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use crate ::model ::{ Color4 , TextureCoordinate , IndexedModel , IndexedPolygon , IndexedGroup , IndexedVertex } ;
use crate ::integer ::Planar64Vec3 ;
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#[ derive(Debug) ]
pub enum Primitives {
Sphere ,
Cube ,
Cylinder ,
Wedge ,
CornerWedge ,
}
#[ derive(Hash,PartialEq,Eq) ]
pub enum CubeFace {
Right ,
Top ,
Back ,
Left ,
Bottom ,
Front ,
}
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const CUBE_DEFAULT_TEXTURE_COORDS :[ TextureCoordinate ; 4 ] = [
TextureCoordinate ::new ( 0.0 , 0.0 ) ,
TextureCoordinate ::new ( 1.0 , 0.0 ) ,
TextureCoordinate ::new ( 1.0 , 1.0 ) ,
TextureCoordinate ::new ( 0.0 , 1.0 ) ,
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] ;
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const CUBE_DEFAULT_VERTICES :[ Planar64Vec3 ; 8 ] = [
Planar64Vec3 ::int ( - 1 , - 1 , 1 ) , //0 left bottom back
Planar64Vec3 ::int ( 1 , - 1 , 1 ) , //1 right bottom back
Planar64Vec3 ::int ( 1 , 1 , 1 ) , //2 right top back
Planar64Vec3 ::int ( - 1 , 1 , 1 ) , //3 left top back
Planar64Vec3 ::int ( - 1 , 1 , - 1 ) , //4 left top front
Planar64Vec3 ::int ( 1 , 1 , - 1 ) , //5 right top front
Planar64Vec3 ::int ( 1 , - 1 , - 1 ) , //6 right bottom front
Planar64Vec3 ::int ( - 1 , - 1 , - 1 ) , //7 left bottom front
] ;
const CUBE_DEFAULT_NORMALS :[ Planar64Vec3 ; 6 ] = [
Planar64Vec3 ::int ( 1 , 0 , 0 ) , //CubeFace::Right
Planar64Vec3 ::int ( 0 , 1 , 0 ) , //CubeFace::Top
Planar64Vec3 ::int ( 0 , 0 , 1 ) , //CubeFace::Back
Planar64Vec3 ::int ( - 1 , 0 , 0 ) , //CubeFace::Left
Planar64Vec3 ::int ( 0 , - 1 , 0 ) , //CubeFace::Bottom
Planar64Vec3 ::int ( 0 , 0 , - 1 ) , //CubeFace::Front
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] ;
const CUBE_DEFAULT_POLYS :[ [ [ u32 ; 3 ] ; 4 ] ; 6 ] = [
// right (1, 0, 0)
[
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[ 6 , 2 , 0 ] , //[vertex,tex,norm]
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[ 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 ] ,
] ,
] ;
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#[ derive(Hash,PartialEq,Eq) ]
pub enum WedgeFace {
Right ,
TopFront ,
Back ,
Left ,
Bottom ,
}
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const WEDGE_DEFAULT_NORMALS :[ Planar64Vec3 ; 5 ] = [
Planar64Vec3 ::int ( 1 , 0 , 0 ) , //Wedge::Right
Planar64Vec3 ::int ( 0 , 1 , - 1 ) , //Wedge::TopFront
Planar64Vec3 ::int ( 0 , 0 , 1 ) , //Wedge::Back
Planar64Vec3 ::int ( - 1 , 0 , 0 ) , //Wedge::Left
Planar64Vec3 ::int ( 0 , - 1 , 0 ) , //Wedge::Bottom
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] ;
/*
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 {
Right ,
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TopBack ,
TopLeft ,
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Bottom ,
Front ,
}
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const CORNERWEDGE_DEFAULT_NORMALS :[ Planar64Vec3 ; 5 ] = [
Planar64Vec3 ::int ( 1 , 0 , 0 ) , //CornerWedge::Right
Planar64Vec3 ::int ( 0 , 1 , 1 ) , //CornerWedge::BackTop
Planar64Vec3 ::int ( - 1 , 1 , 0 ) , //CornerWedge::LeftTop
Planar64Vec3 ::int ( 0 , - 1 , 0 ) , //CornerWedge::Bottom
Planar64Vec3 ::int ( 0 , 0 , - 1 ) , //CornerWedge::Front
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] ;
//HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail
pub fn unit_sphere ( ) ->crate ::model ::IndexedModel {
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let mut indexed_model = crate ::model ::generate_indexed_model_list_from_obj ( obj ::ObjData ::load_buf ( & include_bytes! ( " ../models/suzanne.obj " ) [ .. ] ) . unwrap ( ) , Color4 ::ONE ) . remove ( 0 ) ;
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for pos in indexed_model . unique_pos . iter_mut ( ) {
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* pos = * pos / 2 ;
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}
indexed_model
}
pub type CubeFaceDescription = std ::collections ::HashMap ::< CubeFace , FaceDescription > ;
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 )
}
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const TEAPOT_TRANSFORM :crate ::integer ::Planar64Mat3 = crate ::integer ::Planar64Mat3 ::int_from_cols_array ( [ 0 , 1 , 0 , - 1 , 0 , 0 , 0 , 0 , 1 ] ) ;
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pub fn unit_cylinder ( ) ->crate ::model ::IndexedModel {
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let mut indexed_model = crate ::model ::generate_indexed_model_list_from_obj ( obj ::ObjData ::load_buf ( & include_bytes! ( " ../models/teapot.obj " ) [ .. ] ) . unwrap ( ) , Color4 ::ONE ) . remove ( 0 ) ;
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for pos in indexed_model . unique_pos . iter_mut ( ) {
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* pos = TEAPOT_TRANSFORM * ( * pos ) / 10 ;
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}
indexed_model
}
pub type WedgeFaceDescription = std ::collections ::HashMap ::< WedgeFace , FaceDescription > ;
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 ::< CornerWedgeFace , FaceDescription > ;
pub fn unit_cornerwedge ( ) ->crate ::model ::IndexedModel {
let mut t = CornerWedgeFaceDescription ::new ( ) ;
t . insert ( CornerWedgeFace ::Right , FaceDescription ::default ( ) ) ;
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t . insert ( CornerWedgeFace ::TopBack , FaceDescription ::default ( ) ) ;
t . insert ( CornerWedgeFace ::TopLeft , FaceDescription ::default ( ) ) ;
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t . insert ( CornerWedgeFace ::Bottom , FaceDescription ::default ( ) ) ;
t . insert ( CornerWedgeFace ::Front , FaceDescription ::default ( ) ) ;
generate_partial_unit_cornerwedge ( t )
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}
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#[ derive(Copy,Clone) ]
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pub struct FaceDescription {
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pub texture :Option < u32 > ,
pub transform :glam ::Affine2 ,
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pub color :Color4 ,
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}
impl std ::default ::Default for FaceDescription {
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fn default ( ) ->Self {
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Self {
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texture :None ,
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transform :glam ::Affine2 ::IDENTITY ,
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color :Color4 ::new ( 1.0 , 1.0 , 1.0 , 0.0 ) , //zero alpha to hide the default texture
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}
}
}
impl FaceDescription {
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pub fn new ( texture :u32 , transform :glam ::Affine2 , color :Color4 ) ->Self {
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Self { texture :Some ( texture ) , transform , color }
}
pub fn from_texture ( texture :u32 ) ->Self {
Self {
texture :Some ( texture ) ,
transform :glam ::Affine2 ::IDENTITY ,
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color :Color4 ::ONE ,
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}
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}
}
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//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.
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//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 {
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let mut generated_pos = Vec ::new ( ) ;
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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 ( ) ;
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let mut transforms = Vec ::new ( ) ;
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//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
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for ( face , face_description ) in face_descriptions . into_iter ( ) {
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//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 {
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generated_tex . push ( face_description . transform . transform_point2 ( tex ) ) ;
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}
transform_index
} as u32 ;
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let color_index = if let Some ( color_index ) = generated_color . iter ( ) . position ( | & color | color = = face_description . color ) {
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color_index
} else {
//create new color_index
let color_index = generated_color . len ( ) ;
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generated_color . push ( face_description . color ) ;
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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 ] ,
] ,
] ;
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let mut generated_pos = Vec ::new ( ) ;
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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.
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for ( face , face_description ) in face_descriptions . into_iter ( ) {
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//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 {
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generated_tex . push ( face_description . transform . transform_point2 ( tex ) ) ;
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}
transform_index
} as u32 ;
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let color_index = if let Some ( color_index ) = generated_color . iter ( ) . position ( | & color | color = = face_description . color ) {
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color_index
} else {
//create new color_index
let color_index = generated_color . len ( ) ;
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generated_color . push ( face_description . color ) ;
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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 ] ,
] ,
] ;
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let mut generated_pos = Vec ::new ( ) ;
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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.
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for ( face , face_description ) in face_descriptions . into_iter ( ) {
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//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 {
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generated_tex . push ( face_description . transform . transform_point2 ( tex ) ) ;
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}
transform_index
} as u32 ;
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let color_index = if let Some ( color_index ) = generated_color . iter ( ) . position ( | & color | color = = face_description . color ) {
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color_index
} else {
//create new color_index
let color_index = generated_color . len ( ) ;
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generated_color . push ( face_description . color ) ;
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color_index
} as u32 ;
let face_id = match face {
CornerWedgeFace ::Right = > 0 ,
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CornerWedgeFace ::TopBack = > 1 ,
CornerWedgeFace ::TopLeft = > 2 ,
CornerWedgeFace ::Bottom = > 3 ,
CornerWedgeFace ::Front = > 4 ,
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} ;
//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 ( ) ,
} ] ,
} ) ;
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}
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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 ( ) ,
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}
}