split out model

This commit is contained in:
Quaternions 2023-10-12 17:12:58 -07:00
parent 4bbd11dbb6
commit 9ca2f0a194
3 changed files with 54 additions and 42 deletions

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@ -1,11 +1,12 @@
use bytemuck::{Pod, Zeroable};
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Vertex {
pub pos: [f32; 3],
pub tex: [f32; 2],
pub normal: [f32; 3],
pub color: [f32; 4],
use crate::integer::{Unit32Vec3,Planar64,Planar64Vec3,Planar64Affine3};
pub struct TextureCoordinate([f32;2]);
pub struct Color4(glam::Vec4);
pub struct ModelVertex {
pub pos:Planar64Vec3,
pub normal:Unit32Vec3,
pub tex:TextureCoordinate,
pub color:Color4,
}
#[derive(Clone,Hash,PartialEq,Eq)]
pub struct IndexedVertex{
@ -30,42 +31,17 @@ pub struct IndexedModel{
pub groups: Vec<IndexedGroup>,
pub instances:Vec<ModelInstance>,
}
pub struct IndexedGroupFixedTexture{
pub polys:Vec<IndexedPolygon>,
}
pub struct IndexedModelSingleTexture{
pub unique_pos:Vec<[f32; 3]>,
pub unique_tex:Vec<[f32; 2]>,
pub unique_normal:Vec<[f32; 3]>,
pub unique_color:Vec<[f32; 4]>,
pub unique_vertices:Vec<IndexedVertex>,
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub groups: Vec<IndexedGroupFixedTexture>,
pub instances:Vec<ModelGraphicsInstance>,
}
pub struct ModelSingleTexture{
pub instances: Vec<ModelGraphicsInstance>,
pub vertices: Vec<Vertex>,
pub entities: Vec<Vec<u16>>,
pub texture: Option<u32>,
}
#[derive(Clone)]
pub struct ModelGraphicsInstance{
pub transform:glam::Mat4,
pub normal_transform:glam::Mat3,
pub color:glam::Vec4,
}
pub struct ModelInstance{
//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
pub transform:glam::Affine3A,
pub color:glam::Vec4,//transparency is in here
pub transform:Planar64Affine3,
pub color:Color4,//transparency is in here
pub attributes:CollisionAttributes,
pub temp_indexing:Vec<TempIndexedAttributes>,
}
impl std::default::Default for ModelInstance{
fn default() -> Self {
Self{
color:glam::Vec4::ONE,
color:Color4(glam::Vec4::ONE),
transform:Default::default(),
attributes:Default::default(),
temp_indexing:Default::default(),
@ -77,7 +53,7 @@ pub struct IndexedModelInstances{
pub models:Vec<IndexedModel>,
//may make this into an object later.
pub modes:Vec<ModeDescription>,
pub spawn_point:glam::Vec3,
pub spawn_point:Planar64Vec3,
}
//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
pub struct ModeDescription{
@ -131,13 +107,13 @@ pub struct ContactingLadder{
//you have this effect while intersecting
#[derive(Clone)]
pub struct IntersectingWater{
pub viscosity:i64,
pub density:i64,
pub current:glam::Vec3,
pub viscosity:Planar64,
pub density:Planar64,
pub current:Planar64Vec3,
}
#[derive(Clone)]
pub struct IntersectingAccelerator{
pub acceleration:glam::Vec3
pub acceleration:Planar64Vec3
}
//All models can be given these attributes
#[derive(Clone)]
@ -146,7 +122,7 @@ pub struct GameMechanicJumpLimit{
}
#[derive(Clone)]
pub struct GameMechanicBooster{
pub velocity:glam::Vec3,
pub velocity:Planar64Vec3,
}
#[derive(Clone)]
pub enum ZoneBehaviour{

35
src/model_graphics.rs Normal file
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@ -0,0 +1,35 @@
use bytemuck::{Pod, Zeroable};
use crate::model::{IndexedVertex,IndexedPolygon};
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct GraphicsVertex {
pub pos: [f32; 3],
pub tex: [f32; 2],
pub normal: [f32; 3],
pub color: [f32; 4],
}
pub struct IndexedGroupFixedTexture{
pub polys:Vec<IndexedPolygon>,
}
pub struct IndexedModelGraphicsSingleTexture{
pub unique_pos:Vec<[f32; 3]>,
pub unique_tex:Vec<[f32; 2]>,
pub unique_normal:Vec<[f32; 3]>,
pub unique_color:Vec<[f32; 4]>,
pub unique_vertices:Vec<IndexedVertex>,
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub groups: Vec<IndexedGroupFixedTexture>,
pub instances:Vec<ModelGraphicsInstance>,
}
pub struct ModelGraphicsSingleTexture{
pub instances: Vec<ModelGraphicsInstance>,
pub vertices: Vec<GraphicsVertex>,
pub entities: Vec<Vec<u16>>,
pub texture: Option<u32>,
}
#[derive(Clone)]
pub struct ModelGraphicsInstance{
pub transform:glam::Mat4,
pub normal_transform:glam::Mat3,
pub color:glam::Vec4,
}

1
src/model_physics.rs Normal file
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@ -0,0 +1 @@
//