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authorLibravatar cel <cel@blos.sm>2022-07-15 22:07:01 +0100
committerLibravatar cel <cel@blos.sm>2022-07-15 22:07:01 +0100
commitae7b5a4d0627a1f944d59c3041b0bb0264d4e568 (patch)
tree08b99060154b99299ef23d16ae9d3bc9916a6a7f /rust
parenta46a91e183a272e012354a6f0263299448205acb (diff)
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create base project structure
Diffstat (limited to 'rust')
-rw-r--r--rust/src/lib.rs2
-rw-r--r--rust/src/test.rs58
2 files changed, 60 insertions, 0 deletions
diff --git a/rust/src/lib.rs b/rust/src/lib.rs
index 1cc766a..7958395 100644
--- a/rust/src/lib.rs
+++ b/rust/src/lib.rs
@@ -1,5 +1,6 @@
mod game;
mod spinning_cube;
+mod test;
use gdnative::prelude::{godot_init, InitHandle};
@@ -7,6 +8,7 @@ use gdnative::prelude::{godot_init, InitHandle};
fn init(handle: InitHandle) {
handle.add_class::<game::Game>();
handle.add_class::<spinning_cube::SpinningCube>();
+ handle.add_class::<test::SpinningCubeReverse>();
}
// macros that create the entry-points of the dynamic library.
diff --git a/rust/src/test.rs b/rust/src/test.rs
new file mode 100644
index 0000000..6c0774f
--- /dev/null
+++ b/rust/src/test.rs
@@ -0,0 +1,58 @@
+use gdnative::api::*;
+use gdnative::prelude::*;
+
+/// The SpinningCube "class"
+#[derive(NativeClass)]
+#[inherit(MeshInstance)]
+#[register_with(Self::register_builder)]
+pub struct SpinningCubeReverse {
+ start: Vector3,
+ time: f32,
+ #[property(path = "base/rotate_speed")]
+ rotate_speed: f64,
+}
+
+// __One__ `impl` block can have the `#[methods]` attribute, which will generate
+// code to automatically bind any exported methods to Godot.
+#[methods]
+impl SpinningCubeReverse {
+ // Register the builder for methods, properties and/or signals.
+ fn register_builder(_builder: &ClassBuilder<Self>) {
+ godot_print!("SpinningCube builder is registered!");
+ }
+
+ /// The "constructor" of the class.
+ fn new(_owner: &MeshInstance) -> Self {
+ SpinningCubeReverse {
+ start: Vector3::new(0.0, 0.0, 0.0),
+ time: 0.0,
+ rotate_speed: 0.05,
+ }
+ }
+
+ // In order to make a method known to Godot, the #[export] attribute has to be used.
+ // In Godot script-classes do not actually inherit the parent class.
+ // Instead they are "attached" to the parent object, called the "owner".
+ // The owner is passed to every single exposed method.
+ #[export]
+ unsafe fn _ready(&mut self, owner: &MeshInstance) {
+ owner.set_physics_process(true);
+ }
+
+ #[export]
+ unsafe fn _physics_process(&mut self, owner: &MeshInstance, delta: f64) {
+ use gdnative::api::SpatialMaterial;
+
+ self.time += delta as f32;
+ owner.rotate_y(self.rotate_speed * delta * -1.0);
+
+ let offset = Vector3::new(0.0, 1.0, 0.0) * self.time.cos() * 0.5;
+ owner.set_translation(self.start + offset);
+
+ if let Some(mat) = owner.get_surface_material(0) {
+ let mat = mat.assume_safe();
+ let mat = mat.cast::<SpatialMaterial>().expect("Incorrect material");
+ mat.set_albedo(Color::from_rgba(self.time.cos().abs(), 0.0, 0.0, 1.0));
+ }
+ }
+}