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|
use crate::math::calc_triangle_surface_normal;
use crate::mesh::Mesh;
use crate::util::builder;
use crate::vector::{Vec2, Vec3};
use crate::vertex::{Builder as VertexBuilder, Vertex};
builder! {
/// Cube mesh creation specification.
#[builder(name = CreationSpecBuilder, derives = (Debug, Default))]
#[derive(Debug, Default)]
#[non_exhaustive]
pub struct CreationSpec
{
pub width: f32,
pub height: f32,
pub depth: f32,
}
}
impl CreationSpec
{
/// Returns a new `CreationSpec` builder.
#[must_use]
pub fn builder() -> CreationSpecBuilder
{
CreationSpecBuilder::default()
}
}
/// Describes a single side of a cube (obviously).
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
pub enum Side
{
/// +Z
Front,
/// -Z
Back,
/// -X
Left,
/// +X
Right,
/// +Y
Top,
/// -Y
Bottom,
}
/// Describes what location on a side of a cube a face is.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
pub enum FaceLocation
{
/// 🮝
RightUp,
/// 🮟
LeftDown,
}
/// Creates a cube mesh.
///
/// By default, the texture coordinates are arranged so that the full texture is visible
/// on every side. This can be changed inside of the `face_cb` function.
pub fn create(
creation_spec: CreationSpec,
face_cb: impl FnMut(FaceVertices, Side, FaceLocation) -> FaceVertices,
) -> Mesh
{
let mut data = Data::default();
create_side(&SidePositions::new_top(&creation_spec), &mut data);
create_side(&SidePositions::new_bottom(&creation_spec), &mut data);
create_side(&SidePositions::new_left(&creation_spec), &mut data);
create_side(&SidePositions::new_right(&creation_spec), &mut data);
create_side(&SidePositions::new_back(&creation_spec), &mut data);
create_side(&SidePositions::new_front(&creation_spec), &mut data);
data.into_mesh(face_cb)
}
#[derive(Debug, Default)]
struct Data
{
faces: Vec<Face>,
vertex_data: VertexData,
}
#[derive(Debug, Default)]
struct VertexData
{
vertex_positions: Vec<Vec3<f32>>,
vertex_normals: Vec<Vec3<f32>>,
}
impl Data
{
fn into_mesh(
self,
mut face_cb: impl FnMut(FaceVertices, Side, FaceLocation) -> FaceVertices,
) -> Mesh
{
let mut vertices = Vec::<Vertex>::with_capacity(self.faces.len() * 3);
let mut indices = Vec::<u32>::with_capacity(self.faces.len() * 3);
let mut face_location = FaceLocation::RightUp;
let Self { faces, vertex_data } = self;
for face in faces {
let side = face.side;
let face_vertices = face_cb(
FaceVertices::new(face, &vertex_data)
.with_full_per_side_tex_coords(face_location),
side,
face_location,
);
for vertex in face_vertices.vertices {
if let Some((prev_vertex_index, _)) = vertices
.iter()
.enumerate()
.find(|(_, prev_vertex)| *prev_vertex == &vertex)
{
indices
.push(u32::try_from(prev_vertex_index).expect(
"Vertex index does not fit into 32-bit unsigned int",
));
continue;
}
vertices.push(vertex);
let vertex_index = u32::try_from(vertices.len() - 1)
.expect("Vertex index does not fit into 32-bit unsigned int");
indices.push(vertex_index);
}
match face_location {
FaceLocation::RightUp => face_location = FaceLocation::LeftDown,
FaceLocation::LeftDown => face_location = FaceLocation::RightUp,
}
}
Mesh::new(vertices, Some(indices))
}
}
/// The vertices of a single face of a cube.
#[derive(Debug, Default, Clone)]
pub struct FaceVertices
{
/// The three vertices of a face in counter-clockwise order.
///
/// Order when [`FaceLocation::RightUp`]:
/// ```text
/// ₂ ₁
/// 🮝
/// ³
/// ```
///
/// Order when [`FaceLocation::LeftDown`]:
/// ```text
/// ₁
/// 🮟
/// ² ³
/// ```
pub vertices: [Vertex; 3],
}
impl FaceVertices
{
fn new(face: Face, vertex_data: &VertexData) -> Self
{
Self {
vertices: face.vertices.map(|face_vertex| {
let vertex_pos = vertex_data
.vertex_positions
.get(face_vertex.pos_index as usize)
.expect("Vertex position index is out of bounds")
.clone();
let vertex_normal = vertex_data
.vertex_normals
.get(face_vertex.normal_index as usize)
.expect("Vertex normal index is out of bounds")
.clone();
VertexBuilder::default()
.pos(vertex_pos)
.normal(vertex_normal)
.build()
}),
}
}
fn with_full_per_side_tex_coords(mut self, face_location: FaceLocation) -> Self
{
match face_location {
FaceLocation::RightUp => {
self.vertices[0].texture_coords = Vec2 { x: 1.0, y: 1.0 };
self.vertices[1].texture_coords = Vec2 { x: 0.0, y: 1.0 };
self.vertices[2].texture_coords = Vec2 { x: 1.0, y: 0.0 };
}
FaceLocation::LeftDown => {
self.vertices[0].texture_coords = Vec2 { x: 0.0, y: 1.0 };
self.vertices[1].texture_coords = Vec2 { x: 0.0, y: 0.0 };
self.vertices[2].texture_coords = Vec2 { x: 1.0, y: 0.0 };
}
};
self
}
}
#[derive(Debug)]
struct Face
{
vertices: [FaceVertex; 3],
side: Side,
}
#[derive(Debug, PartialEq, Eq, Hash, Clone)]
struct FaceVertex
{
pos_index: u32,
normal_index: u32,
}
#[derive(Debug)]
struct SidePositions
{
up_left: Vec3<f32>,
up_right: Vec3<f32>,
down_left: Vec3<f32>,
down_right: Vec3<f32>,
normal_calc_order: NormalCalcOrder,
side: Side,
}
impl SidePositions
{
fn new_top(creation_spec: &CreationSpec) -> Self
{
let up_left = Vec3 {
x: -(creation_spec.width / 2.0),
y: creation_spec.height / 2.0,
z: creation_spec.depth / 2.0,
};
let down_right = Vec3 {
x: creation_spec.width / 2.0,
y: creation_spec.height / 2.0,
z: -(creation_spec.depth / 2.0),
};
Self {
up_left,
up_right: Vec3 { x: down_right.x, ..up_left.clone() },
down_left: Vec3 { x: up_left.x, ..down_right.clone() },
down_right,
normal_calc_order: NormalCalcOrder::Clockwise,
side: Side::Top,
}
}
fn new_bottom(creation_spec: &CreationSpec) -> Self
{
let up_left = Vec3 {
x: -(creation_spec.width / 2.0),
y: -creation_spec.height / 2.0,
z: creation_spec.depth / 2.0,
};
let down_right = Vec3 {
x: creation_spec.width / 2.0,
y: -creation_spec.height / 2.0,
z: -(creation_spec.depth / 2.0),
};
Self {
up_left,
up_right: Vec3 { x: down_right.x, ..up_left.clone() },
down_left: Vec3 { x: up_left.x, ..down_right.clone() },
down_right,
normal_calc_order: NormalCalcOrder::CounterClockwise,
side: Side::Bottom,
}
}
fn new_left(creation_spec: &CreationSpec) -> Self
{
let up_left = Vec3 {
x: -(creation_spec.width / 2.0),
y: creation_spec.height / 2.0,
z: -(creation_spec.depth / 2.0),
};
let down_right = Vec3 {
x: -(creation_spec.width / 2.0),
y: -(creation_spec.height / 2.0),
z: creation_spec.depth / 2.0,
};
Self {
up_left,
up_right: Vec3 { z: down_right.z, ..up_left.clone() },
down_left: Vec3 { z: up_left.z, ..down_right.clone() },
down_right,
normal_calc_order: NormalCalcOrder::CounterClockwise,
side: Side::Left,
}
}
fn new_right(creation_spec: &CreationSpec) -> Self
{
let up_left = Vec3 {
x: (creation_spec.width / 2.0),
y: creation_spec.height / 2.0,
z: -(creation_spec.depth / 2.0),
};
let down_right = Vec3 {
x: (creation_spec.width / 2.0),
y: -(creation_spec.height / 2.0),
z: creation_spec.depth / 2.0,
};
Self {
up_left,
up_right: Vec3 { z: down_right.z, ..up_left.clone() },
down_left: Vec3 { z: up_left.z, ..down_right.clone() },
down_right,
normal_calc_order: NormalCalcOrder::Clockwise,
side: Side::Right,
}
}
fn new_back(creation_spec: &CreationSpec) -> Self
{
let up_left = Vec3 {
x: -(creation_spec.width / 2.0),
y: creation_spec.height / 2.0,
z: -creation_spec.depth / 2.0,
};
let down_right = Vec3 {
x: creation_spec.width / 2.0,
y: -(creation_spec.height / 2.0),
z: -creation_spec.depth / 2.0,
};
Self {
up_left,
up_right: Vec3 { x: down_right.x, ..up_left.clone() },
down_left: Vec3 { x: up_left.x, ..down_right.clone() },
down_right,
normal_calc_order: NormalCalcOrder::Clockwise,
side: Side::Back,
}
}
fn new_front(creation_spec: &CreationSpec) -> Self
{
let up_left = Vec3 {
x: -(creation_spec.width / 2.0),
y: creation_spec.height / 2.0,
z: creation_spec.depth / 2.0,
};
let down_right = Vec3 {
x: creation_spec.width / 2.0,
y: -(creation_spec.height / 2.0),
z: creation_spec.depth / 2.0,
};
Self {
up_left,
up_right: Vec3 { x: down_right.x, ..up_left.clone() },
down_left: Vec3 { x: up_left.x, ..down_right.clone() },
down_right,
normal_calc_order: NormalCalcOrder::CounterClockwise,
side: Side::Front,
}
}
}
#[derive(Debug)]
enum NormalCalcOrder
{
Clockwise,
CounterClockwise,
}
fn create_side(side_positions: &SidePositions, data: &mut Data)
{
let normal = match side_positions.normal_calc_order {
NormalCalcOrder::Clockwise => calc_triangle_surface_normal(
&side_positions.up_left,
&side_positions.up_right,
&side_positions.down_left,
),
NormalCalcOrder::CounterClockwise => calc_triangle_surface_normal(
&side_positions.up_left,
&side_positions.down_left,
&side_positions.up_right,
),
};
data.vertex_data.vertex_normals.push(normal);
let top_normal_index = data.vertex_data.vertex_normals.len() - 1;
data.vertex_data
.vertex_positions
.push(side_positions.up_right);
let up_right_pos_index = data.vertex_data.vertex_positions.len() - 1;
data.vertex_data
.vertex_positions
.push(side_positions.up_left);
let up_left_pos_index = data.vertex_data.vertex_positions.len() - 1;
data.vertex_data
.vertex_positions
.push(side_positions.down_left);
let down_left_pos_index = data.vertex_data.vertex_positions.len() - 1;
data.vertex_data
.vertex_positions
.push(side_positions.down_right);
let down_right_pos_index = data.vertex_data.vertex_positions.len() - 1;
// 🮝
data.faces.push(Face {
vertices: [
FaceVertex {
pos_index: up_right_pos_index as u32,
normal_index: top_normal_index as u32,
},
FaceVertex {
pos_index: up_left_pos_index as u32,
normal_index: top_normal_index as u32,
},
FaceVertex {
pos_index: down_right_pos_index as u32,
normal_index: top_normal_index as u32,
},
],
side: side_positions.side,
});
// 🮟
data.faces.push(Face {
vertices: [
FaceVertex {
pos_index: up_left_pos_index as u32,
normal_index: top_normal_index as u32,
},
FaceVertex {
pos_index: down_left_pos_index as u32,
normal_index: top_normal_index as u32,
},
FaceVertex {
pos_index: down_right_pos_index as u32,
normal_index: top_normal_index as u32,
},
],
side: side_positions.side,
});
}
|