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use glam::{vec4, Vec4};
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use serde::{Serialize, Deserialize};
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use strum::EnumIter;
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use num_enum::TryFromPrimitive;
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use crate::item::Item;
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#[derive(Serialize, Deserialize, Clone, Copy, Debug, EnumIter)]
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#[repr(u8)]
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pub enum BlockTexture {
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Stone,
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Dirt,
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GrassTop,
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GrassSide,
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Sand,
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Bedrock,
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Wood,
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WoodTop,
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Leaf,
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Torch,
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TallGrass,
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Snow,
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GrassSideSnow,
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Cobblestone,
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Planks,
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WaterSolid,
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Water,
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}
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#[derive(Serialize, Deserialize, Clone, Copy, Debug, PartialEq, Eq, EnumIter, TryFromPrimitive)]
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#[repr(u8)]
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pub enum Block {
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Air,
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Marker,
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Stone,
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Dirt,
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Grass,
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Sand,
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Cobblestone,
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TallGrass,
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Planks,
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Torch,
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Wood,
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Leaf,
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Water,
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}
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impl Block {
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#[inline]
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pub const fn descriptor(self) -> BlockDescriptor {
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match self {
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Self::Air => BlockDescriptor {
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name: "air",
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render: RenderType::None,
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collision: CollisionType::None,
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raycast_collision: false,
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drops: None,
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submerge: None,
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},
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Self::Marker => BlockDescriptor {
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name: "marker",
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render: RenderType::None,
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collision: CollisionType::None,
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raycast_collision: false,
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drops: None,
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submerge: None,
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},
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Self::Stone => BlockDescriptor {
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name: "stone",
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render: RenderType::Cube(
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Transparency::Solid,
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CubeTexture::all(BlockTexture::Stone)
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),
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collision: CollisionType::Solid,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::Dirt => BlockDescriptor {
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name: "dirt",
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render: RenderType::Cube(
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Transparency::Solid,
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CubeTexture::all(BlockTexture::Dirt)
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),
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collision: CollisionType::Solid,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::Grass => BlockDescriptor {
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name: "grass",
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render: RenderType::Cube(
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Transparency::Solid,
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CubeTexture::top_sides_bottom(
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BlockTexture::GrassTop,
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BlockTexture::GrassSide,
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BlockTexture::Dirt
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)
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),
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collision: CollisionType::Solid,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::Sand => BlockDescriptor {
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name: "sand",
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render: RenderType::Cube(
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Transparency::Solid,
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CubeTexture::all(BlockTexture::Sand)
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),
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collision: CollisionType::Solid,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::Cobblestone => BlockDescriptor {
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name: "cobblestone",
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render: RenderType::Cube(
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Transparency::Solid,
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CubeTexture::all(BlockTexture::Cobblestone)
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),
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collision: CollisionType::Solid,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::TallGrass => BlockDescriptor {
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name: "tall grass",
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render: RenderType::Cross(CrossTexture::all(BlockTexture::TallGrass)),
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collision: CollisionType::None,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::Planks => BlockDescriptor {
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name: "planks",
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render: RenderType::Cube(
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Transparency::Solid,
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CubeTexture::all(BlockTexture::Planks)
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),
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collision: CollisionType::Solid,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::Torch => BlockDescriptor {
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name: "torch",
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render: RenderType::Cross(CrossTexture::all(BlockTexture::Torch)),
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collision: CollisionType::None,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::Wood => BlockDescriptor {
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name: "leaf",
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render: RenderType::Cube(
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Transparency::Solid,
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CubeTexture::horizontal_vertical(BlockTexture::Wood, BlockTexture::WoodTop)
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),
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collision: CollisionType::Solid,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::Leaf => BlockDescriptor {
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name: "leaf",
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render: RenderType::Cube(
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Transparency::Binary,
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CubeTexture::all(BlockTexture::Leaf)
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),
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collision: CollisionType::Solid,
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raycast_collision: true,
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drops: None,
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submerge: None,
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},
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Self::Water => BlockDescriptor {
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name: "water",
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render: RenderType::Cube(
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Transparency::Trans,
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CubeTexture::all(BlockTexture::Water)
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),
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collision: CollisionType::None,
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raycast_collision: true,
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drops: None,
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submerge: Some(vec4(0., 0., 0.25, 0.75)),
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},
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}
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}
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}
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#[derive(Clone, Copy, Debug)]
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pub struct BlockDescriptor {
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pub name: &'static str,
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pub render: RenderType,
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pub collision: CollisionType,
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pub raycast_collision: bool,
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pub drops: Option<Item>,
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pub submerge: Option<Vec4>,
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}
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#[derive(Clone, Copy, Debug)]
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pub struct CubeTexture {
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pub top: BlockTexture,
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pub bottom: BlockTexture,
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pub left: BlockTexture,
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pub right: BlockTexture,
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pub front: BlockTexture,
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pub back: BlockTexture,
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}
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impl CubeTexture {
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pub const fn top_sides_bottom(top: BlockTexture, sides: BlockTexture, bottom: BlockTexture) -> Self {
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Self {
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top,
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bottom,
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left: sides,
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right: sides,
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front: sides,
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back: sides,
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}
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}
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pub const fn horizontal_vertical(horizontal: BlockTexture, vertical: BlockTexture) -> Self {
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Self::top_sides_bottom(vertical, horizontal, vertical)
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}
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pub const fn all(texture: BlockTexture) -> Self {
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Self::horizontal_vertical(texture, texture)
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}
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}
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#[derive(Clone, Copy, Debug)]
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pub struct CrossTextureSides {
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pub front: BlockTexture,
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pub back: BlockTexture
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}
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impl CrossTextureSides {
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pub const fn all(texture: BlockTexture) -> Self {
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Self {
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front: texture,
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back: texture
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}
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}
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}
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#[derive(Clone, Copy, Debug)]
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pub struct CrossTexture(pub CrossTextureSides, pub CrossTextureSides);
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impl CrossTexture {
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pub const fn all(texture: BlockTexture) -> Self {
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Self(
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CrossTextureSides::all(texture),
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CrossTextureSides::all(texture)
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)
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum CollisionType {
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None,
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Solid,
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}
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#[derive(Clone, Copy, Debug)]
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pub enum Transparency {
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Solid,
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Binary,
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Trans,
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}
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#[derive(Clone, Copy, Debug)]
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pub enum RenderType {
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None,
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Cube(Transparency, CubeTexture),
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Cross(CrossTexture),
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}
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