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(Hash)] pub struct IndexedVertex{ pub pos:u32, pub texture:u32, pub normal:u32, pub color:u32, } pub struct IndexedPolygon{ pub vertices:Vec, } pub struct IndexedGroup{ pub texture:Option,//RenderPattern? material/texture/shader/flat color pub polys:Vec, } pub struct IndexedModel{ pub unique_pos:Vec<[f32; 3]>, pub unique_texture:Vec<[f32; 2]>, pub unique_normal:Vec<[f32; 3]>, pub unique_color:Vec<[f32; 4]>, pub unique_vertices:Vec, pub groups: Vec, } #[derive(Clone)] pub struct ModelInstance{ pub model:u32, pub model_transform:glam::Affine3A, pub color:glam::Vec4, } pub struct IndexedModelInstances{ pub textures:Vec,//RenderPattern pub models:Vec, pub instances:Vec, //object_index for spawns, triggers etc? } pub fn generate_indexed_model_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec{ let mut unique_vertex_index = std::collections::HashMap::::new(); return data.objects.iter().map(|object|{ unique_vertex_index.clear(); let mut unique_vertices = Vec::new(); let groups = object.groups.iter().map(|group|{ IndexedGroup{ texture:None, polys:group.polys.iter().map(|poly|{ IndexedPolygon{ vertices:poly.0.iter().map(|&tup|{ if let Some(&i)=unique_vertex_index.get(&tup){ i }else{ let i=unique_vertices.len() as u32; unique_vertices.push(IndexedVertex{ pos: tup.0 as u32, texture: tup.1.unwrap() as u32, normal: tup.2.unwrap() as u32, color: 0, }); unique_vertex_index.insert(tup,i); i } }).collect() } }).collect() } }).collect(); IndexedModel{ unique_pos: data.position.clone(), unique_texture: data.texture.clone(), unique_normal: data.normal.clone(), unique_color: vec![color], unique_vertices, groups, } }).collect() }