From a46a91e183a272e012354a6f0263299448205acb Mon Sep 17 00:00:00 2001 From: David Date: Fri, 15 Jul 2022 17:33:27 +0200 Subject: initial commit: template --- rust/src/game.rs | 46 +++++++++++++++++++++++++++++++++++++ rust/src/lib.rs | 13 +++++++++++ rust/src/spinning_cube.rs | 58 +++++++++++++++++++++++++++++++++++++++++++++++ 3 files changed, 117 insertions(+) create mode 100644 rust/src/game.rs create mode 100644 rust/src/lib.rs create mode 100644 rust/src/spinning_cube.rs (limited to 'rust/src') diff --git a/rust/src/game.rs b/rust/src/game.rs new file mode 100644 index 0000000..ece5a54 --- /dev/null +++ b/rust/src/game.rs @@ -0,0 +1,46 @@ +use gdnative::api::*; +use gdnative::prelude::*; + +/// The Game "class" +#[derive(NativeClass)] +#[inherit(Spatial)] +#[register_with(Self::register_builder)] +pub struct Game { + name: String, +} + +// __One__ `impl` block can have the `#[methods]` attribute, which will generate +// code to automatically bind any exported methods to Godot. +#[methods] +impl Game { + // Register the builder for methods, properties and/or signals. + fn register_builder(_builder: &ClassBuilder) { + godot_print!("Game builder is registered!"); + } + + /// The "constructor" of the class. + fn new(_owner: &Spatial) -> Self { + godot_print!("Game is created!"); + Game { + name: "".to_string(), + } + } + + // 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: &Spatial) { + // The `godot_print!` macro works like `println!` but prints to the Godot-editor + // output tab as well. + self.name = "Game".to_string(); + godot_print!("{} is ready!", self.name); + } + + // This function will be called in every frame + #[export] + unsafe fn _process(&self, _owner: &Spatial, delta: f64) { + godot_print!("Inside {} _process(), delta is {}", self.name, delta); + } +} diff --git a/rust/src/lib.rs b/rust/src/lib.rs new file mode 100644 index 0000000..1cc766a --- /dev/null +++ b/rust/src/lib.rs @@ -0,0 +1,13 @@ +mod game; +mod spinning_cube; + +use gdnative::prelude::{godot_init, InitHandle}; + +// Function that registers all exposed classes to Godot +fn init(handle: InitHandle) { + handle.add_class::(); + handle.add_class::(); +} + +// macros that create the entry-points of the dynamic library. +godot_init!(init); diff --git a/rust/src/spinning_cube.rs b/rust/src/spinning_cube.rs new file mode 100644 index 0000000..41b429f --- /dev/null +++ b/rust/src/spinning_cube.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 SpinningCube { + 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 SpinningCube { + // Register the builder for methods, properties and/or signals. + fn register_builder(_builder: &ClassBuilder) { + godot_print!("SpinningCube builder is registered!"); + } + + /// The "constructor" of the class. + fn new(_owner: &MeshInstance) -> Self { + SpinningCube { + 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); + + 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::().expect("Incorrect material"); + mat.set_albedo(Color::from_rgba(self.time.cos().abs(), 0.0, 0.0, 1.0)); + } + } +} -- cgit