;
fn clear(&mut self) -> &mut Self;
fn undo(&mut self) -> &mut Self;
fn clear_stamps(&mut self) -> &mut Self;
}