use crate::model::{IndexedModel, IndexedPolygon, IndexedGroup, IndexedVertex}; #[derive(Debug)] pub enum Primitives{ Sphere, Cube, Cylinder, Wedge, CornerWedge, } #[derive(Hash,PartialEq,Eq)] pub enum CubeFace{ Right, Top, Back, Left, Bottom, Front, } const CUBE_DEFAULT_TEXTURE_COORDS:[[f32;2];4]=[[0.0,0.0],[1.0,0.0],[1.0,1.0],[0.0,1.0]]; const CUBE_DEFAULT_VERTICES:[[f32;3];8]=[ [-1.,-1., 1.],//0 left bottom back [ 1.,-1., 1.],//1 right bottom back [ 1., 1., 1.],//2 right top back [-1., 1., 1.],//3 left top back [-1., 1.,-1.],//4 left top front [ 1., 1.,-1.],//5 right top front [ 1.,-1.,-1.],//6 right bottom front [-1.,-1.,-1.],//7 left bottom front ]; const CUBE_DEFAULT_NORMALS:[[f32;3];6]=[ [ 1., 0., 0.],//CubeFace::Right [ 0., 1., 0.],//CubeFace::Top [ 0., 0., 1.],//CubeFace::Back [-1., 0., 0.],//CubeFace::Left [ 0.,-1., 0.],//CubeFace::Bottom [ 0., 0.,-1.],//CubeFace::Front ]; const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[ // right (1, 0, 0) [ [6,2,0],//[vertex,tex,norm] [5,1,0], [2,0,0], [1,3,0], ], // top (0, 1, 0) [ [5,3,1], [4,2,1], [3,1,1], [2,0,1], ], // back (0, 0, 1) [ [0,3,2], [1,2,2], [2,1,2], [3,0,2], ], // left (-1, 0, 0) [ [0,2,3], [3,1,3], [4,0,3], [7,3,3], ], // bottom (0,-1, 0) [ [1,1,4], [0,0,4], [7,3,4], [6,2,4], ], // front (0, 0,-1) [ [4,1,5], [5,0,5], [6,3,5], [7,2,5], ], ]; #[derive(Hash,PartialEq,Eq)] pub enum WedgeFace{ Right, TopFront, Back, Left, Bottom, } const WEDGE_DEFAULT_NORMALS:[[f32;3];5]=[ [ 1., 0., 0.],//Wedge::Right [ 0., 1.,-1.],//Wedge::TopFront [ 0., 0., 1.],//Wedge::Back [-1., 0., 0.],//Wedge::Left [ 0.,-1., 0.],//Wedge::Bottom ]; /* local cornerWedgeVerticies = { Vector3.new(-1/2,-1/2,-1/2),7 Vector3.new(-1/2,-1/2, 1/2),0 Vector3.new( 1/2,-1/2,-1/2),6 Vector3.new( 1/2,-1/2, 1/2),1 Vector3.new( 1/2, 1/2,-1/2),5 } */ #[derive(Hash,PartialEq,Eq)] pub enum CornerWedgeFace{ Top, Right, Bottom, Front, } const CORNERWEDGE_DEFAULT_NORMALS:[[f32;3];5]=[ [ 1., 0., 0.],//Wedge::Right [ 0., 1., 1.],//Wedge::BackTop [-1., 1., 0.],//Wedge::LeftTop [ 0.,-1., 0.],//Wedge::Bottom [ 0., 0.,-1.],//Wedge::Front ]; //HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail pub fn unit_sphere()->crate::model::IndexedModel{ let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0); for pos in indexed_model.unique_pos.iter_mut(){ pos[0]=pos[0]*0.5; pos[1]=pos[1]*0.5; pos[2]=pos[2]*0.5; } indexed_model } pub type CubeFaceDescription=std::collections::HashMap::; pub fn unit_cube()->crate::model::IndexedModel{ let mut t=CubeFaceDescription::new(); t.insert(CubeFace::Right,FaceDescription::default()); t.insert(CubeFace::Top,FaceDescription::default()); t.insert(CubeFace::Back,FaceDescription::default()); t.insert(CubeFace::Left,FaceDescription::default()); t.insert(CubeFace::Bottom,FaceDescription::default()); t.insert(CubeFace::Front,FaceDescription::default()); generate_partial_unit_cube(t) } pub fn unit_cylinder()->crate::model::IndexedModel{ let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0); for pos in indexed_model.unique_pos.iter_mut(){ pos[0]=pos[0]*0.1; pos[1]=pos[1]*0.1; pos[2]=pos[2]*0.1; } indexed_model } pub type WedgeFaceDescription=std::collections::HashMap::; pub fn unit_wedge()->crate::model::IndexedModel{ let mut t=WedgeFaceDescription::new(); t.insert(WedgeFace::Right,FaceDescription::default()); t.insert(WedgeFace::TopFront,FaceDescription::default()); t.insert(WedgeFace::Back,FaceDescription::default()); t.insert(WedgeFace::Left,FaceDescription::default()); t.insert(WedgeFace::Bottom,FaceDescription::default()); generate_partial_unit_wedge(t) } pub type CornerWedgeFaceDescription=std::collections::HashMap::; pub fn unit_cornerwedge()->crate::model::IndexedModel{ let mut t=CornerWedgeFaceDescription::new(); t.insert(CornerWedgeFace::Right,FaceDescription::default()); t.insert(CornerWedgeFace::Top,FaceDescription::default()); t.insert(CornerWedgeFace::Bottom,FaceDescription::default()); t.insert(CornerWedgeFace::Front,FaceDescription::default()); generate_partial_unit_cornerwedge(t) } #[derive(Copy,Clone)] pub struct FaceDescription{ pub texture:Option, pub transform:glam::Affine2, pub color:glam::Vec4, } impl std::default::Default for FaceDescription{ fn default()->Self { Self{ texture:None, transform:glam::Affine2::IDENTITY, color:glam::vec4(1.0,1.0,1.0,0.0),//zero alpha to hide the default texture } } } impl FaceDescription{ pub fn new(texture:u32,transform:glam::Affine2,color:glam::Vec4)->Self{ Self{texture:Some(texture),transform,color} } pub fn from_texture(texture:u32)->Self{ Self{ texture:Some(texture), transform:glam::Affine2::IDENTITY, color:glam::Vec4::ONE, } } } //TODO: it's probably better to use a shared vertex buffer between all primitives and use indexed rendering instead of generating a unique vertex buffer for each primitive. //implementation: put all roblox primitives into one model.groups <- this won't work but I forget why pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate::model::IndexedModel{ let mut generated_pos=Vec::<[f32;3]>::new(); let mut generated_tex=Vec::new(); let mut generated_normal=Vec::new(); let mut generated_color=Vec::new(); let mut generated_vertices=Vec::new(); let mut groups=Vec::new(); let mut transforms=Vec::new(); //note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices. for (face,face_description) in face_descriptions.iter(){ //assume that scanning short lists is faster than hashing. let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){ transform_index }else{ //create new transform_index let transform_index=transforms.len(); transforms.push(face_description.transform); for tex in CUBE_DEFAULT_TEXTURE_COORDS{ generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref()); } transform_index } as u32; let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){ color_index }else{ //create new color_index let color_index=generated_color.len(); generated_color.push(*face_description.color.as_ref()); color_index } as u32; let face_id=match face{ CubeFace::Right => 0, CubeFace::Top => 1, CubeFace::Back => 2, CubeFace::Left => 3, CubeFace::Bottom => 4, CubeFace::Front => 5, }; //always push normal let normal_index=generated_normal.len() as u32; generated_normal.push(CUBE_DEFAULT_NORMALS[face_id]); //push vertices as they are needed groups.push(IndexedGroup{ texture:face_description.texture, polys:vec![IndexedPolygon{ vertices:CUBE_DEFAULT_POLYS[face_id].map(|tup|{ let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize]; let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){ pos_index }else{ //create new pos_index let pos_index=generated_pos.len(); generated_pos.push(pos); pos_index } as u32; //always push vertex let vertex=IndexedVertex{ pos:pos_index, tex:tup[1]+4*transform_index, normal:normal_index, color:color_index, }; let vert_index=generated_vertices.len(); generated_vertices.push(vertex); vert_index as u32 }).to_vec(), }], }); } IndexedModel{ unique_pos:generated_pos, unique_tex:generated_tex, unique_normal:generated_normal, unique_color:generated_color, unique_vertices:generated_vertices, groups, instances:Vec::new(), } } //don't think too hard about the copy paste because this is all going into the map tool eventually... pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crate::model::IndexedModel{ let wedge_default_polys=vec![ // right (1, 0, 0) vec![ [6,2,0],//[vertex,tex,norm] [2,0,0], [1,3,0], ], // FrontTop (0, 1, -1) vec![ [3,1,1], [2,0,1], [6,3,1], [7,2,1], ], // back (0, 0, 1) vec![ [0,3,2], [1,2,2], [2,1,2], [3,0,2], ], // left (-1, 0, 0) vec![ [0,2,3], [3,1,3], [7,3,3], ], // bottom (0,-1, 0) vec![ [1,1,4], [0,0,4], [7,3,4], [6,2,4], ], ]; let mut generated_pos=Vec::<[f32;3]>::new(); let mut generated_tex=Vec::new(); let mut generated_normal=Vec::new(); let mut generated_color=Vec::new(); let mut generated_vertices=Vec::new(); let mut groups=Vec::new(); let mut transforms=Vec::new(); //note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices. for (face,face_description) in face_descriptions.iter(){ //assume that scanning short lists is faster than hashing. let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){ transform_index }else{ //create new transform_index let transform_index=transforms.len(); transforms.push(face_description.transform); for tex in CUBE_DEFAULT_TEXTURE_COORDS{ generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref()); } transform_index } as u32; let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){ color_index }else{ //create new color_index let color_index=generated_color.len(); generated_color.push(*face_description.color.as_ref()); color_index } as u32; let face_id=match face{ WedgeFace::Right => 0, WedgeFace::TopFront => 1, WedgeFace::Back => 2, WedgeFace::Left => 3, WedgeFace::Bottom => 4, }; //always push normal let normal_index=generated_normal.len() as u32; generated_normal.push(WEDGE_DEFAULT_NORMALS[face_id]); //push vertices as they are needed groups.push(IndexedGroup{ texture:face_description.texture, polys:vec![IndexedPolygon{ vertices:wedge_default_polys[face_id].iter().map(|tup|{ let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize]; let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){ pos_index }else{ //create new pos_index let pos_index=generated_pos.len(); generated_pos.push(pos); pos_index } as u32; //always push vertex let vertex=IndexedVertex{ pos:pos_index, tex:tup[1]+4*transform_index, normal:normal_index, color:color_index, }; let vert_index=generated_vertices.len(); generated_vertices.push(vertex); vert_index as u32 }).collect(), }], }); } IndexedModel{ unique_pos:generated_pos, unique_tex:generated_tex, unique_normal:generated_normal, unique_color:generated_color, unique_vertices:generated_vertices, groups, instances:Vec::new(), } } pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescription)->crate::model::IndexedModel{ let cornerwedge_default_polys=vec![ // right (1, 0, 0) vec![ [6,2,0],//[vertex,tex,norm] [5,1,0], [1,3,0], ], // BackTop (0, 1, 1) vec![ [5,3,1], [0,1,1], [1,0,1], ], // LeftTop (-1, 1, 0) vec![ [5,3,2], [7,2,2], [0,1,2], ], // bottom (0,-1, 0) vec![ [1,1,3], [0,0,3], [7,3,3], [6,2,3], ], // front (0, 0,-1) vec![ [5,0,4], [6,3,4], [7,2,4], ], ]; let mut generated_pos=Vec::<[f32;3]>::new(); let mut generated_tex=Vec::new(); let mut generated_normal=Vec::new(); let mut generated_color=Vec::new(); let mut generated_vertices=Vec::new(); let mut groups=Vec::new(); let mut transforms=Vec::new(); //note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices. for (face,face_description) in face_descriptions.iter(){ //assume that scanning short lists is faster than hashing. let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){ transform_index }else{ //create new transform_index let transform_index=transforms.len(); transforms.push(face_description.transform); for tex in CUBE_DEFAULT_TEXTURE_COORDS{ generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref()); } transform_index } as u32; let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){ color_index }else{ //create new color_index let color_index=generated_color.len(); generated_color.push(*face_description.color.as_ref()); color_index } as u32; let face_id=match face{ CornerWedgeFace::Right => 0, CornerWedgeFace::Top => 1, CornerWedgeFace::Bottom => 2, CornerWedgeFace::Front => 3, }; //always push normal let normal_index=generated_normal.len() as u32; generated_normal.push(CORNERWEDGE_DEFAULT_NORMALS[face_id]); //push vertices as they are needed groups.push(IndexedGroup{ texture:face_description.texture, polys:vec![IndexedPolygon{ vertices:cornerwedge_default_polys[face_id].iter().map(|tup|{ let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize]; let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){ pos_index }else{ //create new pos_index let pos_index=generated_pos.len(); generated_pos.push(pos); pos_index } as u32; //always push vertex let vertex=IndexedVertex{ pos:pos_index, tex:tup[1]+4*transform_index, normal:normal_index, color:color_index, }; let vert_index=generated_vertices.len(); generated_vertices.push(vertex); vert_index as u32 }).collect(), }], }); } IndexedModel{ unique_pos:generated_pos, unique_tex:generated_tex, unique_normal:generated_normal, unique_color:generated_color, unique_vertices:generated_vertices, groups, instances:Vec::new(), } }