use crate::camera::Camera;
use crate::primitive;
use crate::primitive::cube::Cube;
use glam::Vec3;
use iced::widget::shader;
use iced::{mouse, Color, Rectangle};
use rand::Rng;
use std::cmp::Ordering;
use std::iter;
use std::time::Duration;
pub const MAX: u32 = 500;
#[derive(Clone)]
pub struct Cubes {
pub size: f32,
pub cubes: Vec<Cube>,
pub camera: Camera,
pub show_depth_buffer: bool,
pub light_color: Color,
}
impl Cubes {
pub fn new() -> Self {
let mut cubes = Self {
size: 0.2,
cubes: vec![],
camera: Camera::default(),
show_depth_buffer: false,
light_color: Color::WHITE,
};
cubes.adjust_num_cubes(MAX);
cubes
}
pub fn update(&mut self, time: Duration) {
for cube in self.cubes.iter_mut() {
cube.update(self.size, time.as_secs_f32());
}
}
pub fn adjust_num_cubes(&mut self, num_cubes: u32) {
let curr_cubes = self.cubes.len() as u32;
match num_cubes.cmp(&curr_cubes) {
Ordering::Greater => {
// spawn
let cubes_2_spawn = (num_cubes - curr_cubes) as usize;
let mut cubes = 0;
self.cubes.extend(iter::from_fn(|| {
if cubes < cubes_2_spawn {
cubes += 1;
Some(Cube::new(self.size, rnd_origin()))
} else {
None
}
}));
}
Ordering::Less => {
// chop
let cubes_2_cut = curr_cubes - num_cubes;
let new_len = self.cubes.len() - cubes_2_cut as usize;
self.cubes.truncate(new_len);
}
_ => {}
}
}
}
impl<Message> shader::Program<Message> for Cubes {
type State = ();
type Primitive = primitive::Primitive;
fn draw(
&self,
_state: &Self::State,
_cursor: mouse::Cursor,
bounds: Rectangle,
) -> Self::Primitive {
primitive::Primitive::new(
&self.cubes,
&self.camera,
bounds,
self.show_depth_buffer,
self.light_color,
)
}
}
fn rnd_origin() -> Vec3 {
Vec3::new(
rand::thread_rng().gen_range(-4.0..4.0),
rand::thread_rng().gen_range(-4.0..4.0),
rand::thread_rng().gen_range(-4.0..2.0),
)
}