This commit is contained in:
Quaternions 2023-09-30 16:18:23 -07:00
parent 5cd40afa56
commit 92bbbce1c3
3 changed files with 542 additions and 102 deletions

View File

@ -86,12 +86,30 @@ impl std::hash::Hash for RobloxFaceTextureDescription {
}
}
}
impl RobloxFaceTextureDescription{
fn to_face_description(&self)->primitives::FaceDescription{
primitives::FaceDescription{
texture:Some(self.texture),
transform:glam::Affine2::from_translation(
glam::vec2(self.transform.offset_u,self.transform.offset_v)
)
*glam::Affine2::from_scale(
glam::vec2(self.transform.scale_u,self.transform.scale_v)
),
color:self.color,
}
}
}
type RobloxPartDescription=[Option<RobloxFaceTextureDescription>;6];
//type RobloxWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
type RobloxWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
type RobloxCornerWedgeDescription=[Option<RobloxFaceTextureDescription>;4];
#[derive(Clone,Eq,Hash,PartialEq)]
enum RobloxBasePartDescription{
Sphere,
Part(RobloxPartDescription),
//Wedge(RobloxWedgeDescription),
Cylinder,
Wedge(RobloxWedgeDescription),
CornerWedge(RobloxCornerWedgeDescription),
}
pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(IndexedModelInstances,glam::Vec3), Box<dyn std::error::Error>>{
//IndexedModelInstances includes textures
@ -139,13 +157,55 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
spawn_point=model_transform.transform_point3(glam::Vec3::Y)+glam::vec3(0.0,2.5,0.0);
println!("Found MapStart{:?}",spawn_point);
}
if *transparency==1.0||shape.to_u32()!=1 {
if *transparency==1.0 {
continue;
}
let shape=match shape.to_u32(){
0=>primitives::Primitives::Sphere,
1=>primitives::Primitives::Cube,
2=>primitives::Primitives::Cylinder,
3=>primitives::Primitives::Wedge,
4=>primitives::Primitives::CornerWedge,
_=>panic!("funky roblox PartType={}",shape.to_u32()),
};
//TODO: also detect "CylinderMesh" etc here
let mut face_map=std::collections::HashMap::new();
match shape{
primitives::Primitives::Cube => {
face_map.insert(0,0);//Right
face_map.insert(1,1);//Top
face_map.insert(2,2);//Back
face_map.insert(3,3);//Left
face_map.insert(4,4);//Bottom
face_map.insert(5,5);//Front
},
primitives::Primitives::Wedge => {
face_map.insert(0,0);//Right
face_map.insert(1,1);//Top -> TopFront (some surf maps put surf textures on the Top face)
face_map.insert(2,1);//Front -> TopFront
face_map.insert(3,2);//Back
face_map.insert(4,3);//Left
face_map.insert(5,4);//Bottom
},
primitives::Primitives::CornerWedge => {
//Right -> None
face_map.insert(1,0);//Top
//Back -> None
face_map.insert(3,1);//Right
face_map.insert(4,2);//Bottom
face_map.insert(5,3);//Front
},
//do not support textured spheres/cylinders imported from roblox
//this can be added later, there are some maps that use it
primitives::Primitives::Sphere
|primitives::Primitives::Cylinder => (),
}
//use the biggest one and cut it down later...
let mut part_texture_description:RobloxPartDescription=[None,None,None,None,None,None];
temp_objects.clear();
recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal");
let mut part_texture_description:RobloxPartDescription=[None,None,None,None,None,None];
for &decal_ref in &temp_objects{
if let Some(decal)=dom.get_by_ref(decal_ref){
if let (
@ -168,8 +228,8 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
asset_id_from_texture_id.push(asset_id.0);
texture_id
};
let face=normalid.to_u32();
if face<6{
let normal_id=normalid.to_u32();
if let Some(&face)=face_map.get(&normal_id){
let mut roblox_texture_transform=RobloxTextureTransform::default();
let mut roblox_texture_color=glam::Vec4::ONE;
if decal.class=="Texture"{
@ -186,7 +246,7 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
decal.properties.get("StudsPerTileV"),
)
{
let (size_u,size_v)=match face{
let (size_u,size_v)=match normal_id{
0=>(size.z,size.y),//right
1=>(size.x,size.z),//top
2=>(size.x,size.y),//back
@ -202,20 +262,28 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
roblox_texture_color=glam::vec4(decal_color3.r,decal_color3.g,decal_color3.b,1.0-*decal_transparency);
}
}
part_texture_description[face as usize]=Some(RobloxFaceTextureDescription{
part_texture_description[face]=Some(RobloxFaceTextureDescription{
texture:texture_id,
color:roblox_texture_color,
transform:roblox_texture_transform,
});
}else{
println!("goofy ahh roblox gave NormalId {}", face);
println!("NormalId={} unsupported for shape={:?}",normal_id,shape);
}
}
}
}
}
//TODO: generate unit Block, Wedge, etc. based on part shape lists
let basepart_texture_description=RobloxBasePartDescription::Part(part_texture_description);
//obscure rust syntax "slice pattern"
let [f0,f1,f2,f3,f4,f5]=part_texture_description;
let basepart_texture_description=match shape{
primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere,
primitives::Primitives::Cube=>RobloxBasePartDescription::Part([f0,f1,f2,f3,f4,f5]),
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder,
//HAHAHA
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([f0,f1,f2,f3,f4]),
primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([f0,f1,f2,f3]),
};
//make new model if unit cube has not been crated before
let model_id=if let Some(&model_id)=model_id_from_description.get(&basepart_texture_description){
//push to existing texture model
@ -223,30 +291,68 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
}else{
let model_id=indexed_models.len();
model_id_from_description.insert(basepart_texture_description.clone(),model_id);//borrow checker going crazy
match basepart_texture_description{
indexed_models.push(match basepart_texture_description{
RobloxBasePartDescription::Sphere=>primitives::unit_sphere(),
RobloxBasePartDescription::Part(part_texture_description)=>{
let unit_cube_faces=part_texture_description.map(|face|{
match face{
Some(roblox_texture_transform)=>Some(
primitives::FaceDescription{
texture:Some(roblox_texture_transform.texture),
transform:glam::Affine2::from_translation(
glam::vec2(roblox_texture_transform.transform.offset_u,roblox_texture_transform.transform.offset_v)
)
*glam::Affine2::from_scale(
glam::vec2(roblox_texture_transform.transform.scale_u,roblox_texture_transform.transform.scale_v)
),
color:roblox_texture_transform.color,
}
),
None=>Some(primitives::FaceDescription::default()),
}
});
let indexed_model=primitives::generate_partial_unit_cube(unit_cube_faces);
indexed_models.push(indexed_model);
model_id
let mut cube_face_description=primitives::CubeFaceDescription::new();
for (face_id,roblox_face_description) in part_texture_description.iter().enumerate(){
cube_face_description.insert(
match face_id{
0=>primitives::CubeFace::Right,
1=>primitives::CubeFace::Top,
2=>primitives::CubeFace::Back,
3=>primitives::CubeFace::Left,
4=>primitives::CubeFace::Bottom,
5=>primitives::CubeFace::Front,
_=>panic!("unreachable"),
},
match roblox_face_description{
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
None=>primitives::FaceDescription::default(),
});
}
primitives::generate_partial_unit_cube(cube_face_description)
},
RobloxBasePartDescription::Cylinder=>primitives::unit_cylinder(),
RobloxBasePartDescription::Wedge(wedge_texture_description)=>{
let mut wedge_face_description=primitives::WedgeFaceDescription::new();
for (face_id,roblox_face_description) in wedge_texture_description.iter().enumerate(){
wedge_face_description.insert(
match face_id{
0=>primitives::WedgeFace::Right,
1=>primitives::WedgeFace::TopFront,
2=>primitives::WedgeFace::Back,
3=>primitives::WedgeFace::Left,
4=>primitives::WedgeFace::Bottom,
_=>panic!("unreachable"),
},
match roblox_face_description{
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
None=>primitives::FaceDescription::default(),
});
}
primitives::generate_partial_unit_wedge(wedge_face_description)
},
RobloxBasePartDescription::CornerWedge(cornerwedge_texture_description)=>{
let mut cornerwedge_face_description=primitives::CornerWedgeFaceDescription::new();
for (face_id,roblox_face_description) in cornerwedge_texture_description.iter().enumerate(){
cornerwedge_face_description.insert(
match face_id{
0=>primitives::CornerWedgeFace::Top,
1=>primitives::CornerWedgeFace::Right,
2=>primitives::CornerWedgeFace::Bottom,
3=>primitives::CornerWedgeFace::Front,
_=>panic!("unreachable"),
},
match roblox_face_description{
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
None=>primitives::FaceDescription::default(),
});
}
primitives::generate_partial_unit_cornerwedge(cornerwedge_face_description)
},
});
model_id
};
indexed_models[model_id].instances.push(ModelInstance {
transform:model_transform,

View File

@ -197,6 +197,7 @@ impl GraphicsData {
let mut vertices = Vec::new();
let mut index_from_vertex = std::collections::HashMap::new();//::<IndexedVertex,usize>
let mut entities = Vec::new();
//TODO: combine groups using the same render pattern
for group in model.groups {
let mut indices = Vec::new();
for poly in group.polys {
@ -355,9 +356,9 @@ impl framework::Example for GraphicsData {
) -> Self {
let mut indexed_models = Vec::new();
indexed_models.append(&mut model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()));
indexed_models.append(&mut model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()));
indexed_models.append(&mut model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()));
indexed_models.push(primitives::the_unit_cube_lol());
indexed_models.push(primitives::unit_sphere());
indexed_models.push(primitives::unit_cylinder());
indexed_models.push(primitives::unit_cube());
println!("models.len = {:?}", indexed_models.len());
indexed_models[0].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
@ -382,7 +383,7 @@ impl framework::Example for GraphicsData {
});
//teapot
indexed_models[2].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.)),
transform:glam::Affine3A::from_scale_rotation_translation(glam::vec3(0.5, 1.0, 0.2),glam::quat(-0.22248298016985793,-0.839457167990537,-0.05603504040830783,-0.49261857546227916),glam::vec3(-10.,7.,10.)),
color:glam::Vec4::ONE,
});
//ground

View File

@ -1,5 +1,22 @@
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
@ -12,12 +29,12 @@ const CUBE_DEFAULT_VERTICES:[[f32;3];8]=[
[-1.,-1.,-1.],//7 left bottom front
];
const CUBE_DEFAULT_NORMALS:[[f32;3];6]=[
[ 1., 0., 0.],//AabbFace::Right
[ 0., 1., 0.],//AabbFace::Top
[ 0., 0., 1.],//AabbFace::Back
[-1., 0., 0.],//AabbFace::Left
[ 0.,-1., 0.],//AabbFace::Bottom
[ 0., 0.,-1.],//AabbFace::Front
[ 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)
@ -63,8 +80,93 @@ const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
[7,2,5],
],
];
pub fn the_unit_cube_lol() -> crate::model::IndexedModel{
generate_partial_unit_cube([Some(FaceDescription::default());6])
#[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::<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)
}
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::<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());
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)]
@ -74,7 +176,7 @@ pub struct FaceDescription{
pub color:glam::Vec4,
}
impl std::default::Default for FaceDescription{
fn default() -> Self {
fn default()->Self {
Self{
texture:None,
transform:glam::Affine2::IDENTITY,
@ -95,8 +197,8 @@ impl FaceDescription{
}
}
//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
pub fn generate_partial_unit_cube(face_descriptions:[Option<FaceDescription>;6]) -> crate::model::IndexedModel{
//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();
@ -105,8 +207,7 @@ pub fn generate_partial_unit_cube(face_descriptions:[Option<FaceDescription>;6])
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 (i,maybe_face_description) in face_descriptions.iter().enumerate(){
if let Some(face_description)=maybe_face_description{
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
@ -127,14 +228,22 @@ pub fn generate_partial_unit_cube(face_descriptions:[Option<FaceDescription>;6])
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[i]);
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[i].map(|tup|{
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
@ -158,6 +267,230 @@ pub fn generate_partial_unit_cube(face_descriptions:[Option<FaceDescription>;6])
}],
});
}
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,