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roxlap_formats/
sprite.rs

1//! KV6 sprite — a parsed [`Kv6`] paired with a world-space pose.
2//!
3//! Mirror of voxlap's `vx5sprite` (`voxlap5.h:63-79`) for the kv6
4//! case (`flags & SPRITE_FLAG_KFA == 0`). Pure data — owns the
5//! [`Kv6`] voxel grid plus the four `point3d` fields voxlap calls
6//! `p` (pivot position), `s` (x-basis), `h` (y-basis), `f`
7//! (z-basis), and the bitfield `flags`.
8//!
9//! Rendering lives in `roxlap-core` (`draw_sprite`); this module
10//! only models the data shape so downstream tools (file
11//! converters, model inspectors, asset pipelines) can build and
12//! manipulate sprites without depending on the full renderer.
13//!
14//! Voxlap's 64-byte layout, for reference:
15//!
16//! ```text
17//! point3d p;       // position
18//! int32_t flags;   // bit 0: 0=normal shading
19//!                  // bit 1: 0=kv6data, 1=kfatype
20//!                  // bit 2: 0=normal, 1=invisible
21//!                  // bit 3: 0=z-tested, 1=overlay (no-z)
22//! point3d s;       // x-basis (kv6data.xsiz direction)
23//! kv6data *voxnum; // (or kfatype *kfaptr if flag bit 1 set)
24//! point3d h;       // y-basis
25//! int32_t kfatim;
26//! point3d f;       // z-basis
27//! int32_t okfatim;
28//! ```
29
30use crate::kv6::Kv6;
31
32/// Voxlap's sprite-flags bit 0: disable normal-based face shading.
33pub const SPRITE_FLAG_NO_SHADING: u32 = 1 << 0;
34/// Voxlap's sprite-flags bit 1: voxnum points at a `kfatype`
35/// (animated). When clear (default), points at a `kv6data`.
36pub const SPRITE_FLAG_KFA: u32 = 1 << 1;
37/// Voxlap's sprite-flags bit 2: skip rendering entirely.
38pub const SPRITE_FLAG_INVISIBLE: u32 = 1 << 2;
39/// Voxlap's sprite-flags bit 3: render without z-buffer test.
40pub const SPRITE_FLAG_NO_Z: u32 = 1 << 3;
41
42/// A KV6 voxel sprite positioned in world space.
43///
44/// Mirror of voxlap's `vx5sprite` for the kv6 case
45/// (`flags & SPRITE_FLAG_KFA == 0`; see [`SPRITE_FLAG_KFA`]).
46/// Owns its [`Kv6`] by value. `p` / `s` / `h` / `f` are voxlap's
47/// per-axis world-space basis: `s` is the `kv6.xsiz` direction,
48/// `h` the `ysiz` direction, `f` the `zsiz` direction. For an
49/// axis-aligned sprite, `s = [1,0,0]`, `h = [0,1,0]`,
50/// `f = [0,0,1]`.
51#[derive(Debug, Clone)]
52pub struct Sprite {
53    /// Voxel data + bounding-box pivots. Loaded from a `.kv6`
54    /// file via [`crate::kv6::parse`] or built procedurally.
55    pub kv6: Kv6,
56    /// World-space position of the sprite's pivot (xpiv, ypiv,
57    /// zpiv inside the kv6 maps to this point).
58    pub p: [f32; 3],
59    /// World-space basis vector for the kv6's local +x. Length
60    /// scales the sprite along that axis (typically `1.0` for
61    /// unit-scale).
62    pub s: [f32; 3],
63    /// World-space basis vector for the kv6's local +y.
64    pub h: [f32; 3],
65    /// World-space basis vector for the kv6's local +z.
66    pub f: [f32; 3],
67    /// Voxlap-style flags bitfield. See [`SPRITE_FLAG_NO_SHADING`],
68    /// [`SPRITE_FLAG_KFA`], [`SPRITE_FLAG_INVISIBLE`],
69    /// [`SPRITE_FLAG_NO_Z`].
70    pub flags: u32,
71}
72
73impl Sprite {
74    /// Convenience constructor for an axis-aligned sprite at
75    /// world position `pos`. Basis is identity, flags = 0
76    /// (kv6 + normal shading + visible + z-tested).
77    ///
78    /// # Examples
79    ///
80    /// ```
81    /// use roxlap_formats::kv6::Kv6;
82    /// use roxlap_formats::sprite::Sprite;
83    ///
84    /// # let kv6 = Kv6 {
85    /// #     xsiz: 1, ysiz: 1, zsiz: 1,
86    /// #     xpiv: 0.5, ypiv: 0.5, zpiv: 0.5,
87    /// #     voxels: vec![], xlen: vec![0], ylen: vec![vec![0]],
88    /// #     palette: None,
89    /// # };
90    /// // ... after `let kv6 = kv6::parse(&bytes)?;` or similar:
91    /// let sprite = Sprite::axis_aligned(kv6, [1024.0, 1024.0, 100.0]);
92    /// assert_eq!(sprite.flags, 0);
93    /// assert_eq!(sprite.s, [1.0, 0.0, 0.0]);
94    /// ```
95    #[must_use]
96    pub fn axis_aligned(kv6: Kv6, pos: [f32; 3]) -> Self {
97        Self {
98            kv6,
99            p: pos,
100            s: [1.0, 0.0, 0.0],
101            h: [0.0, 1.0, 0.0],
102            f: [0.0, 0.0, 1.0],
103            flags: 0,
104        }
105    }
106}