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14 changed files with 342 additions and 100 deletions

1
.gitignore vendored
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@@ -1 +1,2 @@
/target
.zed

2
Cargo.lock generated
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@@ -1677,8 +1677,10 @@ dependencies = [
name = "integration-testing"
version = "0.1.0"
dependencies = [
"glam",
"strafesnet_common",
"strafesnet_physics",
"strafesnet_rbx_loader",
"strafesnet_snf",
]

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@@ -1,8 +1,8 @@
use std::collections::{HashSet,HashMap};
use core::ops::{Bound,RangeBounds};
use strafesnet_common::integer::vec3::Vector3;
use strafesnet_common::model::{self,MeshId};
use strafesnet_common::integer::{self,vec3,Fixed,Planar32Vec3,Planar64,Planar64Vec3,Ratio};
use strafesnet_common::model::{self,MeshId,PolygonIter};
use strafesnet_common::integer::{self,vec3,Fixed,Planar64,Planar64Vec3,Ratio};
use strafesnet_common::physics::Time;
type Body=crate::body::Body<strafesnet_common::physics::TimeInner>;
@@ -74,7 +74,7 @@ struct Face{
dot:Planar64,
}
#[derive(Debug)]
struct Vert(Planar32Vec3);
struct Vert(Planar64Vec3);
pub trait MeshQuery{
type Face:Copy;
type Edge:Copy+DirectedEdge;

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@@ -25,8 +25,13 @@ use strafesnet_common::physics::{Instruction,MouseInstruction,ModeInstruction,Mi
//when the physics asks itself what happens next, this is how it's represented
#[derive(Debug)]
pub enum InternalInstruction{
CollisionStart(Collision,model_physics::GigaTime),
CollisionEnd(Collision,model_physics::GigaTime),
// begin accepting touch updates
OpenMultiCollision(model_physics::GigaTime),
// mutliple touch updates
CollisionStart(Collision),
CollisionEnd(Collision),
// confirm there will be no more touch updates and apply the transaction
CloseMultiCollision,
StrafeTick,
ReachWalkTargetVelocity,
// Water,
@@ -874,6 +879,9 @@ impl PhysicsState{
..Self::default()
}
}
pub const fn body(&self)->&Body{
&self.body
}
pub fn camera_body(&self)->Body{
Body{
position:self.body.position+self.style.camera_offset,
@@ -949,8 +957,8 @@ pub struct PhysicsData{
//cached calculations
hitbox_mesh:HitboxMesh,
}
impl Default for PhysicsData{
fn default()->Self{
impl PhysicsData{
pub fn empty()->Self{
Self{
bvh:bvh::BvhNode::empty(),
models:Default::default(),
@@ -958,47 +966,7 @@ impl Default for PhysicsData{
hitbox_mesh:StyleModifiers::default().calculate_mesh(),
}
}
}
// the collection of information required to run physics
pub struct PhysicsContext<'a>{
state:&'a mut PhysicsState,//this captures the entire state of the physics.
data:&'a PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state.
}
// the physics consumes both Instruction and PhysicsInternalInstruction,
// but can only emit PhysicsInternalInstruction
impl InstructionConsumer<InternalInstruction> for PhysicsContext<'_>{
type Time=Time;
fn process_instruction(&mut self,ins:TimedInstruction<InternalInstruction,Time>){
atomic_internal_instruction(&mut self.state,&self.data,ins)
}
}
impl InstructionConsumer<Instruction> for PhysicsContext<'_>{
type Time=Time;
fn process_instruction(&mut self,ins:TimedInstruction<Instruction,Time>){
atomic_input_instruction(&mut self.state,&self.data,ins)
}
}
impl InstructionEmitter<InternalInstruction> for PhysicsContext<'_>{
type Time=Time;
//this little next instruction function could cache its return value and invalidate the cached value by watching the State.
fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<InternalInstruction,Time>>{
next_instruction_internal(&self.state,&self.data,time_limit)
}
}
impl PhysicsContext<'_>{
pub fn run_input_instruction(
state:&mut PhysicsState,
data:&PhysicsData,
instruction:TimedInstruction<Instruction,Time>
){
let mut context=PhysicsContext{state,data};
context.process_exhaustive(instruction.time);
context.process_instruction(instruction);
}
}
impl PhysicsData{
/// use with caution, this is the only non-instruction way to mess with physics
pub fn generate_models(&mut self,map:&map::CompleteMap){
pub fn new(map:&map::CompleteMap)->Self{
let modes=map.modes.clone().denormalize();
let mut used_contact_attributes=Vec::new();
let mut used_intersect_attributes=Vec::new();
@@ -1125,11 +1093,50 @@ impl PhysicsData{
(IntersectAttributesId::new(attr_id as u32),attr)
).collect(),
};
self.bvh=bvh;
self.models=models;
self.modes=modes;
//hitbox_mesh is unchanged
println!("Physics Objects: {}",model_count);
Self{
hitbox_mesh:StyleModifiers::default().calculate_mesh(),
bvh,
models,
modes,
}
}
}
// the collection of information required to run physics
pub struct PhysicsContext<'a>{
state:&'a mut PhysicsState,//this captures the entire state of the physics.
data:&'a PhysicsData,//data currently loaded into memory which is needded for physics to run, but is not part of the state.
}
// the physics consumes both Instruction and PhysicsInternalInstruction,
// but can only emit PhysicsInternalInstruction
impl InstructionConsumer<InternalInstruction> for PhysicsContext<'_>{
type Time=Time;
fn process_instruction(&mut self,ins:TimedInstruction<InternalInstruction,Time>){
atomic_internal_instruction(&mut self.state,&self.data,ins)
}
}
impl InstructionConsumer<Instruction> for PhysicsContext<'_>{
type Time=Time;
fn process_instruction(&mut self,ins:TimedInstruction<Instruction,Time>){
atomic_input_instruction(&mut self.state,&self.data,ins)
}
}
impl InstructionEmitter<InternalInstruction> for PhysicsContext<'_>{
type Time=Time;
//this little next instruction function could cache its return value and invalidate the cached value by watching the State.
fn next_instruction(&self,time_limit:Time)->Option<TimedInstruction<InternalInstruction,Time>>{
next_instruction_internal(&self.state,&self.data,time_limit)
}
}
impl PhysicsContext<'_>{
pub fn run_input_instruction(
state:&mut PhysicsState,
data:&PhysicsData,
instruction:TimedInstruction<Instruction,Time>
){
let mut context=PhysicsContext{state,data};
context.process_exhaustive(instruction.time);
context.process_instruction(instruction);
}
}
@@ -2124,4 +2131,115 @@ mod test{
Time::ZERO
),None);
}
// overlap edges by 1 epsilon
#[test]
fn almost_miss_north(){
test_collision_axis_aligned(Body::new(
(int3(0,10,-7)>>1)+vec3::raw_xyz(0,0,1),
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),Some(Time::from_secs(2)))
}
#[test]
fn almost_miss_east(){
test_collision_axis_aligned(Body::new(
(int3(7,10,0)>>1)+vec3::raw_xyz(-1,0,0),
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),Some(Time::from_secs(2)))
}
#[test]
fn almost_miss_south(){
test_collision_axis_aligned(Body::new(
(int3(0,10,7)>>1)+vec3::raw_xyz(0,0,-1),
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),Some(Time::from_secs(2)))
}
#[test]
fn almost_miss_west(){
test_collision_axis_aligned(Body::new(
(int3(-7,10,0)>>1)+vec3::raw_xyz(1,0,0),
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),Some(Time::from_secs(2)))
}
// exactly miss edges
#[test]
fn exact_miss_north(){
test_collision_axis_aligned(Body::new(
int3(0,10,-7)>>1,
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),None)
}
#[test]
fn exact_miss_east(){
test_collision_axis_aligned(Body::new(
int3(7,10,0)>>1,
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),None)
}
#[test]
fn exact_miss_south(){
test_collision_axis_aligned(Body::new(
int3(0,10,7)>>1,
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),None)
}
#[test]
fn exact_miss_west(){
test_collision_axis_aligned(Body::new(
int3(-7,10,0)>>1,
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),None)
}
// miss edges by 1 epsilon
#[test]
fn narrow_miss_north(){
test_collision_axis_aligned(Body::new(
(int3(0,10,-7)>>1)-vec3::raw_xyz(0,0,1),
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),None)
}
#[test]
fn narrow_miss_east(){
test_collision_axis_aligned(Body::new(
(int3(7,10,0)>>1)-vec3::raw_xyz(-1,0,0),
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),None)
}
#[test]
fn narrow_miss_south(){
test_collision_axis_aligned(Body::new(
(int3(0,10,7)>>1)-vec3::raw_xyz(0,0,-1),
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),None)
}
#[test]
fn narrow_miss_west(){
test_collision_axis_aligned(Body::new(
(int3(-7,10,0)>>1)-vec3::raw_xyz(1,0,0),
int3(0,-1,0),
vec3::ZERO,
Time::ZERO
),None)
}
}

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@@ -172,7 +172,7 @@ impl Session{
user_settings,
directories,
mouse_interpolator:MouseInterpolator::new(),
geometry_shared:Default::default(),
geometry_shared:PhysicsData::empty(),
simulation,
view_state:ViewState::Play,
recording:Default::default(),
@@ -184,7 +184,7 @@ impl Session{
}
fn change_map(&mut self,map:&strafesnet_common::map::CompleteMap){
self.simulation.physics.clear();
self.geometry_shared.generate_models(map);
self.geometry_shared=PhysicsData::new(map);
}
pub fn get_frame_state(&self,time:SessionTime)->Option<FrameState>{
match &self.view_state{

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@@ -4,6 +4,9 @@ version = "0.1.0"
edition = "2024"
[dependencies]
glam = "0.30.0"
strafesnet_common = { path = "../lib/common", registry = "strafesnet" }
strafesnet_physics = { path = "../engine/physics", registry = "strafesnet" }
strafesnet_snf = { path = "../lib/snf", registry = "strafesnet" }
# this is just for the primitive constructor
strafesnet_rbx_loader = { path = "../lib/rbx_loader", registry = "strafesnet" }

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@@ -3,6 +3,8 @@ mod util;
#[cfg(test)]
mod tests;
#[cfg(test)]
mod test_scenes;
use std::time::Instant;
@@ -29,9 +31,8 @@ fn run_replay()->Result<(),ReplayError>{
let bot=strafesnet_snf::read_bot(data)?.read_all()?;
// create recording
let mut physics_data=PhysicsData::default();
println!("generating models..");
physics_data.generate_models(&map);
let physics_data=PhysicsData::new(&map);
println!("simulating...");
let mut physics=PhysicsState::default();
for ins in bot.instructions{
@@ -139,9 +140,8 @@ fn test_determinism()->Result<(),ReplayError>{
let data=read_entire_file("../tools/bhop_maps/5692113331.snfm")?;
let map=strafesnet_snf::read_map(data)?.into_complete_map()?;
let mut physics_data=PhysicsData::default();
println!("generating models..");
physics_data.generate_models(&map);
let physics_data=PhysicsData::new(&map);
let (send,recv)=std::sync::mpsc::channel();

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@@ -0,0 +1,91 @@
use strafesnet_physics::physics::{PhysicsData,PhysicsState,PhysicsContext};
use strafesnet_common::gameplay_modes::NormalizedModes;
use strafesnet_common::gameplay_attributes::{CollisionAttributes,CollisionAttributesId};
use strafesnet_common::integer::{vec3,mat3,Planar64Affine3,Time};
use strafesnet_common::model::{Mesh,Model,MeshId,ModelId,RenderConfigId};
use strafesnet_common::map::CompleteMap;
use strafesnet_common::physics::Instruction;
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_rbx_loader::primitives::{unit_cube,CubeFaceDescription};
struct TestSceneBuilder{
meshes:Vec<Mesh>,
models:Vec<Model>,
}
impl TestSceneBuilder{
fn new()->Self{
Self{
meshes:Vec::new(),
models:Vec::new(),
}
}
fn push_mesh(&mut self,mesh:Mesh)->MeshId{
let mesh_id=self.meshes.len();
self.meshes.push(mesh);
MeshId::new(mesh_id as u32)
}
fn push_mesh_instance(&mut self,mesh:MeshId,transform:Planar64Affine3)->ModelId{
let model=Model{
mesh,
attributes:CollisionAttributesId::new(0),
color:glam::Vec4::ONE,
transform,
};
let model_id=self.models.len();
self.models.push(model);
ModelId::new(model_id as u32)
}
fn build(self)->PhysicsData{
let modes=NormalizedModes::new(Vec::new());
let attributes=vec![CollisionAttributes::contact_default()];
let meshes=self.meshes;
let models=self.models;
let textures=Vec::new();
let render_configs=Vec::new();
PhysicsData::new(&CompleteMap{
modes,
attributes,
meshes,
models,
textures,
render_configs,
})
}
}
fn test_scene()->PhysicsData{
let mut builder=TestSceneBuilder::new();
let cube_face_description=CubeFaceDescription::new(Default::default(),RenderConfigId::new(0));
let mesh=builder.push_mesh(unit_cube(cube_face_description));
// place two 5x5x5 cubes.
builder.push_mesh_instance(mesh,Planar64Affine3::new(
mat3::from_diagonal(vec3::int(5,5,5)>>1),
vec3::int(0,0,0)
));
builder.push_mesh_instance(mesh,Planar64Affine3::new(
mat3::from_diagonal(vec3::int(5,5,5)>>1),
vec3::int(5,-5,0)
));
builder.build()
}
#[test]
fn simultaneous_collision(){
let physics_data=test_scene();
let body=strafesnet_physics::physics::Body::new(
vec3::int(5+1,1,0),
vec3::int(-1,-1,0),
vec3::int(0,0,0),
Time::ZERO,
);
let mut physics=PhysicsState::new_with_body(body);
PhysicsContext::run_input_instruction(&mut physics,&physics_data,TimedInstruction{
time:Time::from_secs(2),
instruction:Instruction::Idle,
});
let body=physics.body();
assert_eq!(body.position,vec3::int(5,0,0));
assert_eq!(body.velocity,vec3::int(0,0,0));
assert_eq!(body.acceleration,vec3::int(0,0,0));
assert_eq!(body.time,Time::ONE_SECOND);
}

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@@ -10,9 +10,8 @@ fn physics_bug_2()->Result<(),ReplayError>{
let map=strafesnet_snf::read_map(data)?.into_complete_map()?;
// create recording
let mut physics_data=PhysicsData::default();
println!("generating models..");
physics_data.generate_models(&map);
let physics_data=PhysicsData::new(&map);
println!("simulating...");
//teleport to bug
@@ -45,9 +44,8 @@ fn physics_bug_3()->Result<(),ReplayError>{
let map=strafesnet_snf::read_map(data)?.into_complete_map()?;
// create recording
let mut physics_data=PhysicsData::default();
println!("generating models..");
physics_data.generate_models(&map);
let physics_data=PhysicsData::new(&map);
println!("simulating...");
//teleport to bug

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@@ -2,7 +2,9 @@ use crate::integer::{vec3,Planar64Vec3};
#[derive(Clone)]
pub struct Aabb{
// min is inclusive
min:Planar64Vec3,
// max is not inclusive
max:Planar64Vec3,
}
@@ -43,7 +45,7 @@ impl Aabb{
}
#[inline]
pub fn contains(&self,point:Planar64Vec3)->bool{
let bvec=self.min.lt(point)&point.lt(self.max);
let bvec=self.min.le(point)&point.lt(self.max);
bvec.all()
}
#[inline]

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@@ -552,12 +552,6 @@ impl TryFrom<[f32;3]> for Unit32Vec3{
}
*/
// placeholder until bnum supports u8
#[derive(Clone,Copy,Debug,Hash,Eq,PartialEq,Ord,PartialOrd)]
pub struct Planar32(i32);
pub type Planar32Vec3=linear_ops::types::Vector3<Planar32>;
pub type Planar32Mat3=linear_ops::types::Matrix3<Planar32>;
pub type Planar64TryFromFloatError=fixed_wide::fixed::FixedFromFloatError;
pub type Planar64=fixed_wide::types::I32F32;
pub type Planar64Vec3=linear_ops::types::Vector3<Planar64>;

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@@ -1,6 +1,6 @@
use std::collections::HashMap;
use crate::integer::{Planar32Vec3,Planar32Mat3,Planar64Vec3};
use crate::integer::{Planar64,Planar64Vec3,Planar64Affine3};
use crate::gameplay_attributes;
pub type TextureCoordinate=glam::Vec2;
@@ -22,32 +22,61 @@ pub struct IndexedVertex{
}
#[derive(Clone,Copy,Hash,id::Id,PartialEq,Eq)]
pub struct VertexId(u32);
#[derive(Clone)]
pub struct Triangle([VertexId;3]);
impl Triangle{
pub fn new(verts:[VertexId;3])->Self{
Self(verts)
}
pub type IndexedVertexList=Vec<VertexId>;
pub trait PolygonIter{
fn polys(&self)->impl Iterator<Item=&[VertexId]>;
}
pub trait MapVertexId{
fn map_vertex_id<F:Fn(VertexId)->VertexId>(self,f:F)->Self;
}
#[derive(Clone)]
pub struct TriangleList(Vec<Triangle>);
impl TriangleList{
pub const fn new(list:Vec<Triangle>)->Self{
pub struct PolygonList(Vec<IndexedVertexList>);
impl PolygonList{
pub const fn new(list:Vec<IndexedVertexList>)->Self{
Self(list)
}
pub fn extend<T:IntoIterator<Item=Triangle>>(&mut self,iter:T){
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);
#[derive(Clone)]
pub enum PolygonGroup{
TriangleList(TriangleList),
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,Debug,Hash,id::Id,Eq,PartialEq)]
pub struct TextureId(u32);
@@ -80,8 +109,8 @@ pub struct IndexedPhysicsGroup{
pub struct MeshId(u32);
#[derive(Clone)]
pub struct Mesh{
pub unique_pos:Vec<Planar32Vec3>,
pub unique_normal:Vec<Planar32Vec3>,
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>,
@@ -98,13 +127,13 @@ pub struct Mesh{
#[derive(Default)]
pub struct MeshBuilder{
unique_pos:Vec<Planar32Vec3>,
unique_normal:Vec<Planar32Vec3>,
unique_pos:Vec<Planar64Vec3>,//Unit32Vec3
unique_normal:Vec<Planar64Vec3>,//Unit32Vec3
unique_tex:Vec<TextureCoordinate>,
unique_color:Vec<Color4>,
unique_vertices:Vec<IndexedVertex>,
pos_id_from:HashMap<Planar32Vec3,PositionId>,
normal_id_from:HashMap<Planar32Vec3,NormalId>,
pos_id_from:HashMap<Planar64Vec3,PositionId>,//Unit32Vec3
normal_id_from:HashMap<Planar64Vec3,NormalId>,//Unit32Vec3
tex_id_from:HashMap<[u32;2],TextureCoordinateId>,
color_id_from:HashMap<[u32;4],ColorId>,
vertex_id_from:HashMap<IndexedVertex,VertexId>,
@@ -138,14 +167,19 @@ impl MeshBuilder{
physics_groups,
}
}
pub fn acquire_pos_id(&mut self,pos:Planar32Vec3)->PositionId{
pub fn acquire_pos_id(&mut self,pos:Planar64Vec3)->PositionId{
// Truncate the 16 most precise bits of the vertex positions.
// This allows the normal vectors to exactly represent the face.
// Remove this in Mesh V2
const MASK:Planar64=Planar64::raw(!((1<<16)-1));
let pos=pos.map(|c|c&MASK);
*self.pos_id_from.entry(pos).or_insert_with(||{
let pos_id=PositionId::new(self.unique_pos.len() as u32);
self.unique_pos.push(pos);
pos_id
})
}
pub fn acquire_normal_id(&mut self,normal:Planar32Vec3)->NormalId{
pub fn acquire_normal_id(&mut self,normal:Planar64Vec3)->NormalId{
*self.normal_id_from.entry(normal).or_insert_with(||{
let normal_id=NormalId::new(self.unique_normal.len() as u32);
self.unique_normal.push(normal);
@@ -183,6 +217,5 @@ pub struct Model{
pub mesh:MeshId,
pub attributes:gameplay_attributes::CollisionAttributesId,
pub color:Color4,//transparency is in here
pub matrix3:Planar32Mat3,
pub translation:Planar64Vec3,
pub transform:Planar64Affine3,
}

View File

@@ -12,7 +12,7 @@ mod mesh;
mod error;
mod union;
pub mod loader;
mod primitives;
pub mod primitives;
pub mod data{
pub struct RobloxMeshBytes(Vec<u8>);

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@@ -3,7 +3,7 @@ use std::collections::HashMap;
use rbx_mesh::mesh::{Vertex2,Vertex2Truncated};
use strafesnet_common::aabb::Aabb;
use strafesnet_common::integer::vec3;
use strafesnet_common::model::{self,ColorId,IndexedVertex,NormalId,PolygonGroup,Triangle,TriangleList,PositionId,RenderConfigId,TextureCoordinateId,VertexId};
use strafesnet_common::model::{self,ColorId,IndexedVertex,PolygonGroup,PolygonList,RenderConfigId,VertexId};
use crate::loader::MeshWithSize;
@@ -67,8 +67,8 @@ fn ingest_faces2_lods3(
){
//faces have to be split into polygon groups based on lod
polygon_groups.extend(lods.windows(2).map(|lod_pair|
PolygonGroup::TriangleList(TriangleList::new(faces[lod_pair[0].0 as usize..lod_pair[1].0 as usize].iter().map(|rbx_mesh::mesh::Face2(v0,v1,v2)|
Triangle::new([vertex_id_map[&v0],vertex_id_map[&v1],vertex_id_map[&v2]])
PolygonGroup::PolygonList(PolygonList::new(faces[lod_pair[0].0 as usize..lod_pair[1].0 as usize].iter().map(|rbx_mesh::mesh::Face2(v0,v1,v2)|
vec![vertex_id_map[&v0],vertex_id_map[&v1],vertex_id_map[&v2]]
).collect()))
))
}
@@ -90,7 +90,7 @@ pub fn convert(roblox_mesh_bytes:crate::data::RobloxMeshBytes)->Result<MeshWithS
};
Ok(mb.acquire_vertex_id(vertex))
};
Ok(Triangle::new([ingest_vertex1(&trip[0])?,ingest_vertex1(&trip[1])?,ingest_vertex1(&trip[2])?))
Ok(vec![ingest_vertex1(&trip[0])?,ingest_vertex1(&trip[1])?,ingest_vertex1(&trip[2])?])
}).collect::<Result<_,_>>().map_err(Error::Planar64Vec3)?)));
},
rbx_mesh::mesh::Mesh::V2(mesh)=>{
@@ -103,8 +103,8 @@ pub fn convert(roblox_mesh_bytes:crate::data::RobloxMeshBytes)->Result<MeshWithS
rbx_mesh::mesh::SizeOfVertex2::Full=>ingest_vertices2(mesh.vertices,&mut mb),
}?;
//one big happy group for all the faces
polygon_groups.push(PolygonGroup::TriangleList(TriangleList::new(mesh.faces.into_iter().map(|face|
Triangle::new([vertex_id_map[&face.0],vertex_id_map[&face.1],vertex_id_map[&face.2]])
polygon_groups.push(PolygonGroup::PolygonList(PolygonList::new(mesh.faces.into_iter().map(|face|
vec![vertex_id_map[&face.0],vertex_id_map[&face.1],vertex_id_map[&face.2]]
).collect())));
},
rbx_mesh::mesh::Mesh::V3(mesh)=>{