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|
use engine::math::calc_triangle_surface_normal;
use engine::object::Builder as ObjectBuilder;
use engine::vector::Vec3;
use engine::vertex::{Builder as VertexBuilder, Vertex};
pub enum Side
{
Front,
Back,
Left,
Right,
Top,
Bottom,
}
pub enum Corner
{
TopRight,
TopLeft,
BottomRight,
BottomLeft,
}
pub fn create_cube(
vertex_builder_cb: impl Fn(VertexBuilder, Side, Corner) -> VertexBuilder,
) -> ObjectBuilder
{
let mut vertices: [Option<Vertex>; VertexIndex::VARIANT_CNT] =
[(); VertexIndex::VARIANT_CNT].map(|()| None);
let front_top_right_pos = Vec3 { x: 0.5, y: 0.5, z: -0.5 };
let front_bottom_right_pos = Vec3 { x: 0.5, y: -0.5, z: -0.5 };
let front_bottom_left_pos = Vec3 { x: -0.5, y: -0.5, z: -0.5 };
let front_top_left_pos = Vec3 { x: -0.5, y: 0.5, z: -0.5 };
let front_normal = calc_triangle_surface_normal(
&front_top_right_pos,
&front_bottom_right_pos,
&front_top_left_pos,
);
vertices[VertexIndex::FrontTopRight as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(front_top_right_pos)
.normal(front_normal.clone()),
Side::Front,
Corner::TopRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::FrontBottomRight as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(front_bottom_right_pos)
.normal(front_normal.clone()),
Side::Front,
Corner::BottomRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::FrontBottomLeft as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(front_bottom_left_pos)
.normal(front_normal.clone()),
Side::Front,
Corner::BottomLeft,
)
.build()
.unwrap(),
);
vertices[VertexIndex::FrontTopLeft as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(front_top_left_pos)
.normal(front_normal.clone()),
Side::Front,
Corner::TopLeft,
)
.build()
.unwrap(),
);
let back_top_right_pos = Vec3 { x: 0.5, y: 0.5, z: 0.5 };
let back_bottom_right_pos = Vec3 { x: 0.5, y: -0.5, z: 0.5 };
let back_bottom_left_pos = Vec3 { x: -0.5, y: -0.5, z: 0.5 };
let back_top_left_pos = Vec3 { x: -0.5, y: 0.5, z: 0.5 };
let back_normal = -calc_triangle_surface_normal(
&back_top_right_pos,
&back_bottom_right_pos,
&back_top_left_pos,
);
vertices[VertexIndex::BackTopRight as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(back_top_right_pos)
.normal(back_normal.clone()),
Side::Back,
Corner::TopRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::BackBottomRight as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(back_bottom_right_pos)
.normal(back_normal.clone()),
Side::Back,
Corner::BottomRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::BackBottomLeft as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(back_bottom_left_pos)
.normal(back_normal.clone()),
Side::Back,
Corner::BottomLeft,
)
.build()
.unwrap(),
);
vertices[VertexIndex::BackTopLeft as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(back_top_left_pos)
.normal(back_normal),
Side::Back,
Corner::TopLeft,
)
.build()
.unwrap(),
);
let right_back_top_pos = Vec3 { x: 0.5, y: 0.5, z: 0.5 };
let right_back_bottom_pos = Vec3 { x: 0.5, y: -0.5, z: 0.5 };
let right_front_top_pos = Vec3 { x: 0.5, y: 0.5, z: -0.5 };
let right_front_bottom_pos = Vec3 { x: 0.5, y: -0.5, z: -0.5 };
let right_normal = calc_triangle_surface_normal(
&right_back_top_pos,
&right_back_bottom_pos,
&right_front_top_pos,
);
vertices[VertexIndex::RightBackTop as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(right_back_top_pos)
.normal(right_normal.clone()),
Side::Right,
Corner::TopLeft,
)
.build()
.unwrap(),
);
vertices[VertexIndex::RightBackBottom as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(right_back_bottom_pos)
.normal(right_normal.clone()),
Side::Right,
Corner::BottomLeft,
)
.build()
.unwrap(),
);
vertices[VertexIndex::RightFrontTop as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(right_front_top_pos)
.normal(right_normal.clone()),
Side::Right,
Corner::TopRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::RightFrontBottom as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(right_front_bottom_pos)
.normal(right_normal),
Side::Right,
Corner::BottomRight,
)
.build()
.unwrap(),
);
let left_back_top_pos = Vec3 { x: -0.5, y: 0.5, z: 0.5 };
let left_back_bottom_pos = Vec3 { x: -0.5, y: -0.5, z: 0.5 };
let left_front_top_pos = Vec3 { x: -0.5, y: 0.5, z: -0.5 };
let left_front_bottom_pos = Vec3 { x: -0.5, y: -0.5, z: -0.5 };
let left_normal = -calc_triangle_surface_normal(
&left_back_top_pos,
&left_back_bottom_pos,
&left_front_top_pos,
);
vertices[VertexIndex::LeftBackTop as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(left_back_top_pos)
.normal(left_normal.clone()),
Side::Left,
Corner::TopRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::LeftBackBottom as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(left_back_bottom_pos)
.normal(left_normal.clone()),
Side::Left,
Corner::BottomRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::LeftFrontTop as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(left_front_top_pos)
.normal(left_normal.clone()),
Side::Left,
Corner::TopLeft,
)
.build()
.unwrap(),
);
vertices[VertexIndex::LeftFrontBottom as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(left_front_bottom_pos)
.normal(left_normal),
Side::Left,
Corner::BottomLeft,
)
.build()
.unwrap(),
);
let top_back_right_pos = Vec3 { x: 0.5, y: 0.5, z: 0.5 };
let top_back_left_pos = Vec3 { x: -0.5, y: 0.5, z: 0.5 };
let top_front_left_pos = Vec3 { x: -0.5, y: 0.5, z: -0.5 };
let top_front_right_pos = Vec3 { x: 0.5, y: 0.5, z: -0.5 };
let top_normal = -calc_triangle_surface_normal(
&top_back_right_pos,
&top_back_left_pos,
&top_front_right_pos,
);
vertices[VertexIndex::TopBackRight as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(top_back_right_pos)
.normal(top_normal.clone()),
Side::Top,
Corner::TopRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::TopBackLeft as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(top_back_left_pos)
.normal(top_normal.clone()),
Side::Top,
Corner::TopLeft,
)
.build()
.unwrap(),
);
vertices[VertexIndex::TopFrontLeft as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(top_front_left_pos)
.normal(top_normal.clone()),
Side::Top,
Corner::BottomLeft,
)
.build()
.unwrap(),
);
vertices[VertexIndex::TopFrontRight as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(top_front_right_pos)
.normal(top_normal),
Side::Top,
Corner::BottomRight,
)
.build()
.unwrap(),
);
let bottom_back_right_pos = Vec3 { x: 0.5, y: -0.5, z: 0.5 };
let bottom_back_left_pos = Vec3 { x: -0.5, y: -0.5, z: 0.5 };
let bottom_front_right_pos = Vec3 { x: 0.5, y: -0.5, z: -0.5 };
let bottom_front_left_pos = Vec3 { x: -0.5, y: -0.5, z: -0.5 };
let bottom_normal = calc_triangle_surface_normal(
&bottom_back_right_pos,
&bottom_back_left_pos,
&bottom_front_right_pos,
);
vertices[VertexIndex::BottomBackRight as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(bottom_back_right_pos)
.normal(bottom_normal.clone()),
Side::Bottom,
Corner::BottomRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::BottomBackLeft as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(bottom_back_left_pos)
.normal(bottom_normal.clone()),
Side::Bottom,
Corner::BottomLeft,
)
.build()
.unwrap(),
);
vertices[VertexIndex::BottomFrontRight as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(bottom_front_right_pos)
.normal(bottom_normal.clone()),
Side::Bottom,
Corner::TopRight,
)
.build()
.unwrap(),
);
vertices[VertexIndex::BottomFrontLeft as usize] = Some(
vertex_builder_cb(
VertexBuilder::new()
.pos(bottom_front_left_pos)
.normal(bottom_normal),
Side::Bottom,
Corner::TopLeft,
)
.build()
.unwrap(),
);
let front = [
// 🮝
VertexIndex::FrontTopRight,
VertexIndex::FrontBottomRight,
VertexIndex::FrontTopLeft,
//
// 🮟
VertexIndex::FrontBottomRight,
VertexIndex::FrontBottomLeft,
VertexIndex::FrontTopLeft,
];
let back = [
// 🮝
VertexIndex::BackTopRight,
VertexIndex::BackBottomRight,
VertexIndex::BackTopLeft,
//
// 🮟
VertexIndex::BackBottomRight,
VertexIndex::BackBottomLeft,
VertexIndex::BackTopLeft,
];
let right = [
// 🮝
VertexIndex::RightBackTop,
VertexIndex::RightBackBottom,
VertexIndex::RightFrontTop,
//
// 🮟
VertexIndex::RightBackBottom,
VertexIndex::RightFrontBottom,
VertexIndex::RightFrontTop,
];
let left = [
// 🮝
VertexIndex::LeftBackTop,
VertexIndex::LeftBackBottom,
VertexIndex::LeftFrontTop,
//
// 🮟
VertexIndex::LeftBackBottom,
VertexIndex::LeftFrontBottom,
VertexIndex::LeftFrontTop,
];
let top = [
// 🮝
VertexIndex::TopBackRight,
VertexIndex::TopBackLeft,
VertexIndex::TopFrontRight,
//
// 🮟
VertexIndex::TopBackLeft,
VertexIndex::TopFrontLeft,
VertexIndex::TopFrontRight,
];
let bottom = [
// 🮝
VertexIndex::BottomBackRight,
VertexIndex::BottomBackLeft,
VertexIndex::BottomFrontRight,
//
// 🮟
VertexIndex::BottomBackLeft,
VertexIndex::BottomFrontLeft,
VertexIndex::BottomFrontRight,
];
let indices = [front, back, right, left, top, bottom];
ObjectBuilder::new()
.vertices(vertices.map(Option::unwrap))
.indices(indices.into_iter().flatten().map(|index| index as u32))
}
macro_rules! one {
($tt: tt) => {
1
};
}
macro_rules! enum_with_variant_cnt {
(
$(#[$attr: meta])*
enum $name: ident {
$($variant: ident,)*
}
) => {
$(#[$attr])*
enum $name {
$($variant,)*
}
impl $name {
const VARIANT_CNT: usize = 0 $(+ one!($variant))*;
}
};
}
enum_with_variant_cnt! {
#[repr(u32)]
enum VertexIndex
{
FrontTopRight,
FrontBottomRight,
FrontBottomLeft,
FrontTopLeft,
BackTopRight,
BackBottomRight,
BackBottomLeft,
BackTopLeft,
RightBackTop,
RightBackBottom,
RightFrontTop,
RightFrontBottom,
LeftBackTop,
LeftBackBottom,
LeftFrontTop,
LeftFrontBottom,
TopBackRight,
TopBackLeft,
TopFrontRight,
TopFrontLeft,
BottomBackRight,
BottomBackLeft,
BottomFrontRight,
BottomFrontLeft,
}
}
|