spawn model intersect attribute
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@@ -42,8 +42,10 @@ pub fn convert<'a>(
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let mut unique_attributes=Vec::new();
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unique_attributes.push(gameplay_attributes::CollisionAttributes::Decoration);
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unique_attributes.push(gameplay_attributes::CollisionAttributes::contact_default());
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unique_attributes.push(gameplay_attributes::CollisionAttributes::intersect_default());
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const ATTRIBUTE_DECORATION:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0);
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const ATTRIBUTE_CONTACT_DEFAULT:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(1);
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const ATTRIBUTE_INTERSECT_DEFAULT:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(2);
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//declare all prop models to Loader
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let prop_models=bsp.static_props().map(|prop|{
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@@ -206,7 +208,7 @@ pub fn convert<'a>(
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let model_id=model::ModelId::new(world_models.len() as u32);
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world_models.push(model::Model{
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mesh:mesh_id,
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attributes:ATTRIBUTE_CONTACT_DEFAULT,
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attributes:ATTRIBUTE_INTERSECT_DEFAULT,
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transform:integer::Planar64Affine3::from_translation(spawn_point),
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color:glam::Vec4::W,
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});
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@@ -171,4 +171,7 @@ impl CollisionAttributes{
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pub fn contact_default()->Self{
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Self::Contact(ContactAttributes::default())
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}
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pub fn intersect_default()->Self{
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Self::Intersect(IntersectAttributes::default())
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}
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}
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