turtle/turtle-lib/src/drawing.rs

430 lines
16 KiB
Rust

//! Rendering logic using Macroquad and Lyon tessellation
use crate::circle_geometry::{CircleDirection, CircleGeometry};
use crate::state::{DrawCommand, TurtleParams, TurtleWorld};
use crate::tessellation;
use macroquad::prelude::*;
// Import the easing function from the tween crate
// To change the easing, change both this import and the usage in the draw_tween_arc function below
// Available options: Linear, SineInOut, QuadInOut, CubicInOut, QuartInOut, QuintInOut,
// ExpoInOut, CircInOut, BackInOut, ElasticInOut, BounceInOut, etc.
// See https://easings.net/ for visual demonstrations
use tween::CubicInOut;
/// Render the entire turtle world
pub fn render_world(world: &TurtleWorld) {
// Update camera zoom based on current screen size to prevent stretching
let camera = Camera2D {
zoom: vec2(1.0 / screen_width() * 2.0, 1.0 / screen_height() * 2.0),
target: world.camera.target,
..Default::default()
};
// Set camera
set_camera(&camera);
// Draw all accumulated commands from all turtles
for turtle in &world.turtles {
for cmd in &turtle.commands {
match cmd {
DrawCommand::Mesh { data, source: _ } => {
// Rendering wie bisher
draw_mesh(&data.to_mesh());
// Hier könnte man das source für Debug/Export loggen
}
DrawCommand::Text {
text,
position,
heading,
font_size,
color,
source: _,
} => {
draw_text_command(text, *position, *heading, *font_size, *color);
// Hier könnte man das source für Debug/Export loggen
}
}
}
}
// Draw all visible turtles
for turtle in &world.turtles {
if turtle.params.visible {
draw_turtle(&turtle.params);
}
}
// Reset to default camera
set_default_camera();
}
/// Render the turtle world with active tween visualization
#[allow(clippy::too_many_lines)]
pub fn render_world_with_tweens(world: &TurtleWorld, zoom_level: f32) {
// Update camera zoom based on current screen size to prevent stretching
// Apply user zoom level by dividing by it (smaller zoom value = more zoomed in)
let camera = Camera2D {
zoom: vec2(
1.0 / screen_width() * 2.0 / zoom_level,
1.0 / screen_height() * 2.0 / zoom_level,
),
target: world.camera.target,
..Default::default()
};
// Set camera
set_camera(&camera);
// Draw all accumulated commands from all turtles
for turtle in &world.turtles {
for cmd in &turtle.commands {
match cmd {
DrawCommand::Mesh { data, source: _ } => {
draw_mesh(&data.to_mesh());
}
DrawCommand::Text {
text,
position,
heading,
font_size,
color,
source: _,
} => {
draw_text_command(text, *position, *heading, *font_size, *color);
}
}
}
}
// Draw in-progress tween lines for all active tweens
for turtle in &world.turtles {
if let Some(tween) = turtle.tween_controller.current_tween() {
// Only draw if pen is down
if tween.start_params.pen_down {
match &tween.command {
crate::commands::TurtleCommand::Circle {
radius,
angle,
steps,
direction,
} => {
// Draw arc segments from start to current position
draw_tween_arc(tween, *radius, *angle, *steps, *direction);
}
_ if should_draw_tween_line(&tween.command) => {
// Draw straight line for other movement commands (use tween's current position)
draw_line(
tween.start_params.position.x,
tween.start_params.position.y,
tween.current_position.x,
tween.current_position.y,
tween.start_params.pen_width,
tween.start_params.color,
);
// Add circle at current position for smooth line joins
draw_circle(
tween.current_position.x,
tween.current_position.y,
tween.start_params.pen_width / 2.0,
tween.start_params.color,
);
}
_ => {}
}
}
}
}
// Draw live fill preview for all turtles that are currently filling
for turtle in &world.turtles {
if let Some(ref fill_state) = turtle.filling {
// Build all contours: completed contours + current contour with animation
let mut all_contours: Vec<Vec<Vec2>> = Vec::new();
// Add all completed contours
for completed_contour in &fill_state.contours {
let contour_vec2: Vec<Vec2> = completed_contour
.iter()
.map(|c| Vec2::new(c.x, c.y))
.collect();
all_contours.push(contour_vec2);
}
// Build current contour with animation
// Find the tween for this specific turtle
let turtle_tween = turtle.tween_controller.current_tween();
let mut current_preview: Vec<Vec2>;
// If we have an active tween for this turtle, build the preview from tween state
if let Some(tween) = turtle_tween {
// Start with the existing contour vertices (vertices before the current tween)
current_preview = fill_state
.current_contour
.iter()
.map(|c| Vec2::new(c.x, c.y))
.collect();
// If we're animating a circle command with pen down, add progressive arc vertices
if tween.start_params.pen_down {
if let crate::commands::TurtleCommand::Circle {
radius,
angle,
steps,
direction,
} = &tween.command
{
// Calculate partial arc vertices based on current progress
use crate::circle_geometry::CircleGeometry;
let geom = CircleGeometry::new(
tween.start_params.position,
tween.start_params.heading,
*radius,
*direction,
); // Calculate progress
let elapsed = get_time() - tween.start_time;
let progress = (elapsed / tween.duration).min(1.0);
let eased_progress = CubicInOut.tween(1.0, progress as f32);
// Generate arc vertices for the partial arc
let num_samples = *steps.max(&1);
let samples_to_draw =
((num_samples as f32 * eased_progress) as usize).max(1);
for i in 1..=samples_to_draw {
let sample_progress = i as f32 / num_samples as f32;
let current_angle = match direction {
crate::circle_geometry::CircleDirection::Left => {
geom.start_angle_from_center
- angle.to_radians() * sample_progress
}
crate::circle_geometry::CircleDirection::Right => {
geom.start_angle_from_center
+ angle.to_radians() * sample_progress
}
};
let vertex = Vec2::new(
geom.center.x + radius * current_angle.cos(),
geom.center.y + radius * current_angle.sin(),
);
current_preview.push(vertex);
}
} else if matches!(
&tween.command,
crate::commands::TurtleCommand::Move(_)
| crate::commands::TurtleCommand::Goto(_)
) {
// For Move/Goto commands, just add the current position from tween
current_preview.push(Vec2::new(
tween.current_position.x,
tween.current_position.y,
));
}
} else if matches!(
&tween.command,
crate::commands::TurtleCommand::Move(_)
| crate::commands::TurtleCommand::Goto(_)
) {
// For Move/Goto with pen up during filling, still add current position for preview
current_preview.push(Vec2::new(
tween.current_position.x,
tween.current_position.y,
));
}
// Add current turtle position if not already included
if let Some(last) = current_preview.last() {
let current_pos = tween.current_position;
// Use a larger threshold to reduce flickering from tiny movements
if (last.x - current_pos.x).abs() > 0.1 || (last.y - current_pos.y).abs() > 0.1
{
current_preview.push(Vec2::new(current_pos.x, current_pos.y));
}
} else if !current_preview.is_empty() {
current_preview.push(Vec2::new(
tween.current_position.x,
tween.current_position.y,
));
}
} else {
// No active tween - use the actual current contour from fill state
current_preview = fill_state
.current_contour
.iter()
.map(|c| Vec2::new(c.x, c.y))
.collect();
// No active tween - just show current state
if !current_preview.is_empty() {
if let Some(last) = current_preview.last() {
let current_pos = turtle.params.position;
if (last.x - current_pos.x).abs() > 0.1
|| (last.y - current_pos.y).abs() > 0.1
{
current_preview.push(Vec2::new(current_pos.x, current_pos.y));
}
}
}
}
// Add current contour to all contours if it has enough vertices
if current_preview.len() >= 3 {
all_contours.push(current_preview);
}
// Tessellate and draw all contours together using multi-contour tessellation
if !all_contours.is_empty() {
match crate::tessellation::tessellate_multi_contour(
&all_contours,
fill_state.fill_color,
) {
Ok(mesh_data) => {
draw_mesh(&mesh_data.to_mesh());
}
Err(e) => {
tracing::error!("Failed to tessellate fill preview: {:?}", e);
}
}
}
}
}
// Draw all visible turtles
for turtle in &world.turtles {
if turtle.params.visible {
draw_turtle(&turtle.params);
}
}
// Reset to default camera
set_default_camera();
}
fn should_draw_tween_line(command: &crate::commands::TurtleCommand) -> bool {
use crate::commands::TurtleCommand;
matches!(command, TurtleCommand::Move(..) | TurtleCommand::Goto(..))
}
/// Draw a text command with rotation based on turtle heading
fn draw_text_command(
text: &str,
position: Vec2,
heading_radians: f32,
font_size: crate::general::FontSize,
color: Color,
) {
// Heading in turtle coordinates: 0 rad = right, positive = counter-clockwise
// Macroquad rotation: same convention (0 = right, positive = counter-clockwise)
// So we use the heading directly
let rotation_rad = heading_radians;
// Calculate perpendicular offset (90° clockwise from heading)
// This places text slightly to the right of the movement direction
let font_size_val = font_size.value();
let offset_distance = f32::from(font_size_val) / 3.0;
// Perpendicular direction: heading - π/2 (rotated 90° clockwise)
let perpendicular_angle = heading_radians - std::f32::consts::PI / 2.0;
let offset_x = offset_distance * perpendicular_angle.cos();
let offset_y = offset_distance * perpendicular_angle.sin();
draw_text_ex(
text,
position.x + offset_x,
position.y + offset_y,
TextParams {
font_size: font_size_val,
rotation: rotation_rad,
color,
..Default::default()
},
);
}
/// Draw arc segments for circle tween animation
fn draw_tween_arc(
tween: &crate::tweening::CommandTween,
radius: f32,
total_angle: f32,
steps: usize,
direction: CircleDirection,
) {
let geom = CircleGeometry::new(
tween.start_params.position,
tween.start_params.heading,
radius,
direction,
);
// Debug: draw center using Lyon tessellation
if let Ok(mesh_data) = crate::tessellation::tessellate_circle(geom.center, 5.0, GRAY, true, 1.0)
{
draw_mesh(&mesh_data.to_mesh());
}
// Calculate how much of the arc we've traveled based on tween progress
// Use the same eased progress as the turtle position for synchronized animation
let elapsed = get_time() - tween.start_time;
let t = (elapsed / tween.duration).min(1.0);
let progress = CubicInOut.tween(1.0, t as f32); // tween from 0 to 1
// Use Lyon to tessellate and draw the partial arc
if let Ok(mesh_data) = crate::tessellation::tessellate_arc(
geom.center,
radius,
geom.start_angle_from_center.to_degrees(),
total_angle * progress,
tween.start_params.color,
tween.start_params.pen_width,
((steps as f32 * progress).ceil() as usize).max(1),
direction,
) {
draw_mesh(&mesh_data.to_mesh());
}
}
/// Draw the turtle shape
pub fn draw_turtle(turtle_params: &TurtleParams) {
let rotated_vertices = turtle_params.shape.rotated_vertices(turtle_params.heading);
if turtle_params.shape.filled {
// Draw filled polygon using Lyon tessellation
if rotated_vertices.len() >= 3 {
let absolute_vertices: Vec<Vec2> = rotated_vertices
.iter()
.map(|v| turtle_params.position + *v)
.collect();
// Use Lyon for turtle shape too
if let Ok(mesh_data) =
tessellation::tessellate_polygon(&absolute_vertices, Color::new(0.0, 0.5, 1.0, 1.0))
{
draw_mesh(&mesh_data.to_mesh());
} else {
// Fallback to simple triangle fan if Lyon fails
let first = absolute_vertices[0];
for i in 1..absolute_vertices.len() - 1 {
draw_triangle(
first,
absolute_vertices[i],
absolute_vertices[i + 1],
Color::new(0.0, 0.5, 1.0, 1.0),
);
}
}
}
} else {
// Draw outline
if !rotated_vertices.is_empty() {
for i in 0..rotated_vertices.len() {
let next_i = (i + 1) % rotated_vertices.len();
let p1 = turtle_params.position + rotated_vertices[i];
let p2 = turtle_params.position + rotated_vertices[next_i];
draw_line(p1.x, p1.y, p2.x, p2.y, 2.0, Color::new(0.0, 0.5, 1.0, 1.0));
}
}
}
}