mirror of
https://github.com/Theaninova/mhlib.git
synced 2025-12-11 03:56:18 +00:00
mhk3
This commit is contained in:
@@ -4,13 +4,14 @@ use godot::builtin::{
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VariantArray, Vector2, Vector3,
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};
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use godot::engine::mesh::{ArrayFormat, ArrayType, PrimitiveType};
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use godot::engine::{ArrayMesh, PackedScene};
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use godot::engine::{ArrayMesh, SurfaceTool};
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use godot::obj::{EngineEnum, Gd};
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use godot::prelude::{Array, GodotClass, Share, ToVariant};
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use itertools::Itertools;
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use godot::prelude::{godot_warn, Array, GodotClass, Share, ToVariant};
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use lightwave_3d::iff::Chunk;
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use lightwave_3d::lwo2::tags::point_list::PointList;
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use lightwave_3d::lwo2::tags::polygon_list::PolygonLists;
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use lightwave_3d::lwo2::tags::Tag;
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use lightwave_3d::LightWaveObject;
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use std::fs::File;
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#[derive(GodotClass)]
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#[class(init)]
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@@ -28,129 +29,108 @@ pub fn lightwave_to_gd(lightwave: LightWaveObject) -> Gd<ArrayMesh> {
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let mut mesh = ArrayMesh::new();
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let mut arrays: Option<VariantArray> = None;
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let mut vert_count = 0;
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for tag in lightwave.data {
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match tag {
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Tag::PointList(points) => {
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if let Some(arrays) = &arrays {
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mesh.add_surface_from_arrays(
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PrimitiveType::PRIMITIVE_TRIANGLES,
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arrays.share(),
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Array::new(),
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Dictionary::new(),
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ArrayFormat::ARRAY_FORMAT_NORMAL,
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);
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}
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try_commit(&mut mesh, &arrays);
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vert_count = points.point_location.len();
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let mut ars = Array::new();
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ars.resize(ArrayType::ARRAY_MAX.ord() as usize);
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let mut norm = PackedVector3Array::new();
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norm.resize(points.point_location.len());
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ars.set(ArrayType::ARRAY_NORMAL.ord() as usize, norm.to_variant());
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ars.set(
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ArrayType::ARRAY_VERTEX.ord() as usize,
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PackedVector3Array::from(
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points
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.point_location
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.iter()
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.map(|[x, y, z]| Vector3 {
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x: *x,
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y: *y,
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z: *z,
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})
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.collect::<Vec<Vector3>>()
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.as_slice(),
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)
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.to_variant(),
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collect_points(points).to_variant(),
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);
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arrays = Some(ars);
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}
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Tag::VertexMapping(vmap) => {
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if let b"TXUV" = &vmap.kind {
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Tag::VertexMapping(vmap) => match &vmap.kind {
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b"TXUV" => {
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if let Some(arrays) = &mut arrays {
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arrays.set(
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ArrayType::ARRAY_TEX_UV.ord() as usize,
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PackedVector2Array::from(
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vmap.mapping
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.iter()
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.map(|uv| Vector2 {
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x: uv.value[0],
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y: uv.value[1],
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})
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.collect::<Vec<Vector2>>()
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.as_slice(),
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)
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.to_variant(),
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);
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let mut arr = PackedVector2Array::new();
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arr.resize(vert_count);
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for uv in vmap.data.mapping {
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arr.set(
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uv.vert as usize,
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Vector2 {
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x: uv.value[0],
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y: uv.value[1],
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},
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);
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}
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arrays.set(ArrayType::ARRAY_TEX_UV.ord() as usize, arr.to_variant());
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}
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}
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}
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x => godot_warn!("{}", String::from_utf8(x.to_vec()).unwrap()),
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},
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Tag::PolygonList(polygons) => match &polygons.kind {
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b"FACE" => {
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if let Some(arrays) = &mut arrays {
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arrays.set(
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ArrayType::ARRAY_INDEX.ord() as usize,
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PackedInt32Array::from(
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get_rendering_vertex_indices(
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polygons
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.polygons
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.iter()
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.flat_map(|it| it.vert.iter().map(|it| *it as i32))
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.collect::<Vec<i32>>(),
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)
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.as_slice(),
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)
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.to_variant(),
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);
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let indices = collect_polygons(polygons);
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arrays.set(ArrayType::ARRAY_INDEX.ord() as usize, indices.to_variant());
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}
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}
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_ => panic!(),
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x => godot_warn!("{}", String::from_utf8(x.to_vec()).unwrap()),
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},
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_ => (),
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}
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}
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if let Some(arrays) = &arrays {
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try_commit(&mut mesh, &arrays);
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let mut out_mesh = ArrayMesh::new();
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for i in 0..mesh.get_surface_count() {
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let mut tool = SurfaceTool::new();
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tool.create_from(mesh.share().upcast(), i);
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tool.generate_normals(false);
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tool.generate_tangents();
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try_commit(&mut out_mesh, &Some(tool.commit_to_arrays()));
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}
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out_mesh
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}
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fn try_commit(mesh: &mut ArrayMesh, arrays: &Option<VariantArray>) {
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if let Some(arrays) = arrays {
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mesh.add_surface_from_arrays(
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PrimitiveType::PRIMITIVE_TRIANGLES,
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arrays.share(),
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Array::new(),
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Dictionary::new(),
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ArrayFormat::ARRAY_FORMAT_VERTEX,
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ArrayFormat::ARRAY_FORMAT_NORMAL,
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);
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}
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mesh.regen_normal_maps();
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mesh
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}
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fn get_rendering_vertex_indices(strip: Vec<i32>) -> Vec<i32> {
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if strip.len() == 2 {
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return vec![strip[0], strip[1], strip[0]];
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}
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let mut p = strip.into_iter();
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let mut vertex_indices = vec![];
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let mut f1 = p.next().unwrap();
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let mut f2 = p.next().unwrap();
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let mut face_direction = 1;
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for f3 in p {
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// face_direction *= -1;
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if f1 != f2 && f2 != f3 && f3 != f1 {
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if face_direction > 0 {
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vertex_indices.push(f3);
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vertex_indices.push(f2);
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vertex_indices.push(f1);
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} else {
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vertex_indices.push(f2);
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vertex_indices.push(f3);
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vertex_indices.push(f1);
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}
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}
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f1 = f2;
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f2 = f3;
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}
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vertex_indices
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fn collect_points(chunk: Chunk<PointList>) -> PackedVector3Array {
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PackedVector3Array::from(
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chunk
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.data
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.point_location
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.into_iter()
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.map(|[x, y, z]| Vector3 { x, y, z })
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.collect::<Vec<Vector3>>()
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.as_slice(),
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)
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}
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fn collect_polygons(chunk: Chunk<PolygonLists>) -> PackedInt32Array {
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debug_assert!(chunk.polygons.len() >= 3, "{:?}", chunk);
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PackedInt32Array::from(
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chunk
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.data
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.polygons
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.into_iter()
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.flat_map(|mut it| {
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let fan_v = it.vert.remove(0) as i32;
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it.vert
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.windows(2)
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.flat_map(|w| [w[1] as i32, w[0] as i32, fan_v])
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.collect::<Vec<i32>>()
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})
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.collect::<Vec<i32>>()
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.as_slice(),
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)
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}
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