common/src/model.rs

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Rust
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use crate::integer::{Planar64Vec3,Planar64Affine3};
use crate::gameplay_attributes;
pub type TextureCoordinate=glam::Vec2;
pub type Color4=glam::Vec4;
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#[derive(Clone,Copy,Hash,id::Id,PartialEq,Eq)]
pub struct PositionId(u32);
#[derive(Clone,Copy,Hash,id::Id,PartialEq,Eq)]
pub struct TextureCoordinateId(u32);
#[derive(Clone,Copy,Hash,id::Id,PartialEq,Eq)]
pub struct NormalId(u32);
#[derive(Clone,Copy,Hash,id::Id,PartialEq,Eq)]
pub struct ColorId(u32);
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#[derive(Clone,Hash,PartialEq,Eq)]
pub struct IndexedVertex{
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pub pos:PositionId,
pub tex:TextureCoordinateId,
pub normal:NormalId,
pub color:ColorId,
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}
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#[derive(Clone,Copy,Hash,id::Id,PartialEq,Eq)]
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pub struct VertexId(u32);
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pub type IndexedVertexList=Vec<VertexId>;
pub trait PolygonIter{
fn polys(&self)->impl Iterator<Item=&[VertexId]>;
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}
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pub trait MapVertexId{
fn map_vertex_id<F:Fn(VertexId)->VertexId>(self,f:F)->Self;
}
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#[derive(Clone)]
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pub struct PolygonList(Vec<IndexedVertexList>);
impl PolygonList{
pub const fn new(list:Vec<IndexedVertexList>)->Self{
Self(list)
}
pub fn extend<T:IntoIterator<Item=IndexedVertexList>>(&mut self,iter:T){
self.0.extend(iter);
}
}
impl PolygonIter for PolygonList{
fn polys(&self)->impl Iterator<Item=&[VertexId]>{
self.0.iter().map(|poly|poly.as_slice())
}
}
impl MapVertexId for PolygonList{
fn map_vertex_id<F:Fn(VertexId)->VertexId>(self,f:F)->Self{
Self(self.0.into_iter().map(|ivl|ivl.into_iter().map(&f).collect()).collect())
}
}
// pub struct TriangleStrip(IndexedVertexList);
// impl PolygonIter for TriangleStrip{
// fn polys(&self)->impl Iterator<Item=&[VertexId]>{
// self.0.vertices.windows(3).enumerate().map(|(i,s)|if i&0!=0{return s.iter().rev()}else{return s.iter()})
// }
// }
#[derive(Clone,Copy,Hash,id::Id,PartialEq,Eq)]
pub struct PolygonGroupId(u32);
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#[derive(Clone)]
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pub enum PolygonGroup{
PolygonList(PolygonList),
//TriangleStrip(TriangleStrip),
}
impl PolygonIter for PolygonGroup{
fn polys(&self)->impl Iterator<Item=&[VertexId]>{
match self{
PolygonGroup::PolygonList(list)=>list.polys(),
//PolygonGroup::TriangleStrip(strip)=>strip.polys(),
}
}
}
impl MapVertexId for PolygonGroup{
fn map_vertex_id<F:Fn(VertexId)->VertexId>(self,f:F)->Self{
match self{
PolygonGroup::PolygonList(polys)=>Self::PolygonList(polys.map_vertex_id(f)),
}
}
}
/// Ah yes, a group of things to render at the same time
#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct TextureId(u32);
#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct RenderConfigId(u32);
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#[derive(Clone,Copy,Default)]
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pub struct RenderConfig{
pub texture:Option<TextureId>,
}
impl RenderConfig{
pub const fn texture(texture:TextureId)->Self{
Self{
texture:Some(texture),
}
}
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}
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#[derive(Clone)]
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pub struct IndexedGraphicsGroup{
//Render pattern material/texture/shader/flat color
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pub render:RenderConfigId,
pub groups:Vec<PolygonGroupId>,
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}
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#[derive(Clone,Default)]
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pub struct IndexedPhysicsGroup{
//the polygons in this group are guaranteed to make a closed convex shape
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pub groups:Vec<PolygonGroupId>,
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}
//This is a superset of PhysicsModel and GraphicsModel
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#[derive(Clone,Copy,Hash,id::Id,Eq,PartialEq)]
pub struct MeshId(u32);
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#[derive(Clone)]
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pub struct Mesh{
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pub unique_pos:Vec<Planar64Vec3>,//Unit32Vec3
pub unique_normal:Vec<Planar64Vec3>,//Unit32Vec3
pub unique_tex:Vec<TextureCoordinate>,
pub unique_color:Vec<Color4>,
pub unique_vertices:Vec<IndexedVertex>,
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//polygon groups are constant texture AND convexity slices
//note that this may need to be changed to be a list of individual faces
//for submeshes to work since face ids need to be consistent across submeshes
//so face == polygon_groups[face_id]
pub polygon_groups:Vec<PolygonGroup>,
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//graphics indexed (by texture)
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pub graphics_groups:Vec<IndexedGraphicsGroup>,
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//physics indexed (by convexity)
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pub physics_groups:Vec<IndexedPhysicsGroup>,
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}
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#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
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pub struct ModelId(u32);
pub struct Model{
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pub mesh:MeshId,
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pub attributes:gameplay_attributes::CollisionAttributesId,
pub color:Color4,//transparency is in here
pub transform:Planar64Affine3,
}