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use crate::components::Mesh;
use crate::renderer::Vertex;
use gizmo_math::Vec3;
use std::sync::Arc;
use wgpu::util::DeviceExt;
impl crate::asset::AssetManager {
/// İçi boş ters yüzlü küp (Skybox) mesh üretir.
/// Normaller içe bakar, böylece kamera küpün merkezinden dışarıya baktığında yüzeyler görünür.
pub fn create_inverted_cube(device: &wgpu::Device) -> Mesh {
// 6 yüz × 2 üçgen × 3 köşe = 36 vertex
// Her yüzün normali İÇE bakar (ters küp)
let positions: [[f32; 3]; 8] = [
[-1.0, -1.0, -1.0], // 0
[1.0, -1.0, -1.0], // 1
[1.0, 1.0, -1.0], // 2
[-1.0, 1.0, -1.0], // 3
[-1.0, -1.0, 1.0], // 4
[1.0, -1.0, 1.0], // 5
[1.0, 1.0, 1.0], // 6
[-1.0, 1.0, 1.0], // 7
];
struct FaceDef {
indices: [usize; 6],
normal: [f32; 3],
uvs: [[f32; 2]; 6],
}
let faces: [FaceDef; 6] = [
// Arka (+Z içe)
FaceDef {
indices: [0, 1, 2, 0, 2, 3],
normal: [0.0, 0.0, 1.0],
uvs: [
[1.0, 1.0],
[0.0, 1.0],
[0.0, 0.0],
[1.0, 1.0],
[0.0, 0.0],
[1.0, 0.0],
],
},
// Ön (-Z içe)
FaceDef {
indices: [4, 6, 5, 4, 7, 6],
normal: [0.0, 0.0, -1.0],
uvs: [
[0.0, 1.0],
[1.0, 0.0],
[1.0, 1.0],
[0.0, 1.0],
[0.0, 0.0],
[1.0, 0.0],
],
},
// Alt (+Y içe)
FaceDef {
indices: [0, 5, 1, 0, 4, 5],
normal: [0.0, 1.0, 0.0],
uvs: [
[0.0, 0.0],
[1.0, 1.0],
[1.0, 0.0],
[0.0, 0.0],
[0.0, 1.0],
[1.0, 1.0],
],
},
// Üst (-Y içe)
FaceDef {
indices: [3, 2, 6, 3, 6, 7],
normal: [0.0, -1.0, 0.0],
uvs: [
[0.0, 0.0],
[1.0, 0.0],
[1.0, 1.0],
[0.0, 0.0],
[1.0, 1.0],
[0.0, 1.0],
],
},
// Sol (+X içe)
FaceDef {
indices: [0, 3, 7, 0, 7, 4],
normal: [1.0, 0.0, 0.0],
uvs: [
[0.0, 1.0],
[0.0, 0.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 0.0],
[1.0, 1.0],
],
},
// Sağ (-X içe)
FaceDef {
indices: [1, 6, 2, 1, 5, 6],
normal: [-1.0, 0.0, 0.0],
uvs: [
[1.0, 1.0],
[0.0, 0.0],
[1.0, 0.0],
[1.0, 1.0],
[0.0, 1.0],
[0.0, 0.0],
],
},
];
let mut vertices = Vec::with_capacity(36);
for face in &faces {
for i in 0..6 {
vertices.push(Vertex {
position: positions[face.indices[i]],
color: [1.0, 1.0, 1.0],
normal: face.normal,
tex_coords: face.uvs[i],
joint_indices: [0; 4],
joint_weights: [0.0; 4], ..Default::default()
});
}
}
let vbuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Skybox Inverted Cube VBuf"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
Mesh::new(
device,
Arc::new(vbuf),
&vertices,
Vec3::ZERO,
"inverted_cube".to_string(),
)
}
/// Düzenli Küp mesh üretir (Dışa bakan normaller, PBR ışıklandırma ve gölgelendirme için doğru)
pub fn create_cube(device: &wgpu::Device) -> Mesh {
let positions: [[f32; 3]; 8] = [
[-1.0, -1.0, -1.0], // 0
[1.0, -1.0, -1.0], // 1
[1.0, 1.0, -1.0], // 2
[-1.0, 1.0, -1.0], // 3
[-1.0, -1.0, 1.0], // 4
[1.0, -1.0, 1.0], // 5
[1.0, 1.0, 1.0], // 6
[-1.0, 1.0, 1.0], // 7
];
struct FaceDef {
indices: [usize; 6],
normal: [f32; 3],
uvs: [[f32; 2]; 6],
}
let faces: [FaceDef; 6] = [
// Arka (-Z)
FaceDef {
indices: [1, 0, 3, 1, 3, 2],
normal: [0.0, 0.0, -1.0],
uvs: [
[0.0, 1.0],
[1.0, 1.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 0.0],
[0.0, 0.0],
],
},
// Ön (+Z)
FaceDef {
indices: [4, 5, 6, 4, 6, 7],
normal: [0.0, 0.0, 1.0],
uvs: [
[0.0, 1.0],
[1.0, 1.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 0.0],
[0.0, 0.0],
],
},
// Alt (-Y)
FaceDef {
indices: [0, 1, 5, 0, 5, 4],
normal: [0.0, -1.0, 0.0],
uvs: [
[0.0, 0.0],
[1.0, 0.0],
[1.0, 1.0],
[0.0, 0.0],
[1.0, 1.0],
[0.0, 1.0],
],
},
// Üst (+Y)
FaceDef {
indices: [7, 6, 2, 7, 2, 3],
normal: [0.0, 1.0, 0.0],
uvs: [
[0.0, 1.0],
[1.0, 1.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 0.0],
[0.0, 0.0],
],
},
// Sol (-X)
FaceDef {
indices: [0, 4, 7, 0, 7, 3],
normal: [-1.0, 0.0, 0.0],
uvs: [
[0.0, 1.0],
[1.0, 1.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 0.0],
[0.0, 0.0],
],
},
// Sağ (+X)
FaceDef {
indices: [5, 1, 2, 5, 2, 6],
normal: [1.0, 0.0, 0.0],
uvs: [
[0.0, 1.0],
[1.0, 1.0],
[1.0, 0.0],
[0.0, 1.0],
[1.0, 0.0],
[0.0, 0.0],
],
},
];
let mut vertices = Vec::with_capacity(36);
for face in &faces {
for i in 0..6 {
vertices.push(Vertex {
position: positions[face.indices[i]],
color: [1.0, 1.0, 1.0],
normal: face.normal,
tex_coords: face.uvs[i],
joint_indices: [0; 4],
joint_weights: [0.0; 4], ..Default::default()
});
}
}
let vbuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Standard Cube VBuf"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
Mesh::new(
device,
Arc::new(vbuf),
&vertices,
Vec3::ZERO,
"standard_cube".to_string(),
)
}
pub fn create_gizmo_arrow(device: &wgpu::Device) -> Mesh {
let w = 0.03; // Shaft thickness
let hw = 0.12; // Head width
let sl = 0.8; // Shaft length
let positions: [[f32; 3]; 13] = [
// Shaft (0..8)
[-w, 0.0, -w],
[w, 0.0, -w],
[w, sl, -w],
[-w, sl, -w],
[-w, 0.0, w],
[w, 0.0, w],
[w, sl, w],
[-w, sl, w],
// Head Base (8..12)
[-hw, sl, -hw],
[hw, sl, -hw],
[hw, sl, hw],
[-hw, sl, hw],
// Apex (12)
[0.0, 1.0, 0.0],
];
let head_dy = 1.0 - sl;
let head_dxz = hw;
let head_norm_len = (head_dy * head_dy + head_dxz * head_dxz).sqrt();
let n_y = head_dxz / head_norm_len;
let n_xz = head_dy / head_norm_len;
// Tuple of (Indices, Normal)
let faces: Vec<(Vec<usize>, [f32; 3])> = vec![
// Shaft
(vec![0, 2, 1, 0, 3, 2], [0.0, 0.0, -1.0]), // Back
(vec![4, 5, 6, 4, 6, 7], [0.0, 0.0, 1.0]), // Front
(vec![0, 1, 5, 0, 5, 4], [0.0, -1.0, 0.0]), // Bottom
(vec![0, 4, 7, 0, 7, 3], [-1.0, 0.0, 0.0]), // Left
(vec![1, 2, 6, 1, 6, 5], [1.0, 0.0, 0.0]), // Right
// Arrowhead Base
(vec![8, 9, 10, 8, 10, 11], [0.0, -1.0, 0.0]),
// Arrowhead Sides
(vec![11, 10, 12], [0.0, n_y, n_xz]), // Front (+Z)
(vec![9, 8, 12], [0.0, n_y, -n_xz]), // Back (-Z)
(vec![10, 9, 12], [n_xz, n_y, 0.0]), // Right (+X)
(vec![8, 11, 12], [-n_xz, n_y, 0.0]), // Left (-X)
];
let mut vertices = Vec::new();
for (indices, normal) in faces {
for idx in indices {
vertices.push(Vertex {
position: positions[idx],
color: [1.0, 1.0, 1.0],
normal,
tex_coords: [0.0, 0.0],
joint_indices: [0; 4],
joint_weights: [0.0; 4], ..Default::default()
});
}
}
let vbuf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Gizmo Arrow VBuf"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
Mesh::new(
device,
Arc::new(vbuf),
&vertices,
Vec3::ZERO,
"gizmo_arrow".to_string(),
)
}
}