use bytemuck::{Pod, Zeroable}; #[derive(Clone, Copy, Pod, Zeroable)] #[repr(C)] pub struct Vertex { pub pos: [f32; 3], pub texture: [f32; 2], pub normal: [f32; 3], pub color: [f32; 4], } #[derive(Clone)] pub struct ModelInstance { pub model_transform: glam::Affine3A, pub color: glam::Vec4, } #[derive(Clone)] pub struct ModelData { pub instances: Vec, pub vertices: Vec, pub entities: Vec>, pub texture: Option, } impl ModelData { pub const COLOR_FLOATS_WHITE: [f32;4] = [1.0,1.0,1.0,1.0]; pub const COLOR_VEC4_WHITE: glam::Vec4 = glam::vec4(1.0,1.0,1.0,1.0); } pub fn generate_modeldatas(data:obj::ObjData,color:[f32;4]) -> Vec{ let mut modeldatas=Vec::new(); let mut vertices = Vec::new(); let mut vertex_index = std::collections::HashMap::::new(); for object in data.objects { vertices.clear(); vertex_index.clear(); let mut entities = Vec::new(); for group in object.groups { let mut indices = Vec::new(); for poly in group.polys { for end_index in 2..poly.0.len() { for &index in &[0, end_index - 1, end_index] { let vert = poly.0[index]; if let Some(&i)=vertex_index.get(&vert){ indices.push(i); }else{ let i=vertices.len() as u16; vertices.push(Vertex { pos: data.position[vert.0], texture: data.texture[vert.1.unwrap()], normal: data.normal[vert.2.unwrap()], color, }); vertex_index.insert(vert,i); indices.push(i); } } } } entities.push(indices); } modeldatas.push(ModelData { instances: Vec::new(), vertices:vertices.clone(), entities, texture: None, }); } modeldatas }