207 lines
4.6 KiB
Rust
207 lines
4.6 KiB
Rust
use std::{
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fs::File,
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io::Write,
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};
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fn main () {
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let vertexes = [
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[-1.0, -1.0, -1.0],
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[ 1.0, -1.0, -1.0],
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[ 1.0, 1.0, -1.0],
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[-1.0, 1.0, -1.0],
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[-1.0, -1.0, 1.0],
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[ 1.0, -1.0, 1.0],
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[ 1.0, 1.0, 1.0],
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[-1.0, 1.0, 1.0],
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];
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let triangles = [
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[0, 2, 1],
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[0, 3, 2],
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[0, 5, 1],
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[1, 6, 2],
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[2, 7, 3],
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[3, 4, 0],
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[0, 4, 5],
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[1, 5, 6],
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[2, 6, 7],
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[3, 7, 4],
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[4, 6, 5],
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[4, 7, 6],
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];
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let num_vertexes = u32::try_from (vertexes.len ()).unwrap ();
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let num_triangles = u32::try_from (triangles.len ()).unwrap ();
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let mut texts = Vec::default ();
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let mesh = iqm::Mesh {
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name: u32::try_from (texts.len ()).unwrap (),
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material: 0,
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first_vertex: 0,
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num_vertexes,
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first_triangle: 0,
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num_triangles,
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};
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texts.push ("Cube");
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let meshes = vec! [
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mesh,
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];
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let num_text: usize = texts.iter ()
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.map (|s| s.len () + 1)
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.sum ();
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let num_text = u32::try_from (num_text).unwrap ();
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let num_meshes = u32::try_from (meshes.len ()).unwrap ();
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let num_vertexarrays = 1u32;
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let header_len = 124u32;
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let ofs_meshes = header_len;
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let ofs_vertexarrays = ofs_meshes + num_meshes * 6 * 4;
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let ofs_triangles = ofs_vertexarrays + num_vertexarrays * 5 * 4 + num_vertexes * 3 * 4;
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let ofs_text = ofs_triangles + num_triangles * 3 * 4;
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let filesize = ofs_text + num_text;
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let mut f = File::create ("cube.iqm").unwrap ();
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f.write_all (b"INTERQUAKEMODEL\0").unwrap ();
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f.write_all (&(2u32.to_le_bytes ())).unwrap ();
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// filesize
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f.write_all (&(filesize.to_le_bytes ())).unwrap ();
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// flags
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// num_text, ofs_text
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f.write_all (&(num_text.to_le_bytes ())).unwrap ();
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f.write_all (&(ofs_text.to_le_bytes ())).unwrap ();
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// num_meshes, ofs_meshes
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f.write_all (&(num_meshes.to_le_bytes ())).unwrap ();
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f.write_all (&(ofs_meshes.to_le_bytes ())).unwrap ();
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// num_vertexarrays, num_vertexes, ofs_vertexarrays
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f.write_all (&(num_vertexarrays.to_le_bytes ())).unwrap ();
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f.write_all (&(num_vertexes.to_le_bytes ())).unwrap ();
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f.write_all (&(ofs_vertexarrays.to_le_bytes ())).unwrap ();
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// num_triangles, ofs_triangles, ofs_adjacency
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f.write_all (&(num_triangles.to_le_bytes ())).unwrap ();
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f.write_all (&(ofs_triangles.to_le_bytes ())).unwrap ();
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// num_joints, ofs_joints
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// num_poses, ofs_poses
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// num_anims, ofs_anims
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// num_frames, num_framechannels, ofs_frames, ofs_bounds
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// num_comment, ofs_comment
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// num_extensions, ofs_extensions
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// Meshes
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for mesh in meshes {
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f.write_all (&(mesh.name.to_le_bytes ())).unwrap ();
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f.write_all (&(mesh.material.to_le_bytes ())).unwrap ();
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f.write_all (&(mesh.first_vertex.to_le_bytes ())).unwrap ();
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f.write_all (&(mesh.num_vertexes.to_le_bytes ())).unwrap ();
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f.write_all (&(mesh.first_triangle.to_le_bytes ())).unwrap ();
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f.write_all (&(mesh.num_triangles.to_le_bytes ())).unwrap ();
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}
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// Vertex arrays
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// type
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// flags
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f.write_all (&(0u32.to_le_bytes ())).unwrap ();
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// format
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f.write_all (&(7u32.to_le_bytes ())).unwrap ();
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// size
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f.write_all (&(3u32.to_le_bytes ())).unwrap ();
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// offset
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f.write_all (&(0xA8u32.to_le_bytes ())).unwrap ();
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// Vertexes
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for t in vertexes {
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for x in t {
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f.write_all (&(f32::to_le_bytes (x))).unwrap ();
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}
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}
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// Triangles
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for t in triangles {
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for x in t {
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f.write_all (&(u32::to_le_bytes (x))).unwrap ();
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}
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}
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// Text
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for s in texts {
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f.write_all (s.as_bytes ()).unwrap ();
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f.write_all (b"\0").unwrap ();
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}
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}
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/// IQM structures as written to disk
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mod iqm {
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pub struct Mesh {
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pub name: u32,
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pub material: u32,
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pub first_vertex: u32,
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pub num_vertexes: u32,
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pub first_triangle: u32,
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pub num_triangles: u32,
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}
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struct VertexArray {
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r#type: u32,
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flags: u32,
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format: u32,
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size: u32,
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offset: u32,
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}
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struct Triangle {
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vertex: [u32; 3],
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}
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struct Vertex {
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position: [f32; 3],
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}
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}
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