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Add cubic bezier curve function
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@ -40,21 +40,28 @@ pub enum Primitive {
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Cylinder(Aabb<i32>),
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Cone(Aabb<i32>),
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Sphere(Aabb<i32>),
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Ellipsoid(Aabb<i32>),
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/// An Aabb with rounded corners. The degree relates to how rounded the
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/// corners are. A value less than 1.0 results in concave faces. A value
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/// of 2.0 results in an ellipsoid. Values greater than 2.0 result in a
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/// rounded aabb. Values less than 0.0 are clamped to 0.0 as negative values
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/// would theoretically yield shapes extending to infinity.
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RoundedAabb {
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Superquadric {
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aabb: Aabb<i32>,
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degree: f32,
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},
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Plane(Aabr<i32>, Vec3<i32>, Vec2<f32>),
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/// A line segment from start to finish point with a given radius
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Segment(LineSegment3<i32>, f32),
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/// A 2d line segment with a given radius, z-coord, and height
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SegmentPrism(LineSegment3<i32>, f32, f32),
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Segment {
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segment: LineSegment3<i32>,
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radius: f32,
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},
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/// A prism created by projecting a line segment with a given radius along
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/// the z axis up to a provided height
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SegmentPrism {
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segment: LineSegment3<i32>,
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radius: f32,
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height: f32,
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},
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/// A sampling function is always a subset of another primitive to avoid
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/// needing infinite bounds
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Sampling(Id<Primitive>, Box<dyn Fn(Vec3<i32>) -> bool>),
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@ -222,26 +229,17 @@ impl Fill {
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&& pos.as_().distance_squared(aabb.as_().center() - 0.5)
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< (aabb.size().w.min(aabb.size().h) as f32 / 2.0).powi(2)
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},
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Primitive::Ellipsoid(aabb) => {
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let center = aabb.center().map(|e| e as f32);
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let a: f32 = aabb.max.x as f32 - center.x;
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let b: f32 = aabb.max.y as f32 - center.y;
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let c: f32 = aabb.max.z as f32 - center.z;
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let rpos = pos.as_::<f32>() - center;
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aabb_contains(*aabb, pos)
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&& (rpos.x / a).powi(2) + (rpos.y / b).powi(2) + (rpos.z / c).powi(2) < 1.0
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},
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Primitive::RoundedAabb { aabb, degree } => {
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Primitive::Superquadric { aabb, degree } => {
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let degree = degree.max(0.0);
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let center = aabb.center().map(|e| e as f32);
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let a: f32 = aabb.max.x as f32 - center.x;
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let b: f32 = aabb.max.y as f32 - center.y;
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let c: f32 = aabb.max.z as f32 - center.z;
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let a: f32 = aabb.max.x as f32 - center.x - 0.5;
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let b: f32 = aabb.max.y as f32 - center.y - 0.5;
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let c: f32 = aabb.max.z as f32 - center.z - 0.5;
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let rpos = pos.as_::<f32>() - center;
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aabb_contains(*aabb, pos)
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&& (rpos.x / a).abs().powf(*degree)
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+ (rpos.y / b).abs().powf(*degree)
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+ (rpos.z / c).abs().powf(*degree)
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&& (rpos.x / a).abs().powf(degree)
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+ (rpos.y / b).abs().powf(degree)
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+ (rpos.z / c).abs().powf(degree)
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< 1.0
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},
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Primitive::Plane(aabr, origin, gradient) => {
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@ -255,10 +253,14 @@ impl Fill {
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.as_()
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.dot(*gradient) as i32)
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},
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Primitive::Segment(segment, radius) => {
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Primitive::Segment { segment, radius } => {
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segment.distance_to_point(pos.map(|e| e as f32)) < radius - 0.25
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},
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Primitive::SegmentPrism(segment, radius, height) => {
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Primitive::SegmentPrism {
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segment,
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radius,
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height,
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} => {
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let segment_2d = LineSegment2 {
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start: segment.start.xy(),
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end: segment.end.xy(),
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@ -397,8 +399,7 @@ impl Fill {
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Primitive::Cylinder(aabb) => *aabb,
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Primitive::Cone(aabb) => *aabb,
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Primitive::Sphere(aabb) => *aabb,
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Primitive::Ellipsoid(aabb) => *aabb,
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Primitive::RoundedAabb { aabb, .. } => *aabb,
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Primitive::Superquadric { aabb, .. } => *aabb,
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Primitive::Plane(aabr, origin, gradient) => {
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let half_size = aabr.half_size().reduce_max();
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let longest_dist = ((aabr.center() - origin.xy()).map(|x| x.abs())
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@ -416,7 +417,7 @@ impl Fill {
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};
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aabb.made_valid()
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},
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Primitive::Segment(segment, radius) => {
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Primitive::Segment { segment, radius } => {
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let aabb = Aabb {
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min: segment.start,
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max: segment.end,
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@ -427,7 +428,11 @@ impl Fill {
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max: aabb.max + radius.ceil() as i32,
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}
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},
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Primitive::SegmentPrism(segment, radius, height) => {
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Primitive::SegmentPrism {
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segment,
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radius,
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height,
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} => {
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let aabb = Aabb {
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min: segment.start,
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max: segment.end,
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@ -510,13 +515,31 @@ impl Painter {
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self.prim(Primitive::Sphere(aabb.made_valid()))
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}
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pub fn ellipsoid(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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self.prim(Primitive::Ellipsoid(aabb.made_valid()))
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pub fn sphere2(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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let radius = aabb.size().w.min(aabb.size().h) / 2;
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let aabb = Aabb {
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min: aabb.center() - radius,
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max: aabb.center() + radius,
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};
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let degree = 2.0;
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self.prim(Primitive::Superquadric { aabb, degree })
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}
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pub fn rounded_aabb(&self, aabb: Aabb<i32>, degree: f32) -> PrimitiveRef {
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pub fn ellipsoid(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::RoundedAabb { aabb, degree })
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let degree = 2.0;
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self.prim(Primitive::Superquadric { aabb, degree })
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}
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pub fn superquadric(&self, aabb: Aabb<i32>, degree: f32) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::Superquadric { aabb, degree })
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}
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pub fn rounded_aabb(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::Superquadric { aabb, degree: 3.0 })
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}
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pub fn cylinder(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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@ -533,13 +556,13 @@ impl Painter {
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b: Vec3<impl AsPrimitive<f32>>,
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radius: f32,
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) -> PrimitiveRef {
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self.prim(Primitive::Segment(
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LineSegment3 {
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self.prim(Primitive::Segment {
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segment: LineSegment3 {
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start: a.as_(),
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end: b.as_(),
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},
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radius,
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))
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})
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}
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pub fn segment_prism(
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@ -550,7 +573,49 @@ impl Painter {
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height: f32,
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) -> PrimitiveRef {
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let segment = LineSegment3 { start: a, end: b };
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self.prim(Primitive::SegmentPrism(segment, radius, height))
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self.prim(Primitive::SegmentPrism {
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segment,
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radius,
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height,
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})
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}
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pub fn cubic_bezier(
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&self,
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start: Vec3<i32>,
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ctrl0: Vec3<i32>,
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ctrl1: Vec3<i32>,
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end: Vec3<i32>,
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radius: f32,
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) -> PrimitiveRef {
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let bezier = CubicBezier3 {
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start: start.as_::<f32>(),
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ctrl0: ctrl0.as_::<f32>(),
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ctrl1: ctrl1.as_::<f32>(),
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end: end.as_::<f32>(),
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};
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let p0 = start;
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let p1 = bezier.evaluate(0.1).map(|e| e.floor() as i32);
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let p2 = bezier.evaluate(0.2).map(|e| e.floor() as i32);
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let p3 = bezier.evaluate(0.3).map(|e| e.floor() as i32);
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let p4 = bezier.evaluate(0.4).map(|e| e.floor() as i32);
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let p5 = bezier.evaluate(0.5).map(|e| e.floor() as i32);
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let p6 = bezier.evaluate(0.6).map(|e| e.floor() as i32);
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let p7 = bezier.evaluate(0.7).map(|e| e.floor() as i32);
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let p8 = bezier.evaluate(0.8).map(|e| e.floor() as i32);
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let p9 = bezier.evaluate(0.9).map(|e| e.floor() as i32);
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let p10 = end;
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self.line(p0, p1, radius)
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.union(self.line(p1, p2, radius))
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.union(self.line(p2, p3, radius))
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.union(self.line(p3, p4, radius))
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.union(self.line(p4, p5, radius))
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.union(self.line(p5, p6, radius))
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.union(self.line(p6, p7, radius))
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.union(self.line(p7, p8, radius))
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.union(self.line(p8, p9, radius))
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.union(self.line(p9, p10, radius))
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}
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pub fn plane(&self, aabr: Aabr<i32>, origin: Vec3<i32>, gradient: Vec2<f32>) -> PrimitiveRef {
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@ -633,11 +633,11 @@ impl Structure for House {
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0.75,
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),
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//2 => {
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// painter.prim(Primitive::Segment(LineSegment3 {
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// start: Vec2::new(temp.x, self.bounds.min.y - storey_increase -
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// painter.line(
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// Vec2::new(temp.x, self.bounds.min.y - storey_increase -
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// 6).with_z(alt + previous_height + 30),
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// end: Vec2::new(temp.x + 1, self.bounds.min.y - storey_increase
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// - 3).with_z(alt + previous_height - 3), }, 1.0))
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// Vec2::new(temp.x + 1, self.bounds.min.y - storey_increase
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// - 3).with_z(alt + previous_height - 3), 1.0)
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//},
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_ => painter.prim(Primitive::Empty),
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};
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