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</pre><pre class="rust"><code><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">raylib</span>::{<span class="ident">texture::Texture2D</span>, <span class="ident">RaylibHandle</span>, <span class="ident">RaylibThread</span>};
<span class="kw">use</span> <span class="ident">std::collections::HashMap</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">load_texture_from_internal_data</span>},
<span class="ident">rendering::utilities::anim_texture::AnimatedTexture</span>,
};
<span class="kw">use</span> <span class="ident"><span class="kw">super</span>::world_object</span>::{<span class="ident">WorldObject</span>, <span class="ident">WorldObjectRef</span>, <span class="ident">WorldSpaceObjectCollider</span>};
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>, <span class="ident">thiserror::Error</span>)]</span>
<span class="kw">pub</span> <span class="kw">enum</span> <span class="ident">WorldObjectPackageLoadError</span> {
<span class="attribute">#[<span class="ident">error</span>(<span class="ident">transparent</span>)]</span>
<span class="ident">JsonError</span>(<span class="attribute">#[<span class="ident">from</span>]</span> <span class="ident"><span class="kw">crate</span>::asset_manager::InternalJsonLoadError</span>),
<span class="attribute">#[<span class="ident">error</span>(<span class="ident">transparent</span>)]</span>
<span class="ident">ResourceError</span>(<span class="attribute">#[<span class="ident">from</span>]</span> <span class="ident"><span class="kw">crate</span>::asset_manager::ResourceLoadError</span>),
}
<span class="doccomment">/// A simply interface for the madness</span>
<span class="attribute">#[<span class="ident">derive</span>(<span class="ident">Debug</span>)]</span>
<span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">WorldObjectPackage</span> {
<span class="doccomment">/// The object definitions</span>
<span class="kw">pub</span> <span class="ident">object_definitions</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">String</span>, <span class="ident">WorldObject</span><span class="op">&gt;</span>,
<span class="doccomment">/// The object references</span>
<span class="kw">pub</span> <span class="ident">object_references</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">WorldObjectRef</span><span class="op">&gt;</span>,
<span class="doccomment">/// Bottom static textures</span>
<span class="kw">pub</span> <span class="ident">bottom_static_textures</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">String</span>, <span class="ident">Texture2D</span><span class="op">&gt;</span>,
<span class="doccomment">/// Top static textures</span>
<span class="kw">pub</span> <span class="ident">top_static_textures</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">String</span>, <span class="ident">Texture2D</span><span class="op">&gt;</span>,
<span class="doccomment">/// Bottom animated textures</span>
<span class="kw">pub</span> <span class="ident">bottom_animated_textures</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">String</span>, <span class="ident">AnimatedTexture</span><span class="op">&gt;</span>,
<span class="doccomment">/// Top animated textures</span>
<span class="kw">pub</span> <span class="ident">top_animated_textures</span>: <span class="ident">HashMap</span><span class="op">&lt;</span><span class="ident">String</span>, <span class="ident">AnimatedTexture</span><span class="op">&gt;</span>,
<span class="doccomment">/// A list of colliders in the world. We pre-solve these to make comput happy :)</span>
<span class="kw">pub</span> <span class="ident">world_space_colliders</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">WorldSpaceObjectCollider</span><span class="op">&gt;</span>,
<span class="doccomment">/// A list of footprints in the world. We pre-solve these to make comput happy :)</span>
<span class="kw">pub</span> <span class="ident">world_space_footprints</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">WorldSpaceObjectCollider</span><span class="op">&gt;</span>,
}
<span class="kw">impl</span> <span class="ident">WorldObjectPackage</span> {
<span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">load</span>(
<span class="ident">raylib_handle</span>: <span class="kw-2">&amp;mut</span> <span class="ident">RaylibHandle</span>,
<span class="ident">thread</span>: <span class="kw-2">&amp;</span><span class="ident">RaylibThread</span>,
<span class="ident">map_objects_file_path</span>: <span class="kw-2">&amp;</span><span class="ident">str</span>,
) -&gt; <span class="prelude-ty">Result</span><span class="op">&lt;</span><span class="self">Self</span>, <span class="ident">WorldObjectPackageLoadError</span><span class="op">&gt;</span> {
<span class="comment">// Attempt to load the object reference list</span>
<span class="kw">let</span> <span class="ident">object_references</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">WorldObjectRef</span><span class="op">&gt;</span> <span class="op">=</span> <span class="ident">load_json_structure</span>(<span class="ident">map_objects_file_path</span>)<span class="question-mark">?</span>;
<span class="comment">// We also need to load the object definitions</span>
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">object_definitions</span> <span class="op">=</span> <span class="ident">HashMap::new</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">bottom_static_textures</span> <span class="op">=</span> <span class="ident">HashMap::new</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">top_static_textures</span> <span class="op">=</span> <span class="ident">HashMap::new</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">bottom_animated_textures</span> <span class="op">=</span> <span class="ident">HashMap::new</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">top_animated_textures</span> <span class="op">=</span> <span class="ident">HashMap::new</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">world_space_colliders</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">WorldSpaceObjectCollider</span><span class="op">&gt;</span> <span class="op">=</span> <span class="ident">Vec::new</span>();
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">world_space_footprints</span>: <span class="ident">Vec</span><span class="op">&lt;</span><span class="ident">WorldSpaceObjectCollider</span><span class="op">&gt;</span> <span class="op">=</span> <span class="ident">Vec::new</span>();
<span class="kw">for</span> <span class="ident">reference</span> <span class="kw">in</span> <span class="kw-2">&amp;</span><span class="ident">object_references</span> {
<span class="comment">// If this is a new object, load it.</span>
<span class="kw">let</span> <span class="ident">object_key</span> <span class="op">=</span> <span class="ident">reference</span>.<span class="ident">into_key</span>();
<span class="kw">if</span> <span class="op">!</span><span class="ident">object_definitions</span>.<span class="ident">contains_key</span>(<span class="ident">object_key</span>.<span class="ident">as_str</span>()) {
<span class="comment">// Construct the file path from the data we know about the reference</span>
<span class="kw">let</span> <span class="ident">path</span> <span class="op">=</span> <span class="macro">format!</span>(
<span class="string">&quot;assets/{}/{}/{}{}.json&quot;</span>,
<span class="ident">reference</span>.<span class="ident">kind</span>,
<span class="ident">reference</span>.<span class="ident">name</span>,
<span class="ident">reference</span>.<span class="ident">name</span>,
<span class="ident">reference</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="ident">String::new</span>())
);
<span class="comment">// Attempt to load the object definition</span>
<span class="kw">let</span> <span class="ident">object_definition</span>: <span class="ident">WorldObject</span> <span class="op">=</span> <span class="ident">load_json_structure</span>(<span class="kw-2">&amp;</span><span class="ident">path</span>)<span class="question-mark">?</span>;
<span class="comment">// If this object has a static bottom texture, load it</span>
<span class="kw">if</span> <span class="ident">object_definition</span>.<span class="ident">bottom_texture</span>.<span class="ident">animated</span>.<span class="ident">unwrap_or</span>(<span class="bool-val">false</span>) {
<span class="macro">panic!</span>(<span class="string">&quot;Animated bottom textures are not supported yet&quot;</span>)
} <span class="kw">else</span> {
<span class="comment">// Load the bottom texture and save it</span>
<span class="ident">bottom_static_textures</span>.<span class="ident">insert</span>(
<span class="ident">object_key</span>.<span class="ident">to_string</span>(),
<span class="ident">load_texture_from_internal_data</span>(
<span class="ident">raylib_handle</span>,
<span class="ident">thread</span>,
<span class="kw-2">&amp;</span><span class="ident">object_definition</span>.<span class="ident">bottom_texture</span>.<span class="ident">file_path</span>,
)<span class="question-mark">?</span>,
);
}
<span class="comment">// If there is a top texture, load it</span>
<span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">top_texture</span>) <span class="op">=</span> <span class="kw-2">&amp;</span><span class="ident">object_definition</span>.<span class="ident">top_texture</span> {
<span class="kw">if</span> <span class="ident">top_texture</span>.<span class="ident">animated</span>.<span class="ident">unwrap_or</span>(<span class="bool-val">false</span>) {
<span class="macro">panic!</span>(<span class="string">&quot;Animated top textures are not supported yet&quot;</span>)
} <span class="kw">else</span> {
<span class="comment">// Load the top texture and save it</span>
<span class="ident">top_static_textures</span>.<span class="ident">insert</span>(
<span class="ident">object_key</span>.<span class="ident">to_string</span>(),
<span class="ident">load_texture_from_internal_data</span>(
<span class="ident">raylib_handle</span>,
<span class="ident">thread</span>,
<span class="kw-2">&amp;</span><span class="ident">top_texture</span>.<span class="ident">file_path</span>,
)<span class="question-mark">?</span>,
);
}
}
<span class="comment">// Keep track of all the colliders in the world</span>
<span class="kw">for</span> <span class="ident">collider</span> <span class="kw">in</span> <span class="kw-2">&amp;</span><span class="ident">object_definition</span>.<span class="ident">physics_colliders</span> {
<span class="comment">// Get the object&#39;s position</span>
<span class="kw">let</span> <span class="ident">object_position</span> <span class="op">=</span> <span class="ident">reference</span>.<span class="ident">get_world_space_position</span>();
<span class="comment">// Convert the collider&#39;s position to world space</span>
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">world_space_collider</span> <span class="op">=</span> <span class="ident">WorldSpaceObjectCollider</span> {
<span class="ident">position</span>: (<span class="ident">object_position</span> <span class="op">+</span> <span class="ident">collider</span>.<span class="ident">position</span>),
<span class="ident">size</span>: <span class="ident">collider</span>.<span class="ident">size</span>,
};
<span class="comment">// Invert the Y axis of the collider&#39;s position</span>
<span class="ident">world_space_collider</span>.<span class="ident">position</span>.<span class="ident">y</span> <span class="op">=</span> <span class="op">-</span><span class="ident">world_space_collider</span>.<span class="ident">position</span>.<span class="ident">y</span>;
<span class="comment">// Add the collider to the list</span>
<span class="ident">world_space_colliders</span>.<span class="ident">push</span>(<span class="ident">world_space_collider</span>);
}
<span class="comment">// Keep track of all the footprints in the world</span>
<span class="kw">for</span> <span class="ident">collider</span> <span class="kw">in</span> <span class="kw-2">&amp;</span><span class="ident">object_definition</span>.<span class="ident">footprint</span> {
<span class="comment">// Get the object&#39;s position</span>
<span class="kw">let</span> <span class="ident">object_position</span> <span class="op">=</span> <span class="ident">reference</span>.<span class="ident">get_world_space_position</span>();
<span class="comment">// Convert the collider&#39;s position to world space</span>
<span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">world_space_collider</span> <span class="op">=</span> <span class="ident">WorldSpaceObjectCollider</span> {
<span class="ident">position</span>: (<span class="ident">object_position</span> <span class="op">+</span> <span class="ident">collider</span>.<span class="ident">position</span>),
<span class="ident">size</span>: <span class="ident">collider</span>.<span class="ident">size</span>,
};
<span class="comment">// Invert the Y axis of the collider&#39;s position</span>
<span class="ident">world_space_collider</span>.<span class="ident">position</span>.<span class="ident">y</span> <span class="op">=</span> <span class="op">-</span><span class="ident">world_space_collider</span>.<span class="ident">position</span>.<span class="ident">y</span>;
<span class="comment">// Add the collider to the list</span>
<span class="ident">world_space_footprints</span>.<span class="ident">push</span>(<span class="ident">world_space_collider</span>);
}
<span class="comment">// Store the object definition</span>
<span class="ident">object_definitions</span>.<span class="ident">insert</span>(<span class="ident">object_key</span>.<span class="ident">to_string</span>(), <span class="ident">object_definition</span>);
}
}
<span class="prelude-val">Ok</span>(<span class="self">Self</span> {
<span class="ident">object_definitions</span>,
<span class="ident">object_references</span>,
<span class="ident">bottom_static_textures</span>,
<span class="ident">top_static_textures</span>,
<span class="ident">bottom_animated_textures</span>,
<span class="ident">top_animated_textures</span>,
<span class="ident">world_space_colliders</span>,
<span class="ident">world_space_footprints</span>,
})
}
}
</code></pre></div>
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