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More CSG primitives
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@ -40,9 +40,21 @@ 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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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<f32>, f32),
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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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/// 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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@ -99,6 +111,7 @@ impl Primitive {
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#[derive(Clone)]
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pub enum Fill {
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Sprite(SpriteKind),
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RotatedSprite(SpriteKind, u8),
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Block(Block),
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Brick(BlockKind, Rgb<u8>, u8),
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Gradient(util::gradient::Gradient, BlockKind),
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@ -209,6 +222,28 @@ 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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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 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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< 1.0
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},
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Primitive::Plane(aabr, origin, gradient) => {
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// Maybe <= instead of ==
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(aabr.min.x..aabr.max.x).contains(&pos.x)
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@ -221,12 +256,35 @@ impl Fill {
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.dot(*gradient) as i32)
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},
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Primitive::Segment(segment, radius) => {
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/*(segment.start.x..segment.end.x).contains(&pos.x)
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&& (segment.start.y..segment.end.y).contains(&pos.y)
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&& (segment.start.z..segment.end.z).contains(&pos.z)
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&&*/
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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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let segment_2d = LineSegment2 {
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start: segment.start.xy(),
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end: segment.end.xy(),
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};
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let projected_point_2d: Vec2<f32> =
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segment_2d.as_().projected_point(pos.xy().as_());
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let xy_check = projected_point_2d.distance(pos.xy().as_()) < radius - 0.25;
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let projected_z = {
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let len_sq: f32 = segment_2d
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.start
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.as_()
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.distance_squared(segment_2d.end.as_());
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if len_sq < 0.1 {
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segment.start.z as f32
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} else {
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let frac = ((projected_point_2d - segment_2d.start.as_())
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.dot(segment_2d.end.as_() - segment_2d.start.as_())
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/ len_sq)
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.clamp(0.0, 1.0);
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(segment.end.z as f32 - segment.start.z as f32) * frac
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+ segment.start.z as f32
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}
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};
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let z_check = (projected_z..=(projected_z + height)).contains(&(pos.z as f32));
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xy_check && z_check
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},
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Primitive::Sampling(a, f) => self.contains_at(tree, *a, pos) && f(pos),
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Primitive::Prefab(p) => !matches!(p.get(pos), Err(_) | Ok(StructureBlock::None)),
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Primitive::Intersect(a, b) => {
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@ -284,6 +342,16 @@ impl Fill {
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} else {
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old_block.with_sprite(*sprite)
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}),
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Fill::RotatedSprite(sprite, ori) => Some(if old_block.is_filled() {
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Block::air(*sprite)
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.with_ori(*ori)
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.unwrap_or(Block::air(*sprite))
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} else {
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old_block
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.with_sprite(*sprite)
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.with_ori(*ori)
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.unwrap_or(old_block.with_sprite(*sprite))
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}),
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Fill::Brick(bk, col, range) => Some(Block::new(
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*bk,
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*col + (RandomField::new(13)
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@ -329,6 +397,8 @@ 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::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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@ -346,9 +416,32 @@ 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) => Aabb {
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min: (segment.start - *radius).floor().as_(),
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max: (segment.end + *radius).ceil().as_(),
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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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}
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.made_valid();
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Aabb {
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min: aabb.min - radius.floor() as i32,
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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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let aabb = Aabb {
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min: segment.start,
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max: segment.end,
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}
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.made_valid();
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let min = {
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let xy = aabb.min.xy() - radius.floor() as i32;
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xy.with_z(aabb.min.z)
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};
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let max = {
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let xy = aabb.max.xy() + radius.ceil() as i32;
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xy.with_z(aabb.max.z + height.ceil() as i32)
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};
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Aabb { min, max }
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},
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Primitive::Sampling(a, _) => self.get_bounds_inner(tree, *a)?,
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Primitive::Prefab(p) => p.get_bounds(),
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@ -409,7 +502,30 @@ pub struct Painter {
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}
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impl Painter {
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pub fn aabb(&self, aabb: Aabb<i32>) -> PrimitiveRef { self.prim(Primitive::Aabb(aabb)) }
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pub fn aabb(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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self.prim(Primitive::Aabb(aabb.made_valid()))
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}
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pub fn sphere(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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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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}
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pub fn rounded_aabb(&self, aabb: Aabb<i32>, degree: f32) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::RoundedAabb { aabb, degree })
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}
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pub fn cylinder(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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self.prim(Primitive::Cylinder(aabb.made_valid()))
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}
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pub fn cone(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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self.prim(Primitive::Cone(aabb.made_valid()))
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}
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pub fn line(
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&self,
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@ -426,6 +542,32 @@ impl Painter {
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))
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}
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pub fn segment_prism(
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&self,
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a: Vec3<i32>,
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b: Vec3<i32>,
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radius: f32,
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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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}
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pub fn plane(&self, aabr: Aabr<i32>, origin: Vec3<i32>, gradient: Vec2<f32>) -> PrimitiveRef {
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let aabr = aabr.made_valid();
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self.prim(Primitive::Plane(aabr, origin, gradient))
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}
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pub fn ramp(&self, aabb: Aabb<i32>, inset: i32, dir: Dir) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::Ramp { aabb, inset, dir })
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}
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pub fn gable(&self, aabb: Aabb<i32>, inset: i32, dir: Dir) -> PrimitiveRef {
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let aabb = aabb.made_valid();
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self.prim(Primitive::Gable { aabb, inset, dir })
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}
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pub fn sprite(&self, pos: Vec3<i32>, sprite: SpriteKind) {
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self.aabb(Aabb {
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min: pos,
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@ -434,8 +576,17 @@ impl Painter {
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.fill(Fill::Sprite(sprite))
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}
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pub fn rotated_sprite(&self, pos: Vec3<i32>, sprite: SpriteKind, ori: u8) {
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self.aabb(Aabb {
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min: pos,
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max: pos + 1,
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})
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.fill(Fill::RotatedSprite(sprite, ori))
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}
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pub fn pyramid(&self, aabb: Aabb<i32>) -> PrimitiveRef {
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let inset = 0;
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let aabb = aabb.made_valid();
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self.prim(Primitive::Ramp {
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aabb,
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inset,
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@ -465,6 +616,8 @@ impl Painter {
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}
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}
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pub fn empty(&self) -> PrimitiveRef { self.prim(Primitive::Empty) }
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pub fn fill(&self, prim: impl Into<Id<Primitive>>, fill: Fill) {
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self.fills.borrow_mut().push((prim.into(), fill));
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}
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@ -493,6 +646,18 @@ impl<'a> PrimitiveRef<'a> {
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self.painter.prim(Primitive::without(self, other))
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}
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pub fn translate(self, trans: Vec3<i32>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::translate(self, trans))
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}
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pub fn rotate(self, rot: Mat3<i32>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::rotate(self, rot))
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}
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pub fn scale(self, scale: Vec3<f32>) -> PrimitiveRef<'a> {
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self.painter.prim(Primitive::scale(self, scale))
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}
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pub fn fill(self, fill: Fill) { self.painter.fill(self, fill); }
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pub fn clear(self) { self.painter.fill(self, Fill::Block(Block::empty())); }
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