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</pre><pre class="rust"><code><span class="kw">use</span> <span class="ident">std::collections::HashMap</span>;
<span class="kw">use</span> <span class="ident">nalgebra</span> <span class="kw">as</span> <span class="ident">na</span>;
<span class="kw">use</span> <span class="ident">serde::Deserialize</span>;
<span class="kw">use</span> <span class="kw">crate</span>::{
<span class="ident">asset_manager</span>::{<span class="ident">load_json_structure</span>, <span class="ident">InternalJsonLoadError</span>},
<span class="ident">rendering::utilities::anim_texture::AnimatedTexture</span>,
};
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>, <span class="ident">Clone</span>, <span class="ident">Deserialize</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">PossiblyAnimatedTexture</span> {
<span class="doccomment">/// Signal if the texture is animated or static</span>
<span class="kw">pub</span> <span class="ident">animated</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">bool</span><span class="op">&gt;</span>,
<span class="doccomment">/// Relative file path from `dist` to the texture</span>
<span class="kw">pub</span> <span class="ident">file_path</span>: <span class="ident">String</span>,
}
<span class="doccomment">/// Defines a collider in object space.</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>, <span class="ident">Clone</span>, <span class="ident">Deserialize</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">ObjectCollider</span> {
<span class="doccomment">/// Position, relative to the object&#39;s center (north east is 1,1 south west is -1,-1)</span>
<span class="kw">pub</span> <span class="ident">position</span>: <span class="ident">na::Vector2</span><span class="op">&lt;</span><span class="ident">f32</span><span class="op">&gt;</span>,
<span class="doccomment">/// Possible sizing</span>
<span class="kw">pub</span> <span class="ident">size</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">na::Vector2</span><span class="op">&lt;</span><span class="ident">f32</span><span class="op">&gt;</span><span class="op">&gt;</span>,
}
<span class="comment">// Handy aliases</span>
<span class="kw">pub</span> <span class="kw">type</span> <span class="ident">ObjectSpaceObjectCollider</span> <span class="op">=</span> <span class="ident">ObjectCollider</span>;
<span class="kw">pub</span> <span class="kw">type</span> <span class="ident">WorldSpaceObjectCollider</span> <span class="op">=</span> <span class="ident">ObjectCollider</span>;
<span class="doccomment">/// Definition of an object. Only one of these should exist *per object*, and they will be GPU instanced.</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>, <span class="ident">Clone</span>, <span class="ident">Deserialize</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">WorldObject</span> {
<span class="doccomment">/// Object name. Must match the name of the texture</span>
<span class="kw">pub</span> <span class="ident">name</span>: <span class="ident">String</span>,
<span class="doccomment">/// The object&#39;s bottom texture</span>
<span class="kw">pub</span> <span class="ident">bottom_texture</span>: <span class="ident">PossiblyAnimatedTexture</span>,
<span class="doccomment">/// The object&#39;s top texture</span>
<span class="kw">pub</span> <span class="ident">top_texture</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">PossiblyAnimatedTexture</span><span class="op">&gt;</span>,
<span class="doccomment">/// colliders describing the object&#39;s footprint</span>
<span class="kw">pub</span> <span class="ident">footprint</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">ObjectSpaceObjectCollider</span><span class="op">&gt;</span>,
<span class="doccomment">/// A &quot;sphere of influence&quot; for the object. This is used for showing under the roof</span>
<span class="kw">pub</span> <span class="ident">visualization_radius</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">f32</span><span class="op">&gt;</span>,
<span class="doccomment">/// Colliders for physics</span>
<span class="kw">pub</span> <span class="ident">physics_colliders</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">ObjectSpaceObjectCollider</span><span class="op">&gt;</span>,
<span class="doccomment">/// Temperature</span>
<span class="kw">pub</span> <span class="ident">temperature</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">f32</span><span class="op">&gt;</span>,
<span class="doccomment">/// Friction</span>
<span class="kw">pub</span> <span class="ident">friction</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">f32</span><span class="op">&gt;</span>,
}
<span class="doccomment">/// Used to reference an object in the world definition</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>, <span class="ident">Clone</span>, <span class="ident">Deserialize</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">WorldObjectRef</span> {
<span class="doccomment">/// Object type</span>
<span class="attribute">#[<span class="ident">serde</span>(<span class="ident">rename</span> <span class="op">=</span> <span class="string">&quot;type&quot;</span>)]</span>
<span class="kw">pub</span> <span class="ident">kind</span>: <span class="ident">String</span>,
<span class="doccomment">/// Object name</span>
<span class="kw">pub</span> <span class="ident">name</span>: <span class="ident">String</span>,
<span class="doccomment">/// Variant name</span>
<span class="kw">pub</span> <span class="ident">variant</span>: <span class="prelude-ty">Option</span><span class="op">&lt;</span><span class="ident">String</span><span class="op">&gt;</span>,
<span class="doccomment">/// Object position (tile-space *not* pixel-space). 1,1 being up and to the right</span>
<span class="ident">position</span>: <span class="ident">na::Vector2</span><span class="op">&lt;</span><span class="ident">f32</span><span class="op">&gt;</span>,
<span class="doccomment">/// Object rotation, positive is clockwise</span>
<span class="kw">pub</span> <span class="ident">rotation_degrees</span>: <span class="ident">f32</span>,
}
<span class="kw">impl</span> <span class="ident">WorldObjectRef</span> {
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">into_key</span>(<span class="kw-2">&amp;</span><span class="self">self</span>) -&gt; <span class="ident">String</span> {
<span class="macro">format!</span>(
<span class="string">&quot;{}:{}:{}&quot;</span>,
<span class="self">self</span>.<span class="ident">kind</span>,
<span class="self">self</span>.<span class="ident">name</span>,
<span class="self">self</span>.<span class="ident">variant</span>.<span class="ident">as_ref</span>().<span class="ident">unwrap_or</span>(<span class="kw-2">&amp;</span><span class="string">&quot;default&quot;</span>.<span class="ident">to_string</span>())
)
}
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">get_world_space_position</span>(<span class="kw-2">&amp;</span><span class="self">self</span>)-&gt; <span class="ident">na::Vector2</span><span class="op">&lt;</span><span class="ident">f32</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">position</span> <span class="op">*</span> <span class="number">128.0</span>
}
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">get_tile_space_position</span>(<span class="kw-2">&amp;</span><span class="self">self</span>)-&gt; <span class="ident">na::Vector2</span><span class="op">&lt;</span><span class="ident">f32</span><span class="op">&gt;</span> {
<span class="self">self</span>.<span class="ident">position</span>
}
}
</code></pre></div>
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