forked from StrafesNET/strafe-client
504 lines
14 KiB
Rust
504 lines
14 KiB
Rust
use crate::model::{IndexedModel, IndexedPolygon, IndexedGroup, IndexedVertex};
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#[derive(Debug)]
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pub enum Primitives{
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Sphere,
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Cube,
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Cylinder,
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Wedge,
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CornerWedge,
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}
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#[derive(Hash,PartialEq,Eq)]
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pub enum CubeFace{
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Right,
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Top,
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Back,
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Left,
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Bottom,
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Front,
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}
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const CUBE_DEFAULT_TEXTURE_COORDS:[[f32;2];4]=[[0.0,0.0],[1.0,0.0],[1.0,1.0],[0.0,1.0]];
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const CUBE_DEFAULT_VERTICES:[[f32;3];8]=[
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[-1.,-1., 1.],//0 left bottom back
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[ 1.,-1., 1.],//1 right bottom back
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[ 1., 1., 1.],//2 right top back
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[-1., 1., 1.],//3 left top back
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[-1., 1.,-1.],//4 left top front
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[ 1., 1.,-1.],//5 right top front
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[ 1.,-1.,-1.],//6 right bottom front
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[-1.,-1.,-1.],//7 left bottom front
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];
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const CUBE_DEFAULT_NORMALS:[[f32;3];6]=[
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[ 1., 0., 0.],//CubeFace::Right
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[ 0., 1., 0.],//CubeFace::Top
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[ 0., 0., 1.],//CubeFace::Back
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[-1., 0., 0.],//CubeFace::Left
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[ 0.,-1., 0.],//CubeFace::Bottom
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[ 0., 0.,-1.],//CubeFace::Front
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];
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const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
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// right (1, 0, 0)
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[
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[6,2,0],//[vertex,tex,norm]
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[5,1,0],
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[2,0,0],
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[1,3,0],
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],
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// top (0, 1, 0)
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[
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[5,3,1],
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[4,2,1],
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[3,1,1],
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[2,0,1],
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],
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// back (0, 0, 1)
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[
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[0,3,2],
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[1,2,2],
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[2,1,2],
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[3,0,2],
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],
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// left (-1, 0, 0)
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[
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[0,2,3],
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[3,1,3],
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[4,0,3],
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[7,3,3],
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],
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// bottom (0,-1, 0)
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[
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[1,1,4],
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[0,0,4],
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[7,3,4],
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[6,2,4],
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],
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// front (0, 0,-1)
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[
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[4,1,5],
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[5,0,5],
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[6,3,5],
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[7,2,5],
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],
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];
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#[derive(Hash,PartialEq,Eq)]
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pub enum WedgeFace{
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Right,
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TopFront,
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Back,
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Left,
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Bottom,
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}
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const WEDGE_DEFAULT_NORMALS:[[f32;3];5]=[
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[ 1., 0., 0.],//Wedge::Right
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[ 0., 1.,-1.],//Wedge::TopFront
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[ 0., 0., 1.],//Wedge::Back
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[-1., 0., 0.],//Wedge::Left
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[ 0.,-1., 0.],//Wedge::Bottom
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];
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/*
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local cornerWedgeVerticies = {
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Vector3.new(-1/2,-1/2,-1/2),7
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Vector3.new(-1/2,-1/2, 1/2),0
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Vector3.new( 1/2,-1/2,-1/2),6
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Vector3.new( 1/2,-1/2, 1/2),1
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Vector3.new( 1/2, 1/2,-1/2),5
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}
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*/
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#[derive(Hash,PartialEq,Eq)]
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pub enum CornerWedgeFace{
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Top,
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Right,
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Bottom,
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Front,
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}
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const CORNERWEDGE_DEFAULT_NORMALS:[[f32;3];5]=[
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[ 1., 0., 0.],//Wedge::Right
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[ 0., 1., 1.],//Wedge::BackTop
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[-1., 1., 0.],//Wedge::LeftTop
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[ 0.,-1., 0.],//Wedge::Bottom
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[ 0., 0.,-1.],//Wedge::Front
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];
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//HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail
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pub fn unit_sphere()->crate::model::IndexedModel{
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let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0);
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for pos in indexed_model.unique_pos.iter_mut(){
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pos[0]=pos[0]*0.5;
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pos[1]=pos[1]*0.5;
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pos[2]=pos[2]*0.5;
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}
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indexed_model
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}
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pub type CubeFaceDescription=std::collections::HashMap::<CubeFace,FaceDescription>;
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pub fn unit_cube()->crate::model::IndexedModel{
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let mut t=CubeFaceDescription::new();
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t.insert(CubeFace::Right,FaceDescription::default());
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t.insert(CubeFace::Top,FaceDescription::default());
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t.insert(CubeFace::Back,FaceDescription::default());
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t.insert(CubeFace::Left,FaceDescription::default());
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t.insert(CubeFace::Bottom,FaceDescription::default());
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t.insert(CubeFace::Front,FaceDescription::default());
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generate_partial_unit_cube(t)
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}
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const TEAPOT_TRANSFORM:glam::Mat3=glam::mat3(glam::vec3(0.0,0.1,0.0),glam::vec3(-0.1,0.0,0.0),glam::vec3(0.0,0.0,0.1));
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pub fn unit_cylinder()->crate::model::IndexedModel{
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let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0);
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for pos in indexed_model.unique_pos.iter_mut(){
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[pos[0],pos[1],pos[2]]=*(TEAPOT_TRANSFORM*glam::Vec3::from_array(*pos)).as_ref();
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}
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indexed_model
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}
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pub type WedgeFaceDescription=std::collections::HashMap::<WedgeFace,FaceDescription>;
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pub fn unit_wedge()->crate::model::IndexedModel{
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let mut t=WedgeFaceDescription::new();
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t.insert(WedgeFace::Right,FaceDescription::default());
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t.insert(WedgeFace::TopFront,FaceDescription::default());
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t.insert(WedgeFace::Back,FaceDescription::default());
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t.insert(WedgeFace::Left,FaceDescription::default());
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t.insert(WedgeFace::Bottom,FaceDescription::default());
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generate_partial_unit_wedge(t)
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}
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pub type CornerWedgeFaceDescription=std::collections::HashMap::<CornerWedgeFace,FaceDescription>;
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pub fn unit_cornerwedge()->crate::model::IndexedModel{
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let mut t=CornerWedgeFaceDescription::new();
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t.insert(CornerWedgeFace::Right,FaceDescription::default());
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t.insert(CornerWedgeFace::Top,FaceDescription::default());
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t.insert(CornerWedgeFace::Bottom,FaceDescription::default());
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t.insert(CornerWedgeFace::Front,FaceDescription::default());
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generate_partial_unit_cornerwedge(t)
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}
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#[derive(Copy,Clone)]
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pub struct FaceDescription{
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pub texture:Option<u32>,
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pub transform:glam::Affine2,
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pub color:glam::Vec4,
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}
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impl std::default::Default for FaceDescription{
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fn default()->Self {
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Self{
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texture:None,
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transform:glam::Affine2::IDENTITY,
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color:glam::vec4(1.0,1.0,1.0,0.0),//zero alpha to hide the default texture
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}
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}
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}
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impl FaceDescription{
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pub fn new(texture:u32,transform:glam::Affine2,color:glam::Vec4)->Self{
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Self{texture:Some(texture),transform,color}
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}
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pub fn from_texture(texture:u32)->Self{
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Self{
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texture:Some(texture),
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transform:glam::Affine2::IDENTITY,
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color:glam::Vec4::ONE,
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}
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}
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}
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//TODO: it's probably better to use a shared vertex buffer between all primitives and use indexed rendering instead of generating a unique vertex buffer for each primitive.
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//implementation: put all roblox primitives into one model.groups <- this won't work but I forget why
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pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate::model::IndexedModel{
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let mut generated_pos=Vec::<[f32;3]>::new();
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let mut generated_tex=Vec::new();
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let mut generated_normal=Vec::new();
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let mut generated_color=Vec::new();
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let mut generated_vertices=Vec::new();
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let mut groups=Vec::new();
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let mut transforms=Vec::new();
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//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
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for (face,face_description) in face_descriptions.into_iter(){
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//assume that scanning short lists is faster than hashing.
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let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
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transform_index
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}else{
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//create new transform_index
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let transform_index=transforms.len();
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transforms.push(face_description.transform);
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for tex in CUBE_DEFAULT_TEXTURE_COORDS{
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generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
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}
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transform_index
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} as u32;
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let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
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color_index
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}else{
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//create new color_index
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let color_index=generated_color.len();
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generated_color.push(*face_description.color.as_ref());
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color_index
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} as u32;
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let face_id=match face{
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CubeFace::Right => 0,
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CubeFace::Top => 1,
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CubeFace::Back => 2,
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CubeFace::Left => 3,
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CubeFace::Bottom => 4,
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CubeFace::Front => 5,
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};
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//always push normal
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let normal_index=generated_normal.len() as u32;
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generated_normal.push(CUBE_DEFAULT_NORMALS[face_id]);
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//push vertices as they are needed
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groups.push(IndexedGroup{
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texture:face_description.texture,
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polys:vec![IndexedPolygon{
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vertices:CUBE_DEFAULT_POLYS[face_id].map(|tup|{
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let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
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let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
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pos_index
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}else{
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//create new pos_index
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let pos_index=generated_pos.len();
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generated_pos.push(pos);
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pos_index
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} as u32;
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//always push vertex
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let vertex=IndexedVertex{
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pos:pos_index,
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tex:tup[1]+4*transform_index,
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normal:normal_index,
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color:color_index,
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};
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let vert_index=generated_vertices.len();
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generated_vertices.push(vertex);
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vert_index as u32
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}).to_vec(),
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}],
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});
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}
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IndexedModel{
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unique_pos:generated_pos,
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unique_tex:generated_tex,
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unique_normal:generated_normal,
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unique_color:generated_color,
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unique_vertices:generated_vertices,
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groups,
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instances:Vec::new(),
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}
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}
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//don't think too hard about the copy paste because this is all going into the map tool eventually...
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pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crate::model::IndexedModel{
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let wedge_default_polys=vec![
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// right (1, 0, 0)
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vec![
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[6,2,0],//[vertex,tex,norm]
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[2,0,0],
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[1,3,0],
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],
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// FrontTop (0, 1, -1)
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vec![
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[3,1,1],
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[2,0,1],
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[6,3,1],
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[7,2,1],
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],
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// back (0, 0, 1)
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vec![
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[0,3,2],
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[1,2,2],
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[2,1,2],
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[3,0,2],
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],
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// left (-1, 0, 0)
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vec![
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[0,2,3],
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[3,1,3],
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[7,3,3],
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],
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// bottom (0,-1, 0)
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vec![
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[1,1,4],
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[0,0,4],
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[7,3,4],
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[6,2,4],
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],
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];
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let mut generated_pos=Vec::<[f32;3]>::new();
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let mut generated_tex=Vec::new();
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let mut generated_normal=Vec::new();
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let mut generated_color=Vec::new();
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let mut generated_vertices=Vec::new();
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let mut groups=Vec::new();
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let mut transforms=Vec::new();
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//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
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for (face,face_description) in face_descriptions.into_iter(){
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//assume that scanning short lists is faster than hashing.
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let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
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transform_index
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}else{
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//create new transform_index
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let transform_index=transforms.len();
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transforms.push(face_description.transform);
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for tex in CUBE_DEFAULT_TEXTURE_COORDS{
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generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
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}
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transform_index
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} as u32;
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let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
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color_index
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}else{
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//create new color_index
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let color_index=generated_color.len();
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generated_color.push(*face_description.color.as_ref());
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color_index
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} as u32;
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let face_id=match face{
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WedgeFace::Right => 0,
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WedgeFace::TopFront => 1,
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WedgeFace::Back => 2,
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WedgeFace::Left => 3,
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WedgeFace::Bottom => 4,
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};
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//always push normal
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let normal_index=generated_normal.len() as u32;
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generated_normal.push(WEDGE_DEFAULT_NORMALS[face_id]);
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//push vertices as they are needed
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groups.push(IndexedGroup{
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texture:face_description.texture,
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polys:vec![IndexedPolygon{
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vertices:wedge_default_polys[face_id].iter().map(|tup|{
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let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
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let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
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pos_index
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}else{
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//create new pos_index
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let pos_index=generated_pos.len();
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generated_pos.push(pos);
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pos_index
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} as u32;
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//always push vertex
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let vertex=IndexedVertex{
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pos:pos_index,
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tex:tup[1]+4*transform_index,
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normal:normal_index,
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color:color_index,
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};
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let vert_index=generated_vertices.len();
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generated_vertices.push(vertex);
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vert_index as u32
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}).collect(),
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}],
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});
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}
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IndexedModel{
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unique_pos:generated_pos,
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unique_tex:generated_tex,
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unique_normal:generated_normal,
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unique_color:generated_color,
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unique_vertices:generated_vertices,
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groups,
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instances:Vec::new(),
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}
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}
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pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescription)->crate::model::IndexedModel{
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let cornerwedge_default_polys=vec![
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// right (1, 0, 0)
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vec![
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[6,2,0],//[vertex,tex,norm]
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[5,1,0],
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[1,3,0],
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],
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// BackTop (0, 1, 1)
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vec![
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[5,3,1],
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[0,1,1],
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[1,0,1],
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],
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// LeftTop (-1, 1, 0)
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vec![
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[5,3,2],
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[7,2,2],
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[0,1,2],
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],
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// bottom (0,-1, 0)
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vec![
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[1,1,3],
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[0,0,3],
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[7,3,3],
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[6,2,3],
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],
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// front (0, 0,-1)
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vec![
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[5,0,4],
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[6,3,4],
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[7,2,4],
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],
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];
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let mut generated_pos=Vec::<[f32;3]>::new();
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let mut generated_tex=Vec::new();
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let mut generated_normal=Vec::new();
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let mut generated_color=Vec::new();
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let mut generated_vertices=Vec::new();
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let mut groups=Vec::new();
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let mut transforms=Vec::new();
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//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
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for (face,face_description) in face_descriptions.into_iter(){
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//assume that scanning short lists is faster than hashing.
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let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
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transform_index
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}else{
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//create new transform_index
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let transform_index=transforms.len();
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transforms.push(face_description.transform);
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for tex in CUBE_DEFAULT_TEXTURE_COORDS{
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generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
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}
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transform_index
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} as u32;
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let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
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color_index
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}else{
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//create new color_index
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let color_index=generated_color.len();
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generated_color.push(*face_description.color.as_ref());
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color_index
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} as u32;
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let face_id=match face{
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CornerWedgeFace::Right => 0,
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CornerWedgeFace::Top => 1,
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CornerWedgeFace::Bottom => 2,
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CornerWedgeFace::Front => 3,
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};
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//always push normal
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let normal_index=generated_normal.len() as u32;
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generated_normal.push(CORNERWEDGE_DEFAULT_NORMALS[face_id]);
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//push vertices as they are needed
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groups.push(IndexedGroup{
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texture:face_description.texture,
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polys:vec![IndexedPolygon{
|
|
vertices:cornerwedge_default_polys[face_id].iter().map(|tup|{
|
|
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
|
|
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
|
|
pos_index
|
|
}else{
|
|
//create new pos_index
|
|
let pos_index=generated_pos.len();
|
|
generated_pos.push(pos);
|
|
pos_index
|
|
} as u32;
|
|
//always push vertex
|
|
let vertex=IndexedVertex{
|
|
pos:pos_index,
|
|
tex:tup[1]+4*transform_index,
|
|
normal:normal_index,
|
|
color:color_index,
|
|
};
|
|
let vert_index=generated_vertices.len();
|
|
generated_vertices.push(vertex);
|
|
vert_index as u32
|
|
}).collect(),
|
|
}],
|
|
});
|
|
}
|
|
IndexedModel{
|
|
unique_pos:generated_pos,
|
|
unique_tex:generated_tex,
|
|
unique_normal:generated_normal,
|
|
unique_color:generated_color,
|
|
unique_vertices:generated_vertices,
|
|
groups,
|
|
instances:Vec::new(),
|
|
}
|
|
}
|