remove the bevy based turtle and rename turtle-lib-macroquad to turtle-lib
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//! Rendering logic using Macroquad and Lyon tessellation
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use crate::circle_geometry::{CircleDirection, CircleGeometry};
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use crate::state::{DrawCommand, TurtleState, TurtleWorld};
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use crate::tessellation;
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use macroquad::prelude::*;
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// Import the easing function from the tween crate
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// To change the easing, change both this import and the usage in the draw_tween_arc function below
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// Available options: Linear, SineInOut, QuadInOut, CubicInOut, QuartInOut, QuintInOut,
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// ExpoInOut, CircInOut, BackInOut, ElasticInOut, BounceInOut, etc.
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// See https://easings.net/ for visual demonstrations
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use tween::CubicInOut;
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/// Render the entire turtle world
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pub fn render_world(world: &TurtleWorld) {
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// Update camera zoom based on current screen size to prevent stretching
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let camera = Camera2D {
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zoom: vec2(1.0 / screen_width() * 2.0, 1.0 / screen_height() * 2.0),
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target: world.camera.target,
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..Default::default()
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};
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// Set camera
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set_camera(&camera);
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// Draw all accumulated commands
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for cmd in &world.commands {
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match cmd {
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DrawCommand::Mesh(mesh_data) => {
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draw_mesh(&mesh_data.to_mesh());
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}
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}
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}
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// Draw turtle if visible
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if world.turtle.visible {
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draw_turtle(&world.turtle);
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}
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// Reset to default camera
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set_default_camera();
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}
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/// Render the turtle world with active tween visualization
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#[allow(clippy::too_many_lines)]
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pub(crate) fn render_world_with_tween(
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world: &TurtleWorld,
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active_tween: Option<&crate::tweening::CommandTween>,
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zoom_level: f32,
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) {
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// Update camera zoom based on current screen size to prevent stretching
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// Apply user zoom level by dividing by it (smaller zoom value = more zoomed in)
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let camera = Camera2D {
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zoom: vec2(
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1.0 / screen_width() * 2.0 / zoom_level,
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1.0 / screen_height() * 2.0 / zoom_level,
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),
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target: world.camera.target,
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..Default::default()
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};
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// Set camera
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set_camera(&camera);
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// Draw all accumulated commands
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for cmd in &world.commands {
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match cmd {
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DrawCommand::Mesh(mesh_data) => {
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draw_mesh(&mesh_data.to_mesh());
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}
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}
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}
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// Draw in-progress tween line if pen is down
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if let Some(tween) = active_tween {
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if tween.start_state.pen_down {
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match &tween.command {
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crate::commands::TurtleCommand::Circle {
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radius,
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angle,
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steps,
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direction,
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} => {
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// Draw arc segments from start to current position
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draw_tween_arc(tween, *radius, *angle, *steps, *direction);
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}
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_ if should_draw_tween_line(&tween.command) => {
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// Draw straight line for other movement commands
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draw_line(
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tween.start_state.position.x,
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tween.start_state.position.y,
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world.turtle.position.x,
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world.turtle.position.y,
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tween.start_state.pen_width,
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tween.start_state.color,
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);
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// Add circle at current position for smooth line joins
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draw_circle(
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world.turtle.position.x,
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world.turtle.position.y,
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tween.start_state.pen_width / 2.0,
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tween.start_state.color,
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);
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}
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_ => {}
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}
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}
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}
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// Draw live fill preview if currently filling (always show, not just during tweens)
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if let Some(ref fill_state) = world.turtle.filling {
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// Build all contours: completed contours + current contour with animation
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let mut all_contours: Vec<Vec<Vec2>> = Vec::new();
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// Add all completed contours
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for completed_contour in &fill_state.contours {
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let contour_vec2: Vec<Vec2> = completed_contour
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.iter()
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.map(|c| Vec2::new(c.x, c.y))
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.collect();
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all_contours.push(contour_vec2);
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}
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// Build current contour with animation
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let mut current_preview: Vec<Vec2> = fill_state
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.current_contour
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.iter()
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.map(|c| Vec2::new(c.x, c.y))
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.collect();
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// If we have an active tween, add progressive vertices
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if let Some(tween) = active_tween {
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// If we're animating a circle command with pen down, add arc vertices
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if tween.start_state.pen_down {
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if let crate::commands::TurtleCommand::Circle {
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radius,
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angle,
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steps,
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direction,
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} = &tween.command
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{
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// Calculate partial arc vertices based on current progress
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use crate::circle_geometry::CircleGeometry;
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let geom = CircleGeometry::new(
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tween.start_state.position,
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tween.start_state.heading,
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*radius,
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*direction,
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);
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// Calculate progress
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let elapsed = get_time() - tween.start_time;
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let progress = (elapsed / tween.duration).min(1.0);
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let eased_progress = CubicInOut.tween(1.0, progress as f32);
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// Generate arc vertices for the partial arc
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let num_samples = *steps.max(&1);
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let samples_to_draw = ((num_samples as f32 * eased_progress) as usize).max(1);
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for i in 1..=samples_to_draw {
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let sample_progress = i as f32 / num_samples as f32;
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let current_angle = match direction {
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crate::circle_geometry::CircleDirection::Left => {
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geom.start_angle_from_center - angle.to_radians() * sample_progress
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}
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crate::circle_geometry::CircleDirection::Right => {
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geom.start_angle_from_center + angle.to_radians() * sample_progress
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}
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};
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let vertex = Vec2::new(
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geom.center.x + radius * current_angle.cos(),
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geom.center.y + radius * current_angle.sin(),
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);
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current_preview.push(vertex);
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}
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} else if matches!(
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&tween.command,
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crate::commands::TurtleCommand::Move(_)
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| crate::commands::TurtleCommand::Goto(_)
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) {
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// For Move/Goto commands, just add the current position
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current_preview
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.push(Vec2::new(world.turtle.position.x, world.turtle.position.y));
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}
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} else if matches!(
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&tween.command,
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crate::commands::TurtleCommand::Move(_) | crate::commands::TurtleCommand::Goto(_)
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) {
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// For Move/Goto with pen up during filling, still add current position for preview
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current_preview.push(Vec2::new(world.turtle.position.x, world.turtle.position.y));
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}
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// Add current turtle position if not already included
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if let Some(last) = current_preview.last() {
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let current_pos = world.turtle.position;
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// Use a larger threshold to reduce flickering from tiny movements
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if (last.x - current_pos.x).abs() > 0.1 || (last.y - current_pos.y).abs() > 0.1 {
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current_preview.push(Vec2::new(current_pos.x, current_pos.y));
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}
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} else if !current_preview.is_empty() {
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current_preview.push(Vec2::new(world.turtle.position.x, world.turtle.position.y));
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}
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} else {
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// No active tween - just show current state
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if !current_preview.is_empty() {
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if let Some(last) = current_preview.last() {
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let current_pos = world.turtle.position;
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if (last.x - current_pos.x).abs() > 0.1 || (last.y - current_pos.y).abs() > 0.1
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{
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current_preview.push(Vec2::new(current_pos.x, current_pos.y));
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}
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}
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}
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}
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// Add current contour to all contours if it has enough vertices
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if current_preview.len() >= 3 {
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all_contours.push(current_preview);
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}
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// Tessellate and draw all contours together using multi-contour tessellation
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if !all_contours.is_empty() {
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match crate::tessellation::tessellate_multi_contour(
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&all_contours,
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fill_state.fill_color,
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) {
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Ok(mesh_data) => {
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draw_mesh(&mesh_data.to_mesh());
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}
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Err(e) => {
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tracing::error!(
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error = ?e,
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"Lyon multi-contour tessellation error for fill preview"
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);
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}
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}
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}
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}
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// Draw turtle if visible
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if world.turtle.visible {
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draw_turtle(&world.turtle);
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}
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// Reset to default camera
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set_default_camera();
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}
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fn should_draw_tween_line(command: &crate::commands::TurtleCommand) -> bool {
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use crate::commands::TurtleCommand;
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matches!(command, TurtleCommand::Move(..) | TurtleCommand::Goto(..))
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}
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/// Draw arc segments for circle tween animation
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fn draw_tween_arc(
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tween: &crate::tweening::CommandTween,
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radius: f32,
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total_angle: f32,
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steps: usize,
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direction: CircleDirection,
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) {
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let geom = CircleGeometry::new(
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tween.start_state.position,
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tween.start_state.heading,
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radius,
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direction,
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);
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// Debug: draw center using Lyon tessellation
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if let Ok(mesh_data) = crate::tessellation::tessellate_circle(geom.center, 5.0, GRAY, true, 1.0)
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{
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draw_mesh(&mesh_data.to_mesh());
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}
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// Calculate how much of the arc we've traveled based on tween progress
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// Use the same eased progress as the turtle position for synchronized animation
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let elapsed = get_time() - tween.start_time;
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let t = (elapsed / tween.duration).min(1.0);
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let progress = CubicInOut.tween(1.0, t as f32); // tween from 0 to 1
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let angle_traveled = total_angle.to_radians() * progress;
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let (rotation_degrees, arc_degrees) = geom.draw_arc_params_partial(angle_traveled);
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// Use Lyon to tessellate and draw the partial arc
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if let Ok(mesh_data) = crate::tessellation::tessellate_arc(
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geom.center,
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radius,
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rotation_degrees,
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arc_degrees,
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tween.start_state.color,
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tween.start_state.pen_width,
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steps,
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) {
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draw_mesh(&mesh_data.to_mesh());
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}
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}
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/// Draw the turtle shape
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pub fn draw_turtle(turtle: &TurtleState) {
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let rotated_vertices = turtle.shape.rotated_vertices(turtle.heading);
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if turtle.shape.filled {
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// Draw filled polygon using Lyon tessellation
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if rotated_vertices.len() >= 3 {
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let absolute_vertices: Vec<Vec2> = rotated_vertices
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.iter()
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.map(|v| turtle.position + *v)
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.collect();
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// Use Lyon for turtle shape too
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if let Ok(mesh_data) =
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tessellation::tessellate_polygon(&absolute_vertices, Color::new(0.0, 0.5, 1.0, 1.0))
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{
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draw_mesh(&mesh_data.to_mesh());
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} else {
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// Fallback to simple triangle fan if Lyon fails
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let first = absolute_vertices[0];
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for i in 1..absolute_vertices.len() - 1 {
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draw_triangle(
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first,
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absolute_vertices[i],
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absolute_vertices[i + 1],
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Color::new(0.0, 0.5, 1.0, 1.0),
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);
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}
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}
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}
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} else {
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// Draw outline
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if !rotated_vertices.is_empty() {
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for i in 0..rotated_vertices.len() {
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let next_i = (i + 1) % rotated_vertices.len();
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let p1 = turtle.position + rotated_vertices[i];
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let p2 = turtle.position + rotated_vertices[next_i];
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draw_line(p1.x, p1.y, p2.x, p2.y, 2.0, Color::new(0.0, 0.5, 1.0, 1.0));
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}
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}
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}
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}
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