forked from 1b-agent/opencadstudio-upstream
feat(scene): integrate standard DWG data
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@@ -0,0 +1,447 @@
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use acadrust::objects::{Material, MaterialColor, MaterialMap, ObjectType};
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use acadrust::{CadDocument, EntityType, Handle};
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use std::path::Path;
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use std::sync::Arc;
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/// Render-ready subset of an AcDbMaterial.
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///
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/// The complete decoded object stays authoritative in `CadDocument`; this
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/// compact copy travels with a tessellated mesh so the GPU path does not need
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/// to look back into the document. Map metadata is retained even when the
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/// referenced image cannot be resolved, allowing a later texture upload to
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/// replace the colour fallback without re-tessellating the solid.
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#[derive(Clone, Debug)]
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pub struct MeshMaterial {
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pub handle: Option<Handle>,
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pub name: String,
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pub description: String,
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pub diffuse: [f32; 4],
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pub ambient: [f32; 3],
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pub specular: [f32; 3],
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pub gloss: f32,
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pub reflectivity: f32,
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pub self_illumination: f32,
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pub translucence: f32,
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pub refraction_index: f32,
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pub luminance: f32,
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pub two_sided: bool,
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pub illumination_model: i32,
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pub channel_flags: i32,
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pub mode: i32,
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pub indirect_bump_scale: f32,
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pub reflectance_scale: f32,
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pub transmittance_scale: f32,
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pub luminance_mode: i16,
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pub normal_map_method: i16,
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pub normal_map_strength: f32,
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pub is_anonymous: bool,
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pub global_illumination: i16,
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pub final_gather: i16,
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pub color_bleed_scale: f32,
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pub advanced_data_present: bool,
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pub diffuse_map: MeshTextureMap,
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pub specular_map: MeshTextureMap,
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pub reflection_map: MeshTextureMap,
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pub opacity_map: MeshTextureMap,
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pub bump_map: MeshTextureMap,
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pub refraction_map: MeshTextureMap,
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pub normal_map: MeshTextureMap,
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}
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#[derive(Clone, Debug)]
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pub struct MeshTextureMap {
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pub blend_factor: f32,
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pub projection: u8,
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pub tiling: u8,
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pub auto_transform: u8,
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pub transform: [f32; 16],
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pub source: u8,
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pub file_name: String,
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pub procedural: bool,
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pub image: Option<Arc<MaterialImage>>,
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}
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#[derive(Clone, Debug)]
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pub struct MaterialImage {
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pub width: u32,
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pub height: u32,
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pub rgba: Arc<Vec<u8>>,
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pub path: String,
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}
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impl Default for MeshTextureMap {
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fn default() -> Self {
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let mut transform = [0.0; 16];
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transform[0] = 1.0;
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transform[5] = 1.0;
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transform[10] = 1.0;
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transform[15] = 1.0;
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Self {
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blend_factor: 1.0,
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projection: 2,
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tiling: 1,
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auto_transform: 1,
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transform,
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source: 0,
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file_name: String::new(),
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procedural: false,
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image: None,
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}
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}
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}
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impl MeshTextureMap {
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fn from_dwg(map: &MaterialMap, base_dir: Option<&Path>) -> Self {
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let mut transform = [0.0; 16];
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for (dst, src) in transform.iter_mut().zip(map.transform) {
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*dst = src as f32;
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}
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Self {
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blend_factor: map.blend_factor.clamp(0.0, 1.0) as f32,
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projection: map.projection,
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tiling: map.tiling,
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auto_transform: map.auto_transform,
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transform,
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source: map.source,
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file_name: map.file_name.clone(),
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procedural: map.texture.is_some(),
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image: load_map_image(map, base_dir)
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.or_else(|| procedural_map_image(map)),
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}
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}
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pub fn has_content(&self) -> bool {
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(self.source == 1 && !self.file_name.trim().is_empty())
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|| (self.source == 2 && self.procedural)
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}
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}
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impl MeshMaterial {
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pub fn entity_color(color: [f32; 4]) -> Self {
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Self {
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handle: None,
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name: String::new(),
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description: String::new(),
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diffuse: color,
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ambient: [color[0], color[1], color[2]],
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specular: [1.0; 3],
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gloss: 0.5,
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reflectivity: 0.0,
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self_illumination: 0.0,
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translucence: 0.0,
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refraction_index: 1.0,
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luminance: 0.0,
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two_sided: true,
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illumination_model: 0,
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channel_flags: 127,
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mode: 0,
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indirect_bump_scale: 1.0,
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reflectance_scale: 1.0,
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transmittance_scale: 1.0,
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luminance_mode: 0,
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normal_map_method: 0,
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normal_map_strength: 1.0,
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is_anonymous: false,
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global_illumination: 0,
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final_gather: 0,
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color_bleed_scale: 1.0,
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advanced_data_present: false,
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diffuse_map: MeshTextureMap::default(),
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specular_map: MeshTextureMap::default(),
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reflection_map: MeshTextureMap::default(),
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opacity_map: MeshTextureMap::default(),
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bump_map: MeshTextureMap::default(),
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refraction_map: MeshTextureMap::default(),
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normal_map: MeshTextureMap::default(),
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}
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}
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fn from_dwg(
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handle: Handle,
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material: &Material,
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entity_color: [f32; 4],
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base_dir: Option<&Path>,
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) -> Self {
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let diffuse_map = MeshTextureMap::from_dwg(&material.diffuse_map, base_dir);
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let specular_map = MeshTextureMap::from_dwg(&material.specular_map, base_dir);
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let reflection_map = MeshTextureMap::from_dwg(&material.reflection_map, base_dir);
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let opacity_map = MeshTextureMap::from_dwg(&material.opacity_map, base_dir);
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let bump_map = MeshTextureMap::from_dwg(&material.bump_map, base_dir);
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let refraction_map = MeshTextureMap::from_dwg(&material.refraction_map, base_dir);
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let normal_map = MeshTextureMap::from_dwg(&material.normal_map, base_dir);
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// A material whose diffuse channel explicitly references an external
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// texture is incomplete when that file cannot be resolved. Its stored
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// diffuse RGB is commonly only a red/magenta placeholder (for example
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// VILLA_COMPLETE's Plaster material), not the intended appearance.
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// Keep the material's other physical properties, but use the entity's
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// fully resolved Color/ByLayer/ByBlock value for the missing diffuse
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// channel.
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let diffuse = if diffuse_map.has_content() && diffuse_map.image.is_none() {
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entity_color
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} else {
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material_color(&material.diffuse_color, entity_color)
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};
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let ambient = material_color(&material.ambient_color, entity_color);
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let specular = material_color(&material.specular_color, [1.0; 4]);
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let opacity = material.opacity_percent.clamp(0.0, 1.0) as f32;
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Self {
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handle: Some(handle),
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name: material.name.clone(),
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description: material.description.clone(),
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diffuse: [
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diffuse[0],
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diffuse[1],
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diffuse[2],
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entity_color[3] * opacity,
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],
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ambient: [ambient[0], ambient[1], ambient[2]],
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specular: [specular[0], specular[1], specular[2]],
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gloss: material.specular_gloss_factor.clamp(0.0, 1.0) as f32,
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reflectivity: material.reflectivity.clamp(0.0, 1.0) as f32,
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self_illumination: material.self_illumination.clamp(0.0, 1.0) as f32,
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translucence: material.translucence.clamp(0.0, 1.0) as f32,
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refraction_index: material.refraction_index.max(0.0) as f32,
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luminance: material.luminance.max(0.0) as f32,
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two_sided: material.two_sided_material,
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illumination_model: material.illumination_model,
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channel_flags: material.channel_flags,
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mode: material.mode,
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indirect_bump_scale: material.indirect_bump_scale as f32,
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reflectance_scale: material.reflectance_scale as f32,
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transmittance_scale: material.transmittance_scale as f32,
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luminance_mode: material.luminance_mode,
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normal_map_method: material.normal_map_method,
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normal_map_strength: material.normal_map_strength.max(0.0) as f32,
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is_anonymous: material.is_anonymous,
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global_illumination: material.global_illumination,
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final_gather: material.final_gather,
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color_bleed_scale: material.color_bleed_scale as f32,
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advanced_data_present: material.advanced_data_present,
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diffuse_map,
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specular_map,
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reflection_map,
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opacity_map,
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bump_map,
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refraction_map,
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normal_map,
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}
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}
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pub fn apply_to(&self, set: &mut super::mesh_model::MeshLodSet) {
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for lod in &mut set.lods {
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lod.color = self.diffuse;
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}
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set.material = Some(self.clone());
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}
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pub fn apply_to_with_face_overrides(
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&self,
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set: &mut super::mesh_model::MeshLodSet,
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document: &CadDocument,
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base_dir: Option<&Path>,
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) {
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self.apply_to(set);
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set.face_materials.clear();
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let handles: rustc_hash::FxHashSet<Handle> = set
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.lods
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.iter()
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.flat_map(|lod| lod.triangle_material_handles.iter().flatten().copied())
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.collect();
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for handle in handles {
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let material =
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resolve_material_handle_with_base(document, handle, self, base_dir);
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set.face_materials.insert(handle, material);
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}
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}
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}
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fn material_color(value: &MaterialColor, current: [f32; 4]) -> [f32; 4] {
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let base = if value.flag == 1 {
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value.rgb.map_or(current, |packed| {
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let packed = packed as u32;
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[
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((packed >> 16) & 0xff) as f32 / 255.0,
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((packed >> 8) & 0xff) as f32 / 255.0,
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(packed & 0xff) as f32 / 255.0,
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current[3],
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]
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})
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} else {
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current
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};
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let factor = value.factor.clamp(0.0, 1.0) as f32;
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[
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base[0] * factor,
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base[1] * factor,
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base[2] * factor,
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base[3],
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]
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}
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fn procedural_map_image(map: &MaterialMap) -> Option<Arc<MaterialImage>> {
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let texture = map.texture.as_ref()?;
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let color1 = material_color(&texture.color1, [0.2, 0.2, 0.2, 1.0]);
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let color2 = material_color(&texture.color2, [0.8, 0.8, 0.8, 1.0]);
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let size = 64u32;
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let mut rgba = Vec::with_capacity((size * size * 4) as usize);
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for y in 0..size {
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for x in 0..size {
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let color = if ((x / 8) + (y / 8)) & 1 == 0 {
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color1
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} else {
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color2
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};
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rgba.extend(color.map(|channel| {
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(channel.clamp(0.0, 1.0) * 255.0).round() as u8
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}));
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}
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}
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Some(Arc::new(MaterialImage {
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width: size,
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height: size,
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rgba: Arc::new(rgba),
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path: format!("procedural:{}", texture.mode),
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}))
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}
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/// Resolve an entity's effective material using AcDbEntity's material flags.
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///
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/// `by_block` supplies the enclosing INSERT's material for a block child.
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/// Outside a block a ByBlock material has no owner source and falls back to
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/// the entity colour, matching the existing ByBlock colour behaviour.
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pub fn resolve_material_with_base(
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document: &CadDocument,
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entity: &EntityType,
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entity_color: [f32; 4],
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by_block: Option<&MeshMaterial>,
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base_dir: Option<&Path>,
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) -> MeshMaterial {
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let common = entity.common();
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if common.material_flags == 1 {
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return by_block
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.cloned()
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.unwrap_or_else(|| MeshMaterial::entity_color(entity_color));
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}
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let handle = if common.material_flags == 3 {
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common.material_handle
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} else {
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document
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.layers
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.get(&common.layer)
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.map(|layer| layer.material)
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.filter(|handle| handle.is_valid())
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};
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let Some(handle) = handle else {
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return MeshMaterial::entity_color(entity_color);
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};
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match document.objects.get(&handle) {
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Some(ObjectType::Material(material))
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if material.name.eq_ignore_ascii_case("ByLayer")
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|| material.name.eq_ignore_ascii_case("ByBlock") =>
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{
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MeshMaterial::entity_color(entity_color)
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}
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Some(ObjectType::Material(material)) => {
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MeshMaterial::from_dwg(handle, material, entity_color, base_dir)
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}
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_ => MeshMaterial::entity_color(entity_color),
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}
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}
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pub fn resolve_layer_material_with_base(
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document: &CadDocument,
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layer_name: &str,
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layer_color: [f32; 4],
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base_dir: Option<&Path>,
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) -> MeshMaterial {
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let handle = document
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.layers
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.get(layer_name)
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.map(|layer| layer.material)
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.filter(|handle| handle.is_valid());
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match handle.and_then(|handle| document.objects.get(&handle).map(|object| (handle, object))) {
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Some((_, ObjectType::Material(material)))
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if material.name.eq_ignore_ascii_case("ByLayer")
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|| material.name.eq_ignore_ascii_case("ByBlock") =>
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{
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MeshMaterial::entity_color(layer_color)
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}
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Some((handle, ObjectType::Material(material))) => {
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MeshMaterial::from_dwg(handle, material, layer_color, base_dir)
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}
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_ => MeshMaterial::entity_color(layer_color),
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}
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}
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pub fn resolve_material_handle_with_base(
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document: &CadDocument,
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handle: Handle,
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fallback: &MeshMaterial,
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base_dir: Option<&Path>,
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) -> MeshMaterial {
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match document.objects.get(&handle) {
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Some(ObjectType::Material(material)) if material.name.eq_ignore_ascii_case("ByLayer") => {
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fallback.clone()
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}
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Some(ObjectType::Material(material)) if material.name.eq_ignore_ascii_case("ByBlock") => {
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fallback.clone()
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}
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Some(ObjectType::Material(material)) => {
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MeshMaterial::from_dwg(handle, material, fallback.diffuse, base_dir)
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}
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_ => fallback.clone(),
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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fn load_map_image(map: &MaterialMap, base_dir: Option<&Path>) -> Option<Arc<MaterialImage>> {
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use std::collections::HashMap;
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use std::path::PathBuf;
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use std::sync::{Mutex, OnceLock};
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static CACHE: OnceLock<Mutex<HashMap<PathBuf, Option<Arc<MaterialImage>>>>> = OnceLock::new();
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if map.source != 1 || map.file_name.trim().is_empty() {
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return None;
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}
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let normalized = map.file_name.trim().replace('\\', "/");
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let source = PathBuf::from(&normalized);
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let mut candidates = Vec::with_capacity(4);
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if source.is_absolute() {
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candidates.push(source.clone());
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}
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if let Some(base) = base_dir {
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candidates.push(base.join(&source));
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if let Some(name) = source.file_name() {
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candidates.push(base.join(name));
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for folder in ["Textures", "textures", "Materials", "materials"] {
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candidates.push(base.join(folder).join(name));
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}
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}
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}
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let path = candidates.into_iter().find(|path| path.is_file())?;
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let path = path.canonicalize().unwrap_or(path);
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let cache = CACHE.get_or_init(|| Mutex::new(HashMap::new()));
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if let Some(hit) = cache.lock().ok()?.get(&path).cloned() {
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return hit;
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}
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let loaded = std::fs::read(&path)
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.ok()
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.and_then(|bytes| image::load_from_memory(&bytes).ok())
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.map(|image| {
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let rgba = image.to_rgba8();
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Arc::new(MaterialImage {
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width: rgba.width(),
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height: rgba.height(),
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rgba: Arc::new(rgba.into_raw()),
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path: path.to_string_lossy().into_owned(),
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})
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});
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cache.lock().ok()?.insert(path, loaded.clone());
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loaded
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}
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#[cfg(target_arch = "wasm32")]
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fn load_map_image(_map: &MaterialMap, _base_dir: Option<&Path>) -> Option<Arc<MaterialImage>> {
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None
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}
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Block a user