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use std::sync::{Arc, RwLock};
use gl::types::*;
use num::Zero;
use na::{Point2, Vector3, Point3};
use na;
use ncollide_procedural::{TriMesh, TriMesh3, IndexBuffer};
use resource::ShaderAttribute;
use resource::gpu_vector::{GPUVec, AllocationType, BufferType};
use std::iter;
#[path = "../error.rs"]
mod error;
pub struct Mesh {
coords: Arc<RwLock<GPUVec<Point3<GLfloat>>>>,
faces: Arc<RwLock<GPUVec<Point3<GLuint>>>>,
normals: Arc<RwLock<GPUVec<Vector3<GLfloat>>>>,
uvs: Arc<RwLock<GPUVec<Point2<GLfloat>>>>
}
impl Mesh {
pub fn new(coords: Vec<Point3<GLfloat>>,
faces: Vec<Point3<GLuint>>,
normals: Option<Vec<Vector3<GLfloat>>>,
uvs: Option<Vec<Point2<GLfloat>>>,
dynamic_draw: bool)
-> Mesh {
let normals = match normals {
Some(ns) => ns,
None => Mesh::compute_normals_array(&coords[..], &faces[..])
};
let uvs = match uvs {
Some(us) => us,
None => iter::repeat(Point2::origin()).take(coords.len()).collect()
};
let location = if dynamic_draw { AllocationType::DynamicDraw } else { AllocationType::StaticDraw };
let cs = Arc::new(RwLock::new(GPUVec::new(coords, BufferType::Array, location)));
let fs = Arc::new(RwLock::new(GPUVec::new(faces, BufferType::ElementArray, location)));
let ns = Arc::new(RwLock::new(GPUVec::new(normals, BufferType::Array, location)));
let us = Arc::new(RwLock::new(GPUVec::new(uvs, BufferType::Array, location)));
Mesh::new_with_gpu_vectors(cs, fs, ns, us)
}
pub fn from_trimesh(mesh: TriMesh3<GLfloat>, dynamic_draw: bool) -> Mesh {
let mut mesh = mesh;
mesh.unify_index_buffer();
let TriMesh { coords, normals, uvs, indices } = mesh;
Mesh::new(coords, indices.unwrap_unified(), normals, uvs, dynamic_draw)
}
pub fn to_trimesh(&self) -> Option<TriMesh3<GLfloat>> {
let unload_coords = !self.coords.read().unwrap().is_on_ram();
let unload_faces = !self.faces.read().unwrap().is_on_ram();
let unload_normals = !self.normals.read().unwrap().is_on_ram();
let unload_uvs = !self.uvs.read().unwrap().is_on_ram();
self.coords.write().unwrap().load_to_ram();
self.faces.write().unwrap().load_to_ram();
self.normals.write().unwrap().load_to_ram();
self.uvs.write().unwrap().load_to_ram();
let coords = self.coords.read().unwrap().to_owned();
let faces = self.faces.read().unwrap().to_owned();
let normals = self.normals.read().unwrap().to_owned();
let uvs = self.uvs.read().unwrap().to_owned();
if unload_coords {
self.coords.write().unwrap().unload_from_ram();
}
if unload_faces {
self.coords.write().unwrap().unload_from_ram();
}
if unload_normals {
self.coords.write().unwrap().unload_from_ram();
}
if unload_uvs {
self.coords.write().unwrap().unload_from_ram();
}
if coords.is_none() || faces.is_none() {
None
}
else {
Some(TriMesh::new(coords.unwrap(), normals, uvs, Some(IndexBuffer::Unified(faces.unwrap()))))
}
}
pub fn new_with_gpu_vectors(coords: Arc<RwLock<GPUVec<Point3<GLfloat>>>>,
faces: Arc<RwLock<GPUVec<Point3<GLuint>>>>,
normals: Arc<RwLock<GPUVec<Vector3<GLfloat>>>>,
uvs: Arc<RwLock<GPUVec<Point2<GLfloat>>>>)
-> Mesh {
Mesh {
coords: coords,
faces: faces,
normals: normals,
uvs: uvs
}
}
pub fn bind_coords(&mut self, coords: &mut ShaderAttribute<Point3<GLfloat>>) {
coords.bind(&mut *self.coords.write().unwrap());
}
pub fn bind_normals(&mut self, normals: &mut ShaderAttribute<Vector3<GLfloat>>) {
normals.bind(&mut *self.normals.write().unwrap());
}
pub fn bind_uvs(&mut self, uvs: &mut ShaderAttribute<Point2<GLfloat>>) {
uvs.bind(&mut *self.uvs.write().unwrap());
}
pub fn bind_faces(&mut self) {
self.faces.write().unwrap().bind();
}
pub fn bind(&mut self,
coords: &mut ShaderAttribute<Point3<GLfloat>>,
normals: &mut ShaderAttribute<Vector3<GLfloat>>,
uvs: &mut ShaderAttribute<Point2<GLfloat>>) {
self.bind_coords(coords);
self.bind_normals(normals);
self.bind_uvs(uvs);
self.bind_faces();
}
pub fn unbind(&self) {
self.coords.write().unwrap().unbind();
self.normals.write().unwrap().unbind();
self.uvs.write().unwrap().unbind();
self.faces.write().unwrap().unbind();
}
pub fn num_pts(&self) -> usize {
self.faces.read().unwrap().len() * 3
}
pub fn recompute_normals(&mut self) {
Mesh::compute_normals(&self.coords.read().unwrap().data().as_ref().unwrap()[..],
&self.faces.read().unwrap().data().as_ref().unwrap()[..],
self.normals.write().unwrap().data_mut().as_mut().unwrap());
}
pub fn faces(&self) -> &Arc<RwLock<GPUVec<Point3<GLuint>>>> {
&self.faces
}
pub fn normals(&self) -> &Arc<RwLock<GPUVec<Vector3<GLfloat>>>> {
&self.normals
}
pub fn coords(&self) -> &Arc<RwLock<GPUVec<Point3<GLfloat>>>> {
&self.coords
}
pub fn uvs(&self) -> &Arc<RwLock<GPUVec<Point2<GLfloat>>>> {
&self.uvs
}
pub fn compute_normals_array(coordinates: &[Point3<GLfloat>], faces: &[Point3<GLuint>]) -> Vec<Vector3<GLfloat>> {
let mut res = Vec::new();
Mesh::compute_normals(coordinates, faces, &mut res);
res
}
pub fn compute_normals(coordinates: &[Point3<GLfloat>],
faces: &[Point3<GLuint>],
normals: &mut Vec<Vector3<GLfloat>>) {
let mut divisor:Vec<f32> = iter::repeat(0f32).take(coordinates.len()).collect();
normals.clear();
normals.extend(iter::repeat(Vector3::<GLfloat>::zero()).take(coordinates.len()));
for f in faces.iter() {
let edge1 = coordinates[f.y as usize] - coordinates[f.x as usize];
let edge2 = coordinates[f.z as usize] - coordinates[f.x as usize];
let cross = edge1.cross(&edge2);
let normal;
if !cross.is_zero() {
normal = na::normalize(&cross)
}
else {
normal = cross
}
normals[f.x as usize] = normals[f.x as usize] + normal;
normals[f.y as usize] = normals[f.y as usize] + normal;
normals[f.z as usize] = normals[f.z as usize] + normal;
divisor[f.x as usize] = divisor[f.x as usize] + 1.0;
divisor[f.y as usize] = divisor[f.y as usize] + 1.0;
divisor[f.z as usize] = divisor[f.z as usize] + 1.0;
}
for (n, divisor) in normals.iter_mut().zip(divisor.iter()) {
*n = *n / *divisor
}
}
}