use bevy::math::Vec2;
use bevy::prelude::{Bundle, Component, Event, Resource};
use bevy_rapier2d::math::{Real, Vect};
use bevy_rapier2d::prelude::Collider;
use serde::{Deserialize, Serialize};
#[derive(Component, Serialize, Deserialize)]
pub struct Ball;
#[derive(Component, Serialize, Deserialize)]
pub struct Ground;
#[derive(Component)]
pub struct MainCamera;
#[derive(Resource, Default)]
pub struct CursorWorldCoordinates(pub Option<Vec2>);
#[derive(Debug, Default, Deserialize, Event, Serialize)]
pub struct SendBallHere(pub Vec2);
#[derive(Bundle)]
pub struct ReplColliderBundle(ReplicableCollider, Collider);
#[derive(Serialize, Deserialize, Copy, Clone, Component)]
pub enum ReplicableCollider {
Ball(Real),
Cuboid { half_x: Real, half_y: Real },
RoundCuboid { half_x: Real, half_y: Real, border_radius: Real },
Capsule { start: Vect, end: Vect, radius: Real }
}
impl ReplicableCollider {
pub fn to_collider(&self) -> Collider {
match self {
ReplicableCollider::Ball(radius) => Collider::ball(*radius),
ReplicableCollider::Cuboid { half_x, half_y } => Collider::cuboid(*half_x, *half_y),
ReplicableCollider::RoundCuboid { half_x, half_y, border_radius } => Collider::round_cuboid(*half_x, *half_y, *border_radius),
ReplicableCollider::Capsule { start, end, radius } => Collider::capsule(*start, *end, *radius),
}
}
pub fn ball(radius: Real) -> ReplColliderBundle {
let rc = ReplicableCollider::Ball(radius);
ReplColliderBundle(rc, rc.to_collider())
}
pub fn cuboid(half_x: Real, half_y: Real) -> ReplColliderBundle {
let rc = ReplicableCollider::Cuboid { half_x, half_y };
ReplColliderBundle(rc, rc.to_collider())
}
pub fn round_cuboid(half_x: Real, half_y: Real, border_radius: Real) -> ReplColliderBundle {
let rc = ReplicableCollider::RoundCuboid { half_x, half_y, border_radius };
ReplColliderBundle(rc, rc.to_collider())
}
pub fn capsule(start: Vect, end: Vect, radius: Real) -> ReplColliderBundle {
let rc = ReplicableCollider::Capsule { start, end, radius };
ReplColliderBundle(rc, rc.to_collider())
}
}