2023-01-16 09:53:52 +00:00
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//! `Displayable` is a property to display a background texture
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use crate::prelude::*;
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use anyhow::Result;
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use assetpath::AssetPath;
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2023-01-16 11:58:59 +00:00
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use utilities::prelude::*;
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use vulkan_rs::prelude::*;
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2023-01-16 09:53:52 +00:00
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use cgmath::{vec2, vec4};
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use super::texturedvertex::TexturedVertex;
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use std::sync::{
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atomic::{AtomicI32, Ordering::SeqCst},
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{Arc, RwLock},
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};
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/// `Displayable` gives the ability to display a texture as background image for an item
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pub struct Displayable {
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framable: Arc<Framable>,
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descriptor_set: RwLock<Arc<DescriptorSet>>,
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buffer: Arc<Buffer<TexturedVertex>>,
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2023-01-19 12:05:48 +00:00
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path: AssetPath,
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2023-01-16 09:53:52 +00:00
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ui_layer: AtomicI32,
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left_factor: RwLock<f32>,
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right_factor: RwLock<f32>,
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bottom_factor: RwLock<f32>,
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top_factor: RwLock<f32>,
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left_uv_factor: RwLock<f32>,
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right_uv_factor: RwLock<f32>,
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bottom_uv_factor: RwLock<f32>,
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top_uv_factor: RwLock<f32>,
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}
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impl Displayable {
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/// Factory method for `Displayable`, returns `Arc<Displayable>`
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///
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/// # Arguments
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///
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/// * `framable` is a `Arc<Framable>` instance
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/// * `name` is the name for a png
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pub fn new(framable: Arc<Framable>, name: AssetPath) -> Result<Arc<Self>> {
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let descriptor_set = framable.gui_handler().image_descriptor(name.clone())?;
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let buffer = Buffer::builder()
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.set_usage(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT)
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.set_memory_usage(MemoryUsage::CpuOnly)
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.set_size(6)
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.build(framable.gui_handler().device().clone())?;
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let displayable = Arc::new(Displayable {
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framable,
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descriptor_set: RwLock::new(descriptor_set),
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buffer,
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2023-01-19 12:05:48 +00:00
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path: name,
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2023-01-16 09:53:52 +00:00
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ui_layer: AtomicI32::new(0),
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left_factor: RwLock::new(0.0),
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right_factor: RwLock::new(1.0),
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bottom_factor: RwLock::new(1.0),
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top_factor: RwLock::new(0.0),
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left_uv_factor: RwLock::new(0.0),
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right_uv_factor: RwLock::new(1.0),
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bottom_uv_factor: RwLock::new(1.0),
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top_uv_factor: RwLock::new(0.0),
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});
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let displayable_clone = displayable.clone();
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let weak_displayable = Arc::downgrade(&displayable);
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displayable.framable.add_callback(
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weak_displayable,
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Box::new(move || displayable_clone.update_frame()),
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);
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Ok(displayable)
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}
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/// Add method
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///
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/// # Arguments
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///
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/// * `displayable` is a `&Arc<Displayable>` instance that is going to be added
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pub fn add(self: &Arc<Self>) -> Result<()> {
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self.framable
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.gui_handler()
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.add_displayable(self.ui_layer.load(SeqCst), self.clone())
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}
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/// Delete method, has to be explicitly called, otherwise it will remain in memory
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///
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/// # Arguments
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///
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/// * `displayable` is a `&Arc<Displayable>` instance that is going to be deleted
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pub fn delete(self: &Arc<Self>) -> Result<()> {
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self.framable
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.gui_handler()
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.delete_displayable(self.ui_layer.load(SeqCst), self)
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}
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pub fn path(&self) -> &AssetPath {
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&self.path
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}
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pub fn set_ui_layer(&self, ui_layer: i32) {
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self.ui_layer.store(ui_layer, SeqCst);
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}
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pub fn clear_callback(self: &Arc<Self>) {
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let weak_displayable = Arc::downgrade(self);
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self.framable.remove_callback(weak_displayable);
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}
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/// Replaces the current background image
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///
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/// # Arguments
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///
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/// * `name` is the name of the texture in `gui/` without `.png` suffix
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pub fn set_image(&self, name: AssetPath) -> Result<()> {
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let descriptor_set = self.framable.gui_handler().image_descriptor(name)?;
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*self.descriptor_set.write().unwrap() = descriptor_set;
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Ok(())
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}
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/// Returns the internal vulkan buffer
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pub fn buffer(&self) -> &Arc<Buffer<TexturedVertex>> {
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&self.buffer
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}
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/// Returns the internal vulkan descriptor set
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pub fn descriptor_set(&self) -> Arc<DescriptorSet> {
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self.descriptor_set.read().unwrap().clone()
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}
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pub fn set_left_factor(&self, factor: f32) {
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*self.left_factor.write().unwrap() = factor;
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}
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pub fn set_right_factor(&self, factor: f32) {
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*self.right_factor.write().unwrap() = factor;
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}
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pub fn set_top_factor(&self, factor: f32) {
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*self.top_factor.write().unwrap() = factor;
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}
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pub fn set_bottom_factor(&self, factor: f32) {
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*self.bottom_factor.write().unwrap() = factor;
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}
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pub fn set_left_uv_factor(&self, factor: f32) {
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*self.left_uv_factor.write().unwrap() = factor;
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}
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pub fn set_right_uv_factor(&self, factor: f32) {
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*self.right_uv_factor.write().unwrap() = factor;
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}
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pub fn set_top_uv_factor(&self, factor: f32) {
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*self.top_uv_factor.write().unwrap() = factor;
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}
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pub fn set_bottom_uv_factor(&self, factor: f32) {
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*self.bottom_uv_factor.write().unwrap() = factor;
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}
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/// Update frame method if the original frame is invalidated
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pub fn update_frame(&self) -> Result<()> {
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let mut frame = self.buffer.map_complete()?;
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let x_start = self.framable.left() as f32;
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let y_start = self.framable.top() as f32;
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let width = (self.framable.right() - self.framable.left()) as f32;
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let height = (self.framable.bottom() - self.framable.top()) as f32;
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let left = x_start + width * *self.left_factor.read().unwrap();
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let right = x_start + width * *self.right_factor.read().unwrap();
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let top = y_start + height * *self.top_factor.read().unwrap();
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let bottom = y_start + height * *self.bottom_factor.read().unwrap();
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frame[0].position = self.framable.ortho() * vec4(left, bottom, 0.0, 1.0);
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frame[1].position = self.framable.ortho() * vec4(right, bottom, 0.0, 1.0);
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frame[2].position = self.framable.ortho() * vec4(right, top, 0.0, 1.0);
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frame[3].position = self.framable.ortho() * vec4(right, top, 0.0, 1.0);
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frame[4].position = self.framable.ortho() * vec4(left, top, 0.0, 1.0);
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frame[5].position = self.framable.ortho() * vec4(left, bottom, 0.0, 1.0);
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frame[0].texture_coordinates = vec2(
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*self.left_uv_factor.read().unwrap(),
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*self.bottom_uv_factor.read().unwrap(),
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);
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frame[1].texture_coordinates = vec2(
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*self.right_uv_factor.read().unwrap(),
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*self.bottom_uv_factor.read().unwrap(),
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);
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frame[2].texture_coordinates = vec2(
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*self.right_uv_factor.read().unwrap(),
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*self.top_uv_factor.read().unwrap(),
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);
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frame[3].texture_coordinates = vec2(
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*self.right_uv_factor.read().unwrap(),
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*self.top_uv_factor.read().unwrap(),
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);
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frame[4].texture_coordinates = vec2(
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*self.left_uv_factor.read().unwrap(),
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*self.top_uv_factor.read().unwrap(),
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);
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frame[5].texture_coordinates = vec2(
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*self.left_uv_factor.read().unwrap(),
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*self.bottom_uv_factor.read().unwrap(),
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);
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Ok(())
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}
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}
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