More (slow) pyramid progress
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@ -180,10 +180,22 @@ pub fn pyramid() -> Rule<()> {
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];
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];
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let test = rule_fn!(() => |_s, base_verts| {
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let test = rule_fn!(() => |_s, base_verts| {
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let rt3 = (3.0).sqrt();
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let (a0, a1, a2);
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let next_verts: Vec<VertexUnion> = vec_indexed![
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VertexUnion::Vertex(vertex( rt3/12.0, -1.0/4.0, 0.0)),
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VertexUnion::Vertex(vertex( rt3/12.0, 1.0/4.0, 0.0)),
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VertexUnion::Vertex(vertex(-rt3/6.0, 0.0, 0.0)),
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@a0 VertexUnion::Arg(0),
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@a1 VertexUnion::Arg(1),
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@a2 VertexUnion::Arg(2),
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// TODO: Why do I have index-out-of-range crashes if I move
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// the ::Vertex(...) to the end?
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];
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RuleEval {
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RuleEval {
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geom: Rc::new(MeshFunc {
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geom: Rc::new(MeshFunc {
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verts: vert_args(0..3),
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verts: next_verts,
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faces: vec![ 0, 1, 2 ], //, 0, 3, 1, 2, 3, 0, 1, 3, 2],
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faces: vec![ a0, 0, 2, a1, 1, 0, a2, 2, 1, 0, 1, 2 ],
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}),
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}),
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final_geom: Rc::new(MeshFunc {
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final_geom: Rc::new(MeshFunc {
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verts: vec![],
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verts: vec![],
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@ -191,6 +203,9 @@ pub fn pyramid() -> Rule<()> {
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}),
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}),
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children: vec![],
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children: vec![],
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}
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}
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// TODO: The 'mid' vertices still don't connect together - probably
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// because each child repeats them?
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// I'd have to have 'base' produce them and pass them as args.
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});
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});
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let base_to_side = |i| {
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let base_to_side = |i| {
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