add obj loader
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data/images/measure002a.png
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data/images/measure002a.png
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38
data/models/unit_cube.obj
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38
data/models/unit_cube.obj
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@ -0,0 +1,38 @@
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# Blender 4.0.2
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# www.blender.org
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o Cube
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v -0.500000 -0.500000 0.500000
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v -0.500000 0.500000 0.500000
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v -0.500000 -0.500000 -0.500000
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v -0.500000 0.500000 -0.500000
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v 0.500000 -0.500000 0.500000
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v 0.500000 0.500000 0.500000
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v 0.500000 -0.500000 -0.500000
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v 0.500000 0.500000 -0.500000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -0.0000 -1.0000 -0.0000
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vn -0.0000 1.0000 -0.0000
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vt 0.375000 0.000000
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vt 0.625000 0.000000
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vt 0.625000 0.250000
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vt 0.375000 0.250000
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vt 0.625000 0.500000
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vt 0.375000 0.500000
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vt 0.625000 0.750000
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vt 0.375000 0.750000
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vt 0.625000 1.000000
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vt 0.375000 1.000000
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vt 0.125000 0.500000
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vt 0.125000 0.750000
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vt 0.875000 0.500000
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vt 0.875000 0.750000
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s 0
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f 1/1/1 2/2/1 4/3/1 3/4/1
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f 3/4/2 4/3/2 8/5/2 7/6/2
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f 7/6/3 8/5/3 6/7/3 5/8/3
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f 5/8/4 6/7/4 2/9/4 1/10/4
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f 3/11/5 7/6/5 5/8/5 1/12/5
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f 8/5/6 4/13/6 2/14/6 6/7/6
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125
data/scripts/classes/obj.lua
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125
data/scripts/classes/obj.lua
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---@class Obj
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---@field model string
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---@field texture string
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---@field texture_size integer
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---@field position Vector3
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---@field triangles table
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local Obj = {}
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local Vector3 = require "types.vector3"
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Obj.__index = Obj
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local function string_split(str, delimiter)
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local res = {}
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local i = 0
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local f
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local match = '(.-)' .. delimiter .. '()'
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if string.find(str, delimiter) == nil then
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return {str}
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end
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for sub, j in string.gmatch(str, match) do
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i = i + 1
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res[i] = sub
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f = j
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end
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if i ~= 0 then
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res[i+1] = string.sub(str, f)
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end
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return res
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end
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---parses the obj file and triangulates it for drawing
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---@param model string path to obj model
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---@param texture {file: string, size: number}
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---@param position Vector3?
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---@return Obj
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function Obj.create(model, texture, position)
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local pos
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if position ~= nil then
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pos = position
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else
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pos = Vector3()
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end
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local obj = {
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model = model,
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texture = texture.file,
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texture_size = texture.size,
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position = pos:copy(),
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triangles = {}
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}
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obj.position = obj.position:copy()
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setmetatable(obj, Obj)
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-- adapted from https://github.com/karai17/lua-obj/blob/master/obj_loader.lua
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-- Copyright (c) 2014 Landon Manning - LManning17@gmail.com - LandonManning.com
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-- MIT
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local file = file_read{file = obj.model}
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local lines = string_split(file, "\r?\n")
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local obj_data = {
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v = {},
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vt = {},
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f = {},
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}
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for _, line in ipairs(lines) do
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local l = string_split(line, "%s+")
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if l[1] == "v" then
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local v = {
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x = tonumber(l[2]),
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y = tonumber(l[3]),
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z = tonumber(l[4]),
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}
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table.insert(obj_data.v, v)
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elseif l[1] == "vt" then
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local vt = {
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x = tonumber(l[2]) * obj.texture_size,
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y = tonumber(l[3]) * obj.texture_size,
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}
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table.insert(obj_data.vt, vt)
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elseif l[1] == "f" then
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local f = {}
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for i = 2, #l do
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local split = string_split(l[i], "/")
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local v = {}
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v.v = tonumber(split[1])
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if split[2] ~= "" then v.vt = tonumber(split[2]) end
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-- v.vn = tonumber(split[3])
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table.insert(f, v)
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end
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table.insert(obj_data.f, f)
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end
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end
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for _, face in ipairs(obj_data.f) do
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for i = 2, #face - 1 do
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local triangle = {
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v0 = obj_data.v[face[1].v],
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v1 = obj_data.v[face[i].v],
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v2 = obj_data.v[face[i + 1].v],
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uv0 = obj_data.vt[face[1].vt],
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uv1 = obj_data.vt[face[i].vt],
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uv2 = obj_data.vt[face[i + 1].vt],
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texture = obj.texture
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}
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table.insert(obj.triangles, triangle)
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end
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end
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return obj
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end
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function Obj:draw()
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for _, triangle in ipairs(self.triangles) do
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local newt = util.shallow_copy(triangle)
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newt.v0 = Vector3(triangle.v0) + self.position
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newt.v1 = Vector3(triangle.v1) + self.position
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newt.v2 = Vector3(triangle.v2) + self.position
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draw_triangle(newt)
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end
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end
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return Obj
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@ -3,6 +3,10 @@ local player = require "classes.player"
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local Vector3 = require "types.vector3"
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local List = require "types.list"
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local Obj = require "classes.obj"
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local cube = Obj.create("models/unit_cube.obj", {file = "images/measure002a.png", size = 512}, Vector3(0, 1, 0))
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local Feed = require "classes.feed"
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---@type List
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local feed = List()
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@ -41,10 +45,6 @@ function game_tick()
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-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
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if ctx.initialization_needed then
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audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
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-- ctx.udata persists on reload
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ctx.udata = {
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capture = false,
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}
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player.ThrowPressed:connect(create_feed)
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-- spawn some ducks
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@ -55,7 +55,13 @@ function game_tick()
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duck.SeekFeed:connect(duck_seek_feed)
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duck.index = i
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end
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end
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-- ctx.udata persists on reload
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if ctx.udata == nil then
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ctx.udata = {
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capture = false,
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}
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end
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ctx.mouse_capture = ctx.udata.capture
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@ -80,4 +86,7 @@ function game_tick()
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texture_region = { x = 0, y = 0, w = 512, h = 512 },
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}
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draw_quad(util.merge(q, params))
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cube.position.x = math.sin(ctx.frame_number * 0.01)
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cube.position.z = math.cos(ctx.frame_number * 0.01)
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cube:draw()
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end
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