tweaking for 2d
This commit is contained in:
@@ -1,30 +1,21 @@
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[[entities]]
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[[entities]]
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name = "terrain.1"
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name = "terrain.1"
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type = "Terrain"
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type = "StaticMesh"
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mesh = "test-textured.obj"
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mesh = "test-textured.obj"
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[[entities]]
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[[entities]]
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name = "ball.1"
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name = "tile.1"
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type = "PhysicsEntity"
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type = "Sprite"
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mesh = "ball.obj"
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texture = "test.jpg"
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[entities.position]
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[entities.position]
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x = 15.0
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x = 15.0
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y = 15.0
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y = 15.0
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z = 15.0
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z = 0.0
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[entities.position.rotation]
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[entities.position.rotation]
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x = 0.0
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x = 0.0
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y = 0.0
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y = 0.0
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z = 0.0
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[entities.physics]
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body_status = "static"
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[entities.physics.cuboid]
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x = 1.0
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y = 1.0
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z = 1.0
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[[entities]]
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[[entities]]
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name = "camera.1"
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name = "camera.1"
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Before Width: | Height: | Size: 3.0 MiB After Width: | Height: | Size: 3.0 MiB |
12
resources/textured-plane.mtl
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12
resources/textured-plane.mtl
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Material.001
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Ns 323.999994
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 2
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17
resources/textured-plane.obj
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17
resources/textured-plane.obj
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@@ -0,0 +1,17 @@
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# Blender v2.93.1 OBJ File: ''
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# www.blender.org
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mtllib textured-plane.mtl
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o Plane
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v -1.000000 0.000000 1.000000
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v 1.000000 0.000000 1.000000
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v -1.000000 0.000000 -1.000000
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v 1.000000 0.000000 -1.000000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 0.000000 0.000000
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vt 1.000000 1.000000
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vn 0.0000 1.0000 0.0000
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usemtl Material.001
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s off
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f 2/1/1 3/2/1 1/3/1
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f 2/1/1 4/4/1 3/2/1
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@@ -112,3 +112,28 @@ pub fn load_obj(obj_path: &str) -> Result<RawMesh, String> {
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indices: index_data.to_vec(),
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indices: index_data.to_vec(),
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})
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})
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}
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}
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// pub fn create_quad_mesh() -> RawMesh {
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//
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// let mut index_data: Vec<[u32; 3]> = Vec::new();
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// let mut vertex_data = Vec::new();
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//
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// vertex_data.push(Vertex::from(
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// [
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// mesh.positions[3 * v],
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// mesh.positions[3 * v + 1],
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// mesh.positions[3 * v + 2],
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// ],
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// [
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// mesh.normals[3 * v],
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// mesh.normals[3 * v + 1],
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// mesh.normals[3 * v + 2],
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// ],
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// [mesh.texcoords[2 * v], mesh.texcoords[2 * v + 1]],
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// ));
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//
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// RawMesh {
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// vertices: vertex_data.to_vec(),
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// indices: index_data.to_vec(),
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// }
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// }
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@@ -107,6 +107,10 @@ Todo:
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Figure out eventing, GameInput, passing all events, etc.
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Figure out eventing, GameInput, passing all events, etc.
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+ texturing
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+ texturing
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I need to figure out the way that I want to do 2d graphics in a 3d engine...
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I suppose I will need sprites. And those are just 2 polygons which are textured
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*/
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*/
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@@ -19,11 +19,13 @@ use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
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use crate::camera::{Camera, CameraController};
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use crate::camera::{Camera, CameraController};
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use crate::components::{Collider, ImguiWindow, LoopState, Mesh, Physics, Position};
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use crate::components::{Collider, ImguiWindow, LoopState, Mesh, Physics, Position};
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use crate::geometry::RawMesh;
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use crate::geometry;
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use crate::physics::state::PhysicsState;
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use crate::physics::state::PhysicsState;
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use crate::render::state::RenderState;
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use crate::render::state::RenderState;
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use crate::render::system::{ImguiGenericOutputLine, ImguiPerformanceProfilerLine};
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use crate::render::system::{ImguiGenericOutputLine, ImguiPerformanceProfilerLine};
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use crate::runtime::state::RuntimeState;
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use crate::runtime::state::RuntimeState;
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use crate::geometry::create_quad_mesh;
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use crate::geometry::RawMesh;
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pub fn quad_color(color: [f32; 4]) -> [[f32; 4]; 4] {
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pub fn quad_color(color: [f32; 4]) -> [[f32; 4]; 4] {
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[color, color, color, color]
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[color, color, color, color]
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@@ -126,6 +128,59 @@ pub fn runtime_spawn(
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) {
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) {
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for entity in &runtime_state.get_entities() {
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for entity in &runtime_state.get_entities() {
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match entity.type_name.as_ref() {
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match entity.type_name.as_ref() {
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"Sprite" => {
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let raw_mesh = create_quad_mesh();
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let mesh_name = entity.mesh.clone().unwrap();
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let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
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None => {
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log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
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continue;
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}
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Some(mesh) => mesh,
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};
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let position = Position::from(entity.position.clone());
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let mut static_body = RigidBodyBuilder::new_static()
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.position(Isometry3::new(
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Vector3::new(position.x, position.y, position.z),
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Vector::y(),
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))
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.build();
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let mesh_collider = ColliderBuilder::trimesh(
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raw_mesh.vertices.iter().map(|v| v.position()).collect(),
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raw_mesh.indices.clone(),
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)
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.build();
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let gpu_mesh_buffer = renderer
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.upload_mesh_to_buffer(
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raw_mesh,
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Some(wgpu::Color {
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r: 1.0,
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g: 0.7,
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b: 0.3,
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a: 1.0,
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}),
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)
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.unwrap();
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let entity: Entity = cmd.push((
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position,
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gpu_mesh_buffer,
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Physics {
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rigid_body: static_body,
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rigid_body_handle: None,
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},
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Collider {
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collider: mesh_collider,
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collider_handle: None,
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},
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));
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}
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"PhysicsEntity" => {
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"PhysicsEntity" => {
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let mesh_name = entity.mesh.as_ref().unwrap();
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let mesh_name = entity.mesh.as_ref().unwrap();
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let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
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let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
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@@ -178,7 +233,7 @@ pub fn runtime_spawn(
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ImguiGenericOutputLine::new("wahoo! from a physics entity".to_string()),
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ImguiGenericOutputLine::new("wahoo! from a physics entity".to_string()),
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));
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));
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}
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}
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"Terrain" => {
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"StaticMesh" => {
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let mesh_name = entity.mesh.clone().unwrap();
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let mesh_name = entity.mesh.clone().unwrap();
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let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
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let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
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None => {
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None => {
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