2023-09-22 22:21:13 +00:00
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use bytemuck::{Pod, Zeroable};
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#[derive(Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct Vertex {
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pub pos: [f32; 3],
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pub tex: [f32; 2],
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pub normal: [f32; 3],
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pub color: [f32; 4],
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}
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2023-09-29 02:10:22 +00:00
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#[derive(Clone,Hash,PartialEq,Eq)]
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pub struct IndexedVertex{
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pub pos:u32,
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pub tex:u32,
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pub normal:u32,
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pub color:u32,
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}
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pub struct IndexedPolygon{
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pub vertices:Vec<u32>,
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}
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pub struct IndexedGroup{
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pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
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pub polys:Vec<IndexedPolygon>,
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}
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pub struct IndexedModel{
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pub unique_pos:Vec<[f32; 3]>,
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pub unique_tex:Vec<[f32; 2]>,
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pub unique_normal:Vec<[f32; 3]>,
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pub unique_color:Vec<[f32; 4]>,
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pub unique_vertices:Vec<IndexedVertex>,
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pub groups: Vec<IndexedGroup>,
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pub instances:Vec<ModelInstance>,
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}
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pub struct IndexedGroupFixedTexture{
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pub polys:Vec<IndexedPolygon>,
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}
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pub struct IndexedModelSingleTexture{
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pub unique_pos:Vec<[f32; 3]>,
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pub unique_tex:Vec<[f32; 2]>,
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pub unique_normal:Vec<[f32; 3]>,
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pub unique_color:Vec<[f32; 4]>,
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pub unique_vertices:Vec<IndexedVertex>,
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pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
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pub groups: Vec<IndexedGroupFixedTexture>,
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pub instances:Vec<ModelGraphicsInstance>,
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}
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pub struct ModelSingleTexture{
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pub instances: Vec<ModelGraphicsInstance>,
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pub vertices: Vec<Vertex>,
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pub entities: Vec<Vec<u16>>,
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pub texture: Option<u32>,
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}
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#[derive(Clone)]
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pub struct ModelGraphicsInstance{
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pub transform:glam::Mat4,
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pub normal_transform:glam::Mat4,
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pub color:glam::Vec4,
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}
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pub struct ModelInstance{
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//pub id:u64,//this does not actually help with map fixes resimulating bots, they must always be resimulated
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pub transform:glam::Affine3A,
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pub color:glam::Vec4,//transparency is in here
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pub attributes:CollisionAttributes,
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}
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pub struct IndexedModelInstances{
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pub textures:Vec<String>,//RenderPattern
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pub models:Vec<IndexedModel>,
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//may make this into an object later.
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pub modes:Vec<ModeDescription>,
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pub spawn_point:glam::Vec3,
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}
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2023-10-03 05:45:20 +00:00
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//stage description referencing flattened ids is spooky, but the map loading is meant to be deterministic.
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pub struct ModeDescription{
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pub start:u32,//start=model_id
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pub spawns:Vec<u32>,//spawns[spawn_id]=model_id
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pub ordered_checkpoints:Vec<u32>,//ordered_checkpoints[checkpoint_id]=model_id
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pub unordered_checkpoints:Vec<u32>,//unordered_checkpoints[checkpoint_id]=model_id
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}
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//you have this effect while in contact
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#[derive(Clone)]
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pub struct ContactingSurf{}
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#[derive(Clone)]
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pub struct ContactingLadder{
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pub sticky:bool
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}
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//you have this effect while intersecting
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#[derive(Clone)]
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pub struct IntersectingWater{
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pub viscosity:i64,
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pub density:i64,
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pub current:glam::Vec3,
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}
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#[derive(Clone)]
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pub struct IntersectingAccelerator{
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pub acceleration:glam::Vec3
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}
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//All models can be given these attributes
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#[derive(Clone)]
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pub struct GameMechanicJumpLimit{
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pub count:u32,
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}
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#[derive(Clone)]
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pub struct GameMechanicBooster{
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pub velocity:glam::Vec3,
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}
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#[derive(Clone)]
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pub enum ZoneBehaviour{
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//Start is indexed
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//Checkpoints are indexed
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Finish,
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Anitcheat,
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}
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#[derive(Clone)]
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pub struct GameMechanicZone{
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pub mode_id:u32,
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pub behaviour:ZoneBehaviour,
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}
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// enum TrapCondition{
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// FasterThan(i64),
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// SlowerThan(i64),
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// InRange(i64,i64),
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// OutsideRange(i64,i64),
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// }
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#[derive(Clone)]
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pub enum StageElementBehaviour{
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//Spawn,//The behaviour of stepping on a spawn setting the spawnid
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SpawnAt,
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Trigger,
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Teleport,
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Platform,
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//Speedtrap(TrapCondition),//Acts as a trigger with a speed condition
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}
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#[derive(Clone)]
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pub struct GameMechanicStageElement{
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pub mode_id:u32,
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pub stage_id:u32,//which spawn to send to
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pub force:bool,//allow setting to lower spawn id i.e. 7->3
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pub behaviour:StageElementBehaviour
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}
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#[derive(Clone)]
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pub struct GameMechanicWormhole{//(position,angles)*=origin.transform.inverse()*destination.transform
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pub model_id:u32,
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}
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#[derive(Default,Clone)]
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pub struct GameMechanicAttributes{
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pub jump_limit:Option<GameMechanicJumpLimit>,
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pub booster:Option<GameMechanicBooster>,
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pub zone:Option<GameMechanicZone>,
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pub stage_element:Option<GameMechanicStageElement>,
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pub wormhole:Option<GameMechanicWormhole>,//stage_element and wormhole are in conflict
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}
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#[derive(Default,Clone)]
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pub struct ContactingAttributes{
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pub elasticity:Option<u32>,//[1/2^32,1] 0=None (elasticity+1)/2^32
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//friction?
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pub surf:Option<ContactingSurf>,
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pub ladder:Option<ContactingLadder>,
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}
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#[derive(Default,Clone)]
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pub struct IntersectingAttributes{
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pub water:Option<IntersectingWater>,
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pub accelerator:Option<IntersectingAccelerator>,
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}
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//Spawn(u32) NO! spawns are indexed in the map header instead of marked with attibutes
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pub enum CollisionAttributes{
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Decoration,//visual only
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Contact{//track whether you are contacting the object
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contacting:ContactingAttributes,
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general:GameMechanicAttributes,
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},
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Intersect{//track whether you are intersecting the object
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intersecting:IntersectingAttributes,
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general:GameMechanicAttributes,
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},
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}
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impl std::default::Default for CollisionAttributes{
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fn default() -> Self {
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Self::Contact{
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contacting:ContactingAttributes::default(),
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general:GameMechanicAttributes::default()
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}
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}
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}
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2023-09-29 02:10:22 +00:00
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pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
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let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
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return data.objects.iter().map(|object|{
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unique_vertex_index.clear();
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let mut unique_vertices = Vec::new();
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let groups = object.groups.iter().map(|group|{
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IndexedGroup{
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texture:None,
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polys:group.polys.iter().map(|poly|{
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IndexedPolygon{
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vertices:poly.0.iter().map(|&tup|{
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if let Some(&i)=unique_vertex_index.get(&tup){
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i
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}else{
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let i=unique_vertices.len() as u32;
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unique_vertices.push(IndexedVertex{
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pos: tup.0 as u32,
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tex: tup.1.unwrap() as u32,
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normal: tup.2.unwrap() as u32,
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color: 0,
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});
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unique_vertex_index.insert(tup,i);
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i
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}
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}).collect()
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}
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}).collect()
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}
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}).collect();
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IndexedModel{
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unique_pos: data.position.clone(),
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unique_tex: data.texture.clone(),
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unique_normal: data.normal.clone(),
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unique_color: vec![color],
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unique_vertices,
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groups,
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instances:Vec::new(),
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}
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}).collect()
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}
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