strafe-client/src/primitives.rs

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use crate::model::{Color4,TextureCoordinate,IndexedModel,IndexedPolygon,IndexedGroup,IndexedVertex};
use crate::integer::Planar64Vec3;
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#[derive(Debug)]
pub enum Primitives{
Sphere,
Cube,
Cylinder,
Wedge,
CornerWedge,
}
#[derive(Hash,PartialEq,Eq)]
pub enum CubeFace{
Right,
Top,
Back,
Left,
Bottom,
Front,
}
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const CUBE_DEFAULT_TEXTURE_COORDS:[TextureCoordinate;4]=[
TextureCoordinate::new(0.0,0.0),
TextureCoordinate::new(1.0,0.0),
TextureCoordinate::new(1.0,1.0),
TextureCoordinate::new(0.0,1.0),
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];
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const CUBE_DEFAULT_VERTICES:[Planar64Vec3;8]=[
Planar64Vec3::int(-1,-1, 1),//0 left bottom back
Planar64Vec3::int( 1,-1, 1),//1 right bottom back
Planar64Vec3::int( 1, 1, 1),//2 right top back
Planar64Vec3::int(-1, 1, 1),//3 left top back
Planar64Vec3::int(-1, 1,-1),//4 left top front
Planar64Vec3::int( 1, 1,-1),//5 right top front
Planar64Vec3::int( 1,-1,-1),//6 right bottom front
Planar64Vec3::int(-1,-1,-1),//7 left bottom front
];
const CUBE_DEFAULT_NORMALS:[Planar64Vec3;6]=[
Planar64Vec3::int( 1, 0, 0),//CubeFace::Right
Planar64Vec3::int( 0, 1, 0),//CubeFace::Top
Planar64Vec3::int( 0, 0, 1),//CubeFace::Back
Planar64Vec3::int(-1, 0, 0),//CubeFace::Left
Planar64Vec3::int( 0,-1, 0),//CubeFace::Bottom
Planar64Vec3::int( 0, 0,-1),//CubeFace::Front
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];
const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
// right (1, 0, 0)
[
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[6,2,0],//[vertex,tex,norm]
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[5,1,0],
[2,0,0],
[1,3,0],
],
// top (0, 1, 0)
[
[5,3,1],
[4,2,1],
[3,1,1],
[2,0,1],
],
// back (0, 0, 1)
[
[0,3,2],
[1,2,2],
[2,1,2],
[3,0,2],
],
// left (-1, 0, 0)
[
[0,2,3],
[3,1,3],
[4,0,3],
[7,3,3],
],
// bottom (0,-1, 0)
[
[1,1,4],
[0,0,4],
[7,3,4],
[6,2,4],
],
// front (0, 0,-1)
[
[4,1,5],
[5,0,5],
[6,3,5],
[7,2,5],
],
];
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#[derive(Hash,PartialEq,Eq)]
pub enum WedgeFace{
Right,
TopFront,
Back,
Left,
Bottom,
}
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const WEDGE_DEFAULT_NORMALS:[Planar64Vec3;5]=[
Planar64Vec3::int( 1, 0, 0),//Wedge::Right
Planar64Vec3::int( 0, 1,-1),//Wedge::TopFront
Planar64Vec3::int( 0, 0, 1),//Wedge::Back
Planar64Vec3::int(-1, 0, 0),//Wedge::Left
Planar64Vec3::int( 0,-1, 0),//Wedge::Bottom
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];
/*
local cornerWedgeVerticies = {
Vector3.new(-1/2,-1/2,-1/2),7
Vector3.new(-1/2,-1/2, 1/2),0
Vector3.new( 1/2,-1/2,-1/2),6
Vector3.new( 1/2,-1/2, 1/2),1
Vector3.new( 1/2, 1/2,-1/2),5
}
*/
#[derive(Hash,PartialEq,Eq)]
pub enum CornerWedgeFace{
Right,
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TopBack,
TopLeft,
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Bottom,
Front,
}
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const CORNERWEDGE_DEFAULT_NORMALS:[Planar64Vec3;5]=[
Planar64Vec3::int( 1, 0, 0),//CornerWedge::Right
Planar64Vec3::int( 0, 1, 1),//CornerWedge::BackTop
Planar64Vec3::int(-1, 1, 0),//CornerWedge::LeftTop
Planar64Vec3::int( 0,-1, 0),//CornerWedge::Bottom
Planar64Vec3::int( 0, 0,-1),//CornerWedge::Front
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];
//HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail
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(),Color4::ONE).remove(0);
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for pos in indexed_model.unique_pos.iter_mut(){
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*pos=*pos/2;
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}
indexed_model
}
pub type CubeFaceDescription=std::collections::HashMap::<CubeFace,FaceDescription>;
pub fn unit_cube()->crate::model::IndexedModel{
let mut t=CubeFaceDescription::new();
t.insert(CubeFace::Right,FaceDescription::default());
t.insert(CubeFace::Top,FaceDescription::default());
t.insert(CubeFace::Back,FaceDescription::default());
t.insert(CubeFace::Left,FaceDescription::default());
t.insert(CubeFace::Bottom,FaceDescription::default());
t.insert(CubeFace::Front,FaceDescription::default());
generate_partial_unit_cube(t)
}
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const TEAPOT_TRANSFORM:crate::integer::Planar64Mat3=crate::integer::Planar64Mat3::int_from_cols_array([0,1,0, -1,0,0, 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(),Color4::ONE).remove(0);
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for pos in indexed_model.unique_pos.iter_mut(){
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*pos=TEAPOT_TRANSFORM*(*pos)/10;
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}
indexed_model
}
pub type WedgeFaceDescription=std::collections::HashMap::<WedgeFace,FaceDescription>;
pub fn unit_wedge()->crate::model::IndexedModel{
let mut t=WedgeFaceDescription::new();
t.insert(WedgeFace::Right,FaceDescription::default());
t.insert(WedgeFace::TopFront,FaceDescription::default());
t.insert(WedgeFace::Back,FaceDescription::default());
t.insert(WedgeFace::Left,FaceDescription::default());
t.insert(WedgeFace::Bottom,FaceDescription::default());
generate_partial_unit_wedge(t)
}
pub type CornerWedgeFaceDescription=std::collections::HashMap::<CornerWedgeFace,FaceDescription>;
pub fn unit_cornerwedge()->crate::model::IndexedModel{
let mut t=CornerWedgeFaceDescription::new();
t.insert(CornerWedgeFace::Right,FaceDescription::default());
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t.insert(CornerWedgeFace::TopBack,FaceDescription::default());
t.insert(CornerWedgeFace::TopLeft,FaceDescription::default());
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t.insert(CornerWedgeFace::Bottom,FaceDescription::default());
t.insert(CornerWedgeFace::Front,FaceDescription::default());
generate_partial_unit_cornerwedge(t)
}
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#[derive(Clone)]
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pub struct FaceDescription{
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pub texture:Option<u32>,
pub transform:glam::Affine2,
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pub color:Color4,
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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:Color4::new(1.0,1.0,1.0,0.0),//zero alpha to hide the default texture
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}
}
}
impl FaceDescription{
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pub fn new(texture:u32,transform:glam::Affine2,color:Color4)->Self{
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Self{texture:Some(texture),transform,color}
}
pub fn from_texture(texture:u32)->Self{
Self{
texture:Some(texture),
transform:glam::Affine2::IDENTITY,
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color:Color4::ONE,
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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
pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate::model::IndexedModel{
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let mut generated_pos=Vec::new();
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let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
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.
for (face,face_description) in face_descriptions.into_iter(){
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//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
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generated_tex.push(face_description.transform.transform_point2(tex));
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}
transform_index
} as u32;
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let color_index=if let Some(color_index)=generated_color.iter().position(|&color|color==face_description.color){
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color_index
}else{
//create new color_index
let color_index=generated_color.len();
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generated_color.push(face_description.color);
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color_index
} as u32;
let face_id=match face{
CubeFace::Right => 0,
CubeFace::Top => 1,
CubeFace::Back => 2,
CubeFace::Left => 3,
CubeFace::Bottom => 4,
CubeFace::Front => 5,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(CUBE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:CUBE_DEFAULT_POLYS[face_id].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
}).to_vec(),
}],
});
}
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(),
}
}
//don't think too hard about the copy paste because this is all going into the map tool eventually...
pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crate::model::IndexedModel{
let wedge_default_polys=vec![
// right (1, 0, 0)
vec![
[6,2,0],//[vertex,tex,norm]
[2,0,0],
[1,3,0],
],
// FrontTop (0, 1, -1)
vec![
[3,1,1],
[2,0,1],
[6,3,1],
[7,2,1],
],
// back (0, 0, 1)
vec![
[0,3,2],
[1,2,2],
[2,1,2],
[3,0,2],
],
// left (-1, 0, 0)
vec![
[0,2,3],
[3,1,3],
[7,3,3],
],
// bottom (0,-1, 0)
vec![
[1,1,4],
[0,0,4],
[7,3,4],
[6,2,4],
],
];
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let mut generated_pos=Vec::new();
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let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face,face_description) in face_descriptions.into_iter(){
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//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
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generated_tex.push(face_description.transform.transform_point2(tex));
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}
transform_index
} as u32;
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let color_index=if let Some(color_index)=generated_color.iter().position(|&color|color==face_description.color){
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color_index
}else{
//create new color_index
let color_index=generated_color.len();
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generated_color.push(face_description.color);
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color_index
} as u32;
let face_id=match face{
WedgeFace::Right => 0,
WedgeFace::TopFront => 1,
WedgeFace::Back => 2,
WedgeFace::Left => 3,
WedgeFace::Bottom => 4,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(WEDGE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:wedge_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(),
}
}
pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescription)->crate::model::IndexedModel{
let cornerwedge_default_polys=vec![
// right (1, 0, 0)
vec![
[6,2,0],//[vertex,tex,norm]
[5,1,0],
[1,3,0],
],
// BackTop (0, 1, 1)
vec![
[5,3,1],
[0,1,1],
[1,0,1],
],
// LeftTop (-1, 1, 0)
vec![
[5,3,2],
[7,2,2],
[0,1,2],
],
// bottom (0,-1, 0)
vec![
[1,1,3],
[0,0,3],
[7,3,3],
[6,2,3],
],
// front (0, 0,-1)
vec![
[5,0,4],
[6,3,4],
[7,2,4],
],
];
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let mut generated_pos=Vec::new();
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let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face,face_description) in face_descriptions.into_iter(){
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//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
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generated_tex.push(face_description.transform.transform_point2(tex));
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}
transform_index
} as u32;
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let color_index=if let Some(color_index)=generated_color.iter().position(|&color|color==face_description.color){
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color_index
}else{
//create new color_index
let color_index=generated_color.len();
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generated_color.push(face_description.color);
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color_index
} as u32;
let face_id=match face{
CornerWedgeFace::Right => 0,
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CornerWedgeFace::TopBack => 1,
CornerWedgeFace::TopLeft => 2,
CornerWedgeFace::Bottom => 3,
CornerWedgeFace::Front => 4,
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};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(CORNERWEDGE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
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(),
}],
});
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}
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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(),
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}
}