use std::vec::Vec;
use glium::Display;
use glium::glutin::surface::WindowSurface;
use crate::geometry::{BoundingBox, Vertex};
use nalgebra::{Vector3, Matrix4, Translation3, UnitQuaternion, Point3};
use crate::{debug_geo, geometry};
use uuid::Uuid;
use std::fs::File;
use std::io::BufReader;
use nalgebra_glm::normalize;
use obj::{load_obj, Obj};
use serde::{Deserialize, Serialize};
pub struct ObjectInstance {
pub vertex_buffers: Vec<(glium::vertex::VertexBufferAny, usize)>,
pub index_buffers: Vec<glium::IndexBuffer<u32>>,
pub instance_matrices: Vec<[[f32; 4]; 4]>,
pub instance_attributes: glium::VertexBuffer<geometry::InstanceAttribute>,
}
#[derive(Serialize, Deserialize, Clone)]
pub struct ObjectSerializer {
pub name: String,
pub transform: TransformSerializer,
collision: bool,
shapes: Vec<Shape>,
materials: Vec<String>,
unique_id: String,
cloned_id: String,
}
pub struct Object {
pub name: String,
pub transform: Transform,
collision: bool,
shapes: Vec<Shape>,
materials: Vec<Uuid>,
bounding_box: Option<geometry::BoundingBox>,
unique_id: Uuid,
cloned_id: Uuid,
}
impl Clone for Object {
fn clone(&self) -> Self {
let mut new_object = Object::new(Some(self.name.clone()));
new_object.transform.set_position(self.transform.get_position().into());
new_object.transform.set_rotation(self.transform.get_rotation().into());
new_object.transform.set_scale(self.transform.get_scale().into());
for shape in self.shapes.iter() {
let mut new_shape = Shape::new();
new_shape.vertices = shape.vertices.clone();
new_shape.indices = shape.indices.clone();
new_shape.material_index = shape.material_index;
new_object.add_shape(new_shape);
}
new_object.materials = self.materials.clone();
new_object.bounding_box = self.bounding_box.clone();
new_object.unique_id = Uuid::new_v4();
new_object.cloned_id = self.unique_id;
new_object
}
}
#[derive(Serialize, Deserialize)]
pub struct Shape {
pub vertices: Vec<Vertex>,
pub indices: Vec<u32>,
pub material_index: usize,
}
impl Clone for Shape {
fn clone(&self) -> Self {
Shape {
vertices: self.vertices.clone(),
indices: self.indices.clone(),
material_index: self.material_index,
}
}
}
impl Shape {
pub fn new() -> Self {
Shape {
vertices: Vec::new(),
indices: Vec::new(),
material_index: 0,
}
}
pub fn from_vertices_indices(vertices: Vec<Vertex>, indices: Vec<u32>) -> Self {
Shape {
vertices,
indices,
material_index: 0,
}
}
pub fn default() -> Self {
let triangle = debug_geo::TRIANGLE;
let mut shape = Shape::new();
shape.vertices = triangle.to_vec();
for i in 0..triangle.iter().len() {
shape.indices.push(i as u32);
}
shape
}
pub fn get_vertex_buffer(&self, display: Display<WindowSurface>) -> glium::VertexBuffer<Vertex> {
glium::VertexBuffer::new(&display, &self.vertices).unwrap()
}
pub fn get_index_buffer(&self, display: Display<WindowSurface>) -> glium::IndexBuffer<u32> {
glium::IndexBuffer::new(&display, glium::index::PrimitiveType::TrianglesList, &self.indices).unwrap()
}
pub fn set_material_from_object_list(&mut self, material_index: usize) {
self.material_index = material_index;
}
}
impl ObjectInstance {
pub fn new(display: &Display<WindowSurface>) -> Self {
Self {
vertex_buffers: Vec::new(),
index_buffers: Vec::new(),
instance_matrices: Vec::new(),
instance_attributes: glium::vertex::VertexBuffer::dynamic(display, &Vec::new()).expect("Building ObjectInstance, Per Instance Attribute could not be created")
}
}
pub fn set_vertex_buffers(&mut self, buffers: Vec<(glium::vertex::VertexBufferAny, usize)>) {
self.vertex_buffers = buffers;
}
pub fn set_index_buffers(&mut self, buffers: Vec<glium::IndexBuffer<u32>>) {
self.index_buffers = buffers;
}
pub fn add_instance(&mut self, instance: [[f32; 4]; 4]) {
self.instance_matrices.push(instance);
}
}
impl Object {
pub fn new(name: Option<String>) -> Self {
let uuid = Uuid::new_v4();
let mut object = Object {
name: name.unwrap_or_else(|| String::from("Object")),
transform: Transform::new(),
shapes: Vec::new(),
materials: Vec::new(),
bounding_box: None,
unique_id: uuid,
cloned_id: uuid,
collision: true,
};
object.calculate_bounding_box();
object
}
pub fn to_serializer(&self) -> ObjectSerializer {
let name = self.name.clone();
let transform = self.transform.to_serializer();
let shapes = self.shapes.clone();
let materials = self.materials.iter().map(|x| x.to_string()).collect();
let unique_id = self.unique_id.to_string();
let cloned_id = self.cloned_id.to_string();
ObjectSerializer {
name,
transform,
shapes,
materials,
unique_id,
cloned_id,
collision: self.collision,
}
}
pub fn from_serializer(serializer: ObjectSerializer) -> Self {
let mut object = Object::new(Some(serializer.name));
object.transform = Transform::from_serializer(serializer.transform);
object.shapes = serializer.shapes;
for mat in serializer.materials {
object.add_material(Uuid::parse_str(mat.as_str()).expect("failed to parse material uuid"));
}
object.unique_id = uuid::Uuid::parse_str(serializer.unique_id.as_str()).unwrap();
object.cloned_id = uuid::Uuid::parse_str(serializer.cloned_id.as_str()).unwrap();
object.collision = serializer.collision;
object.calculate_bounding_box();
object
}
pub fn set_collision(&mut self, collision: bool) {
self.collision = collision;
}
pub fn get_collision(&self) -> &bool {
&self.collision
}
pub fn get_unique_id(&self) -> Uuid {
self.unique_id
}
pub fn get_instance_id(&self) -> Uuid {
self.cloned_id
}
fn calculate_bounding_box(&mut self) -> BoundingBox {
let mut min_x = f32::INFINITY;
let mut min_y = f32::INFINITY;
let mut min_z = f32::INFINITY;
let mut max_x = f32::NEG_INFINITY;
let mut max_y = f32::NEG_INFINITY;
let mut max_z = f32::NEG_INFINITY;
for shape in self.get_shapes().iter() {
for vertex in shape.vertices.iter() {
min_x = min_x.min(vertex.position[0]);
min_y = min_y.min(vertex.position[1]);
min_z = min_z.min(vertex.position[2]);
max_x = max_x.max(vertex.position[0]);
max_y = max_y.max(vertex.position[1]);
max_z = max_z.max(vertex.position[2]);
}
}
let min_point = Point3::new(min_x, min_y, min_z);
let max_point = Point3::new(max_x, max_y, max_z);
let center = Point3::new(
(min_point.x + max_point.x) / 2.0,
(min_point.y + max_point.y) / 2.0,
(min_point.z + max_point.z) / 2.0,
);
self.transform.update();
let transformed_center = self.transform.matrix.transform_point(¢er);
let transformed_width = (max_x - min_x) * self.transform.get_scale().x;
let transformed_height = (max_y - min_y) * self.transform.get_scale().y;
let transformed_depth = (max_z - min_z) * self.transform.get_scale().z;
let aabb = BoundingBox {
center: Vector3::from([transformed_center.x, transformed_center.y, transformed_center.z]),
width: transformed_width,
height: transformed_height,
depth: transformed_depth,
};
self.bounding_box = Some(aabb);
aabb
}
pub fn default() -> Self {
let mut object = Object::new(None);
object.add_shape(Shape::default());
object
}
pub fn update(&mut self) {
self.transform.update();
}
pub fn get_closest_lights(&self, lights: &Vec<crate::light::Light>) -> Vec<crate::light::Light> {
let mut closest_lights = Vec::new();
for light in lights.iter() {
let light_pos = light.position;
let object_pos = self.transform.get_position();
let distance = (Vector3::from(light_pos) - object_pos).magnitude();
if closest_lights.len() < 4 {
closest_lights.push((light.clone(), distance));
} else {
let mut max_distance = 0.0;
let mut max_index = 0;
for (index, (_, distance)) in closest_lights.iter().enumerate() {
if *distance > max_distance {
max_distance = *distance;
max_index = index;
}
}
if distance < max_distance {
closest_lights[max_index] = (light.clone(), distance.clone());
}
}
}
closest_lights.iter().map(|(light, _)| light.clone()).collect()
}
pub fn add_shape(&mut self, shape: Shape) {
self.shapes.push(shape);
}
pub fn get_vertex_buffers(&self, display: &Display<WindowSurface>) -> Vec<(glium::vertex::VertexBufferAny, usize)> {
let shapes = self.get_shapes();
let mut buffer = Vec::new();
for shape in shapes.iter() {
let vertex: glium::vertex::VertexBufferAny = glium::VertexBuffer::new(display, &shape.vertices).unwrap().into();
buffer.push((vertex, shape.material_index));
}
buffer
}
pub fn get_index_buffers(&self, display: &Display<WindowSurface>) -> Vec<glium::IndexBuffer<u32>> {
let shapes = self.get_shapes();
let mut buffer = Vec::new();
for shape in shapes.iter() {
let index = glium::IndexBuffer::new(display, glium::index::PrimitiveType::TrianglesList, &shape.indices).unwrap();
buffer.push(index);
}
buffer
}
pub fn get_bounding_box(&mut self) -> BoundingBox {
self.calculate_bounding_box()
}
pub fn get_materials(&self) -> &Vec<Uuid> {
&self.materials
}
pub fn get_materials_mut(&mut self) -> &mut Vec<Uuid> {
&mut self.materials
}
pub fn add_material(&mut self, material: Uuid) {
self.materials.push(material);
}
pub fn get_shapes(&self) -> &Vec<Shape> {
&self.shapes
}
pub fn get_shapes_mut(&mut self) -> &mut Vec<Shape> {
&mut self.shapes
}
pub fn get_name(&self) -> &String {
&self.name
}
pub fn set_name(&mut self, name: String) {
self.name = name;
}
pub fn load_from_obj(path: &str) -> Self {
let input = BufReader::new(File::open(path).expect("Failed to open file"));
let obj: Obj = load_obj(input).unwrap();
let mut vertices = Vec::new();
let mut indices = Vec::new();
for vert in obj.vertices.iter() {
let vertex = geometry::Vertex { position: vert.position, color: [1.0, 1.0, 1.0], texcoord: [0.0, 0.0], normal: vert.normal };
vertices.push(vertex);
}
for index in obj.indices.iter() {
indices.push((*index).into());
}
let shape = Shape::from_vertices_indices(vertices, indices);
let mut object = Object::new(obj.name);
object.add_shape(shape);
object
}
pub fn load_from_gltf_resource(data: &[u8]) -> Self {
let (gltf, buffers, _) = gltf::import_slice(data).expect("Failed to import gltf file");
let mut object = Object::new(Some(String::from("INTERNAL ENIGMA RESOURCE")));
for mesh in gltf.meshes() {
let mut vertices = Vec::new();
let mut indices = Vec::new();
for primitive in mesh.primitives() {
let reader = primitive.reader(|buffer| Some(&buffers[buffer.index()]));
let positions = reader.read_positions().unwrap();
let normals = reader.read_normals().unwrap();
let tex_coords = reader.read_tex_coords(0).unwrap().into_f32();
let prim_indices = reader.read_indices().unwrap().into_u32();
let mut flipped_tex_coords: Vec<[f32; 2]> = Vec::new();
for mut tex_coord in tex_coords.into_iter() {
tex_coord[1] = 1.0 - tex_coord[1];
flipped_tex_coords.push(tex_coord);
}
for ((position, normal), tex_coord) in positions.zip(normals).zip(flipped_tex_coords) {
let vertex = geometry::Vertex { position, color: [1.0, 1.0, 1.0], texcoord: tex_coord, normal };
vertices.push(vertex);
}
prim_indices.for_each(|index| indices.push(index));
}
let shape = Shape::from_vertices_indices(vertices, indices);
object.add_shape(shape);
}
object
}
pub fn load_from_gltf(path: &str) -> Self {
let (gltf, buffers, _) = gltf::import(path).expect("Failed to import gltf file");
let mut object = Object::new(Some(String::from(path)));
for mesh in gltf.meshes() {
let mut vertices = Vec::new();
let mut indices = Vec::new();
for primitive in mesh.primitives() {
let reader = primitive.reader(|buffer| {
buffers.get(buffer.index()).map(|data| &data[..])
});
let positions = reader.read_positions().unwrap();
let normals = reader.read_normals().unwrap();
let tex_coords = reader.read_tex_coords(0).unwrap().into_f32();
let prim_indices = reader.read_indices().unwrap().into_u32();
let mut flipped_tex_coords: Vec<[f32; 2]> = Vec::new();
for mut tex_coord in tex_coords.into_iter() {
tex_coord[1] = 1.0 - tex_coord[1];
flipped_tex_coords.push(tex_coord);
}
for ((position, normal), tex_coord) in positions.zip(normals).zip(flipped_tex_coords) {
let vertex = geometry::Vertex { position, color: [1.0, 1.0, 1.0], texcoord: tex_coord, normal };
vertices.push(vertex);
}
prim_indices.for_each(|index| indices.push(index));
}
let shape = Shape::from_vertices_indices(vertices, indices);
object.add_shape(shape);
}
object
}
}
#[derive(Serialize, Deserialize, Clone)]
pub struct TransformSerializer {
position: [f32; 3],
rotation: [f32; 3],
scale: [f32; 3],
}
#[derive(Copy, Clone)]
pub struct Transform {
pub position: Vector3<f32>,
pub rotation: Vector3<f32>,
pub scale: Vector3<f32>,
pub matrix: Matrix4<f32>,
}
impl Transform {
pub fn new() -> Self {
Transform {
position: Vector3::new(0.0, 0.0, 0.0),
rotation: Vector3::new(0.0, 0.0, 0.0),
scale: Vector3::new(1.0, 1.0, 1.0),
matrix: Matrix4::identity(),
}
}
pub fn forward(&self) -> Vector3<f32> {
let rotation = UnitQuaternion::from_euler_angles(self.rotation.x, self.rotation.y, self.rotation.z);
let forward = rotation * Vector3::new(0.0, 0.0, 1.0);
normalize(&forward)
}
pub fn left(&self) -> Vector3<f32> {
let rotation = UnitQuaternion::from_euler_angles(self.rotation.x, self.rotation.y, self.rotation.z);
let left = rotation * Vector3::new(-1.0, 0.0, 0.0);
normalize(&left)
}
pub fn up(&self) -> Vector3<f32> {
let rotation = UnitQuaternion::from_euler_angles(self.rotation.x, self.rotation.y, self.rotation.z);
let up = rotation * Vector3::new(0.0, 1.0, 0.0);
normalize(&up)
}
pub fn from_serializer(serializer: TransformSerializer) -> Self {
let mut t = Transform::new();
t.set_position(serializer.position);
t.set_rotation(serializer.rotation);
t.set_scale(serializer.scale);
t
}
pub fn to_serializer(&self) -> TransformSerializer {
TransformSerializer {
position: self.get_position().into(),
rotation: self.get_rotation().into(),
scale: self.get_scale().into(),
}
}
pub fn update(&mut self) {
let scale_matrix = Matrix4::new_nonuniform_scaling(&self.scale);
let rotation_matrix = UnitQuaternion::from_euler_angles(self.rotation.x, self.rotation.y, self.rotation.z).to_homogeneous();
let translation_matrix = Translation3::from(self.position).to_homogeneous();
self.matrix = translation_matrix * rotation_matrix * scale_matrix;
}
pub fn set_position(&mut self, position: [f32; 3]) {
self.position = Vector3::from(position);
}
pub fn get_position(&self) -> Vector3<f32> {
self.position.clone()
}
pub fn set_rotation(&mut self, rotation: [f32; 3]) {
let radians = rotation.iter().map(|x| x.to_radians()).collect::<Vec<f32>>();
self.rotation = Vector3::from([radians[0], radians[1], radians[2]]);
}
pub fn rotate(&mut self, rotation: [f32; 3]) {
let cur_r = self.get_rotation();
let additive_rotation = [cur_r.x + rotation[0], cur_r.y + rotation[1], cur_r.z + rotation[2]];
let radians = additive_rotation.iter().map(|x| x.to_radians()).collect::<Vec<f32>>();
self.rotation = Vector3::from([radians[0], radians[1], radians[2]]);
}
pub fn move_dir_array(&mut self, position: [f32; 3]) {
let cur_p = self.get_position();
let additive_position = [cur_p.x + position[0], cur_p.y + position[1], cur_p.z + position[2]];
self.position = Vector3::from(additive_position);
}
pub fn move_dir_vector(&mut self, direction: Vector3<f32>) {
self.position += direction;
}
pub fn get_rotation(&self) -> Vector3<f32> {
let x = self.rotation.x.to_degrees();
let y = self.rotation.y.to_degrees();
let z = self.rotation.z.to_degrees();
Vector3::from([x, y, z])
}
pub fn set_scale(&mut self, scale: [f32; 3]) {
self.scale = Vector3::from(scale);
}
pub fn get_scale(&self) -> Vector3<f32> {
self.scale.clone()
}
pub fn get_matrix(&mut self) -> [[f32; 4]; 4] {
self.update();
self.matrix.into()
}
}