refactor: use typemap for aspects!
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@@ -1,12 +1,11 @@
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use super::spatial::get_spatial;
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use super::Node;
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use super::{Aspect, Node};
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use crate::core::client::Client;
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use crate::core::destroy_queue;
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use crate::core::registry::Registry;
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use crate::core::resource::get_resource_file;
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use crate::create_interface;
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use crate::nodes::spatial::{Spatial, Transform};
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use color_eyre::eyre::{ensure, eyre, Result};
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use color_eyre::eyre::{eyre, Result};
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use glam::{vec3, Vec4Swizzles};
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use once_cell::sync::OnceCell;
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use parking_lot::Mutex;
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@@ -33,10 +32,6 @@ pub struct Sound {
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}
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impl Sound {
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pub fn add_to(node: &Arc<Node>, resource_id: ResourceID) -> Result<Arc<Sound>> {
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ensure!(
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node.spatial.get().is_some(),
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"Internal: Node does not have a spatial attached!"
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);
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let pending_audio_path = get_resource_file(
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&resource_id,
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&*node.get_client().ok_or_else(|| eyre!("Client not found"))?,
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@@ -44,7 +39,7 @@ impl Sound {
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)
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.ok_or_else(|| eyre!("Resource not found"))?;
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let sound = Sound {
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space: node.spatial.get().unwrap().clone(),
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space: node.get_aspect::<Spatial>().unwrap().clone(),
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volume: 1.0,
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pending_audio_path,
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sk_sound: OnceCell::new(),
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@@ -53,7 +48,7 @@ impl Sound {
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play: Mutex::new(None),
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};
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let sound_arc = SOUND_REGISTRY.add(sound);
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let _ = node.sound.set(sound_arc.clone());
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node.add_aspect_raw(sound_arc.clone());
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<Sound as SoundAspect>::add_node_members(node);
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Ok(sound_arc)
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}
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@@ -79,14 +74,17 @@ impl Sound {
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}
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}
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}
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impl Aspect for Sound {
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const NAME: &'static str = "Sound";
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}
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impl SoundAspect for Sound {
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fn play(node: Arc<Node>, _calling_client: Arc<Client>) -> Result<()> {
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let sound = node.sound.get().unwrap();
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let sound = node.get_aspect::<Sound>().unwrap();
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sound.play.lock().replace(());
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Ok(())
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}
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fn stop(node: Arc<Node>, _calling_client: Arc<Client>) -> Result<()> {
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let sound = node.sound.get().unwrap();
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let sound = node.get_aspect::<Sound>().unwrap();
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sound.stop.lock().replace(());
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Ok(())
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}
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@@ -120,10 +118,10 @@ impl AudioInterfaceAspect for AudioInterface {
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) -> Result<()> {
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let node =
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Node::create_parent_name(&calling_client, Self::CREATE_SOUND_PARENT_PATH, &name, true);
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let parent = get_spatial(&parent, "Spatial parent")?;
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let parent = parent.get_aspect::<Spatial>()?;
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let transform = transform.to_mat4(true, true, true);
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let node = node.add_to_scenegraph()?;
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Spatial::add_to(&node, Some(parent), transform, false)?;
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Spatial::add_to(&node, Some(parent.clone()), transform, false);
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Sound::add_to(&node, resource)?;
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Ok(())
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}
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