render_model: add const, always render float as decimal
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9b07ba183c
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54df210cf9
@ -42,9 +42,9 @@ def unit_vector(vec):
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z = vec.z.to_float()
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norm = math.sqrt(x ** 2 + y ** 2 + z ** 2)
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return type(vec)(
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fixed_point.parse(str(x / norm)),
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fixed_point.parse(str(y / norm)),
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fixed_point.parse(str(z / norm))
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fixed_point.parse(f"{x / norm:f}"),
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fixed_point.parse(f"{y / norm:f}"),
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fixed_point.parse(f"{z / norm:f}")
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)
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def xyz(vec):
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@ -70,7 +70,7 @@ def render_vertex(profile_item, vertex_tuple):
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def render_vertices(profile_item, prefix, name, vertices):
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yield f"// {profile_item.to_str()}"
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yield f"vertex_{name} {prefix}_{name}[] = {{"
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yield f"const vertex_{name} {prefix}_{name}[] = {{"
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for i, vertex in enumerate(vertices):
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yield from render_vertex(profile_item, vertex)
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yield "};"
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@ -94,7 +94,7 @@ def render_vertex_texture(profile, prefix, vertex_textures):
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map(uv, vertex_textures))
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def render_object(prefix, object_name, d, material):
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yield f"struct object {prefix}_{object_name} = {{"
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yield f"const struct object {prefix}_{object_name} = {{"
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triangle_count = len(d[Triangle]) if Triangle in d else 0
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quadrilateral_count = len(d[Quadrilateral]) if Quadrilateral in d else 0
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@ -115,18 +115,18 @@ def render_object(prefix, object_name, d, material):
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if material is None:
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yield f".material = -1,",
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else:
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yield f".material = {material.name},"
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yield f".material = {prefix}_{material.name},"
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yield "};"
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def render_object_list(prefix, object_names):
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yield f"struct object * {prefix}_object_list[] = {{"
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yield f"const struct object * {prefix}_object_list[] = {{"
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for object_name in object_names:
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yield f"&{prefix}_{object_name},"
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yield "};"
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def render_model(prefix, object_count):
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yield f"struct model {prefix}_model = {{"
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yield f"const struct model {prefix}_model = {{"
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yield f".position = &{prefix}_position[0],"
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yield f".texture = &{prefix}_texture[0],"
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yield f".normal = &{prefix}_normal[0],"
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