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use std::ops;
use bevy::prelude::*;
use nannou_core::geom;
use crate::draw::mesh::MeshExt;
use crate::draw::primitive::{Primitive, Vertex};
use crate::draw::properties::spatial::{orientation, position};
use crate::draw::properties::{SetColor, SetOrientation, SetPosition};
use crate::draw::{self, Drawing};
/// The mesh type prior to being initialised with vertices or indices.
#[derive(Clone, Debug, Default)]
pub struct Vertexless;
/// Properties related to drawing an arbitrary mesh of colours, geometry and texture.
#[derive(Clone, Debug)]
pub struct PrimitiveMesh {
position: position::Properties,
orientation: orientation::Properties,
vertex_range: ops::Range<usize>,
index_range: ops::Range<usize>,
fill_color: Option<FillColor>,
}
#[derive(Clone, Debug, Default)]
struct FillColor(Option<Color>);
pub type DrawingMesh<'a> = Drawing<'a, PrimitiveMesh>;
impl Vertexless {
/// Describe the mesh with a sequence of textured points.
///
/// Each of the vertices must be represented as a tuple containing the point and tex
/// coordinates in that order, e.g. `(point, tex_coords)`. `point` may be of any type that
/// implements `Into<Vec3>` and `tex_coords` may be of any type that implements
/// `Into<Vec2>`.
pub fn points_textured<I, P, T>(self, inner_mesh: &mut Mesh, points: I) -> PrimitiveMesh
where
I: IntoIterator<Item = (P, T)>,
P: Into<Vec3>,
T: Into<Vec2>,
{
let points = points.into_iter().map(|(p, t)| {
let point = p.into();
let color = Color::default();
let tex_coords = t.into();
(point, color, tex_coords)
});
self.points_inner(inner_mesh, points)
}
/// Describe the mesh with a sequence of colored points.
///
/// Each of the points must be represented as a tuple containing the point and the color in
/// that order, e.g. `(point, color)`. `point` may be of any type that implements
/// `Into<Vec3>` and `color` may be of any type that implements `IntoColor`.
pub fn points_colored<I, P, C>(self, inner_mesh: &mut Mesh, points: I) -> PrimitiveMesh
where
I: IntoIterator<Item = (P, C)>,
P: Into<Vec3>,
C: Into<Color>,
{
let vertices = points.into_iter().map(|(p, c)| {
let point = p.into();
let color = c.into();
let tex_coords = Vec2::ZERO;
(point, color, tex_coords)
});
self.points_inner(inner_mesh, vertices)
}
/// Describe the mesh with a sequence of points.
///
/// The given iterator may yield any type that can be converted directly into `Vec3`s.
///
/// This method assumes that the entire mesh should be coloured with a single colour. If a
/// colour is not specified via one of the builder methods, a default colour will be retrieved
/// from the inner `Theme`.
pub fn points<I>(self, inner_mesh: &mut Mesh, points: I) -> PrimitiveMesh
where
I: IntoIterator,
I::Item: Into<Vec3>,
{
let vertices = points.into_iter().map(|p| {
let point = p.into();
let color = Color::default();
let tex_coords = Vec2::ZERO;
(point, color, tex_coords)
});
let mut mesh = self.points_inner(inner_mesh, vertices);
mesh.fill_color = Some(FillColor(None));
mesh
}
fn points_inner<I>(self, inner_mesh: &mut Mesh, vertices: I) -> PrimitiveMesh
where
I: Iterator<Item = Vertex>,
{
let v_start = inner_mesh.count_vertices();
let i_start = inner_mesh.count_indices();
for (i, (point, color, tex_coords)) in vertices.enumerate() {
inner_mesh.points_mut().push(point.to_array());
inner_mesh
.colors_mut()
.push(color.to_linear().to_f32_array());
inner_mesh.tex_coords_mut().push(tex_coords.to_array());
inner_mesh.normals_mut().push([0.0, 0.0, 1.0]);
inner_mesh.push_index(i as u32);
}
let v_end = inner_mesh.count_vertices();
let i_end = inner_mesh.count_indices();
PrimitiveMesh::new(v_start..v_end, i_start..i_end)
}
/// Describe the mesh with a sequence of textured triangles.
///
/// Each of the vertices must be represented as a tuple containing the point and tex
/// coordinates in that order, e.g. `(point, tex_coords)`. `point` may be of any type that
/// implements `Into<Vec3>` and `tex_coords` may be of any type that implements
/// `Into<Vec2>`.
pub fn tris_textured<I, P, T>(self, inner_mesh: &mut Mesh, tris: I) -> PrimitiveMesh
where
I: IntoIterator<Item = geom::Tri<(P, T)>>,
P: Into<Vec3>,
T: Into<Vec2>,
{
let points = tris
.into_iter()
.map(|t| t.map_vertices(|(p, t)| (p.into(), t.into())))
.flat_map(geom::Tri::vertices);
self.points_textured(inner_mesh, points)
}
/// Describe the mesh with a sequence of colored triangles.
///
/// Each of the vertices must be represented as a tuple containing the point and the color in
/// that order, e.g. `(point, color)`. `point` may be of any type that implements `Into<Vec3>`
/// and `color` may be of any type that implements `IntoColor`.
pub fn tris_colored<I, P, C>(self, inner_mesh: &mut Mesh, tris: I) -> PrimitiveMesh
where
I: IntoIterator<Item = geom::Tri<(P, C)>>,
P: Into<Vec3>,
C: Into<Color>,
{
let points = tris
.into_iter()
.map(|t| t.map_vertices(|(p, c)| (p.into(), c.into())))
.flat_map(geom::Tri::vertices);
self.points_colored(inner_mesh, points)
}
/// Describe the mesh with a sequence of triangles.
///
/// Each triangle may be composed of any vertex type that may be converted directly into
/// `Vec3`s.
///
/// This method assumes that the entire mesh should be coloured with a single colour. If a
/// colour is not specified via one of the builder methods, a default colour will be retrieved
/// from the inner `Theme`.
pub fn tris<I, V>(self, inner_mesh: &mut Mesh, tris: I) -> PrimitiveMesh
where
I: IntoIterator<Item = geom::Tri<V>>,
V: Into<Vec3>,
{
let points = tris
.into_iter()
.map(|t| t.map_vertices(Into::into))
.flat_map(geom::Tri::vertices);
self.points(inner_mesh, points)
}
/// Describe the mesh with the given indexed, textured points.
///
/// Each trio of `indices` describes a single triangle made up of colored `points`.
///
/// Each of the `points` must be represented as a tuple containing the point and the texture
/// coordinates in that order, e.g. `(point, tex_coords)`. `point` may be of any type that
/// implements `Into<Vec3>` and `tex_coords` may be of any type that implements
/// `Into<Vec2>`.
pub fn indexed_textured<V, I, P, T>(
self,
inner_mesh: &mut Mesh,
points: V,
indices: I,
) -> PrimitiveMesh
where
V: IntoIterator<Item = (P, T)>,
I: IntoIterator<Item = usize>,
P: Into<Vec3>,
T: Into<Vec2>,
{
let vertices = points.into_iter().map(|(p, t)| {
let point = p.into();
let color = Color::default();
let tex_coords = t.into();
(point, color, tex_coords)
});
self.indexed_inner(inner_mesh, vertices, indices)
}
/// Describe the mesh with the given indexed, colored points.
///
/// Each trio of `indices` describes a single triangle made up of colored `points`.
///
/// Each of the `points` must be represented as a tuple containing the point and the color in
/// that order, e.g. `(point, color)`. `point` may be of any type that implements
/// `Into<Vec3>` and `color` may be of any type that implements `IntoColor`.
pub fn indexed_colored<V, I, P, C>(
self,
inner_mesh: &mut Mesh,
points: V,
indices: I,
) -> PrimitiveMesh
where
V: IntoIterator<Item = (P, C)>,
I: IntoIterator<Item = usize>,
P: Into<Vec3>,
C: Into<Color>,
{
let vertices = points.into_iter().map(|(p, c)| {
let point = p.into();
let color = c.into();
let tex_coords = Vec2::ZERO;
(point, color, tex_coords)
});
self.indexed_inner(inner_mesh, vertices, indices)
}
/// Describe the mesh with the given indexed points.
///
/// Each trio of `indices` describes a single triangle made up of `points`.
///
/// Each point may be any type that may be converted directly into the `Vec3` type.
pub fn indexed<V, I>(self, inner_mesh: &mut Mesh, points: V, indices: I) -> PrimitiveMesh
where
V: IntoIterator,
V::Item: Into<Vec3>,
I: IntoIterator<Item = usize>,
{
let vertices = points.into_iter().map(|p| {
let point = p.into();
let color = Color::default();
let tex_coords = Vec2::ZERO;
(point, color, tex_coords)
});
let mut mesh = self.indexed_inner(inner_mesh, vertices, indices);
mesh.fill_color = Some(FillColor(None));
mesh
}
fn indexed_inner<V, I>(self, inner_mesh: &mut Mesh, vertices: V, indices: I) -> PrimitiveMesh
where
V: IntoIterator<Item = Vertex>,
I: IntoIterator<Item = usize>,
{
let v_start = inner_mesh.count_vertices();
let i_start = inner_mesh.count_indices();
for (point, color, tex_coords) in vertices.into_iter() {
inner_mesh.points_mut().push(point.to_array());
inner_mesh
.colors_mut()
.push(color.to_linear().to_f32_array());
inner_mesh.tex_coords_mut().push(tex_coords.to_array());
inner_mesh.normals_mut().push([0.0, 0.0, 1.0]);
}
for index in indices {
inner_mesh.push_index(index as u32);
}
let v_end = inner_mesh.count_vertices();
let i_end = inner_mesh.count_indices();
PrimitiveMesh::new(v_start..v_end, i_start..i_end)
}
}
impl PrimitiveMesh {
// Initialise a new `Mesh` with its ranges into the intermediary mesh, ready for drawing.
fn new(vertex_range: ops::Range<usize>, index_range: ops::Range<usize>) -> Self {
let orientation = Default::default();
let position = Default::default();
let fill_color = None;
PrimitiveMesh {
orientation,
position,
vertex_range,
index_range,
fill_color,
}
}
}
impl<'a> Drawing<'a, Vertexless> {
/// Describe the mesh with a sequence of points.
///
/// The given iterator may yield any type that can be converted directly into `Vec3`s.
///
/// This method assumes that the entire mesh should be coloured with a single colour. If a
/// colour is not specified via one of the builder methods, a default colour will be retrieved
/// from the inner `Theme`.
pub fn points<I>(self, points: I) -> DrawingMesh<'a>
where
I: IntoIterator,
I::Item: Into<Vec3>,
{
let mut vertices = points
.into_iter()
.map(|p| (p.into(), Color::default(), Vec2::ZERO));
mesh_points(&self.draw, self.index, true, &mut vertices);
self.transition()
}
/// Describe the mesh with a sequence of colored points.
///
/// Each of the points must be represented as a tuple containing the point and the color in
/// that order, e.g. `(point, color)`. `point` may be of any type that implements
/// `Into<Vec3>` and `color` may be of any type that implements `IntoColor`.
pub fn points_colored<I, P, C>(self, points: I) -> DrawingMesh<'a>
where
I: IntoIterator<Item = (P, C)>,
P: Into<Vec3>,
C: Into<Color>,
{
let mut vertices = points
.into_iter()
.map(|(p, c)| (p.into(), c.into(), Vec2::ZERO));
mesh_points(&self.draw, self.index, false, &mut vertices);
self.transition()
}
/// Describe the mesh with a sequence of textured points.
///
/// Each of the vertices must be represented as a tuple containing the point and tex
/// coordinates in that order, e.g. `(point, tex_coords)`. `point` may be of any type that
/// implements `Into<Vec3>` and `tex_coords` may be of any type that implements
/// `Into<Vec2>`.
pub fn points_textured<I, P, T>(
self,
texture_handle: Handle<Image>,
points: I,
) -> DrawingMesh<'a>
where
I: IntoIterator<Item = (P, T)>,
P: Into<Vec3>,
T: Into<Vec2>,
{
let this = self.texture(&texture_handle);
let mut vertices = points
.into_iter()
.map(|(p, t)| (p.into(), Color::default(), t.into()));
mesh_points(&this.draw, this.index, false, &mut vertices);
this.transition()
}
/// Describe the mesh with a sequence of triangles.
///
/// Each triangle may be composed of any vertex type that may be converted directly into
/// `Vec3`s.
///
/// This method assumes that the entire mesh should be coloured with a single colour. If a
/// colour is not specified via one of the builder methods, a default colour will be retrieved
/// from the inner `Theme`.
pub fn tris<I, V>(self, tris: I) -> DrawingMesh<'a>
where
I: IntoIterator<Item = geom::Tri<V>>,
V: Into<Vec3>,
{
let mut vertices = tris
.into_iter()
.map(|t| t.map_vertices(Into::into))
.flat_map(geom::Tri::vertices)
.map(|p| (p, Color::default(), Vec2::ZERO));
mesh_points(&self.draw, self.index, true, &mut vertices);
self.transition()
}
/// Describe the mesh with a sequence of colored triangles.
///
/// Each of the vertices must be represented as a tuple containing the point and the color in
/// that order, e.g. `(point, color)`. `point` may be of any type that implements `Into<Vec3>`
/// and `color` may be of any type that implements `IntoColor`.
pub fn tris_colored<I, P, C>(self, tris: I) -> DrawingMesh<'a>
where
I: IntoIterator<Item = geom::Tri<(P, C)>>,
P: Into<Vec3>,
C: Into<Color>,
{
let mut vertices = tris
.into_iter()
.map(|t| t.map_vertices(|(p, c)| (p.into(), c.into())))
.flat_map(geom::Tri::vertices)
.map(|(p, c)| (p, c, Vec2::ZERO));
mesh_points(&self.draw, self.index, false, &mut vertices);
self.transition()
}
/// Describe the mesh with a sequence of textured triangles.
///
/// Each of the vertices must be represented as a tuple containing the point and tex
/// coordinates in that order, e.g. `(point, tex_coords)`. `point` may be of any type that
/// implements `Into<Vec3>` and `tex_coords` may be of any type that implements
/// `Into<Vec2>`.
pub fn tris_textured<I, P, T>(self, texture_handle: Handle<Image>, tris: I) -> DrawingMesh<'a>
where
I: IntoIterator<Item = geom::Tri<(P, T)>>,
P: Into<Vec3>,
T: Into<Vec2>,
{
let this = self.texture(&texture_handle);
let mut vertices = tris
.into_iter()
.map(|t| t.map_vertices(|(p, t)| (p.into(), t.into())))
.flat_map(geom::Tri::vertices)
.map(|(p, t)| (p, Color::default(), t));
mesh_points(&this.draw, this.index, false, &mut vertices);
this.transition()
}
/// Describe the mesh with the given indexed points.
///
/// Each trio of `indices` describes a single triangle made up of `points`.
///
/// Each point may be any type that may be converted directly into the `Vec3` type.
pub fn indexed<V, I>(self, points: V, indices: I) -> DrawingMesh<'a>
where
V: IntoIterator,
V::Item: Into<Vec3>,
I: IntoIterator<Item = usize>,
{
let mut vertices = points
.into_iter()
.map(|p| (p.into(), Color::default(), Vec2::ZERO));
let mut indices = indices.into_iter();
mesh_indexed(&self.draw, self.index, true, &mut vertices, &mut indices);
self.transition()
}
/// Describe the mesh with the given indexed, colored points.
///
/// Each trio of `indices` describes a single triangle made up of colored `points`.
///
/// Each of the `points` must be represented as a tuple containing the point and the color in
/// that order, e.g. `(point, color)`. `point` may be of any type that implements
/// `Into<Vec3>` and `color` may be of any type that implements `IntoColor`.
pub fn indexed_colored<V, I, P, C>(self, points: V, indices: I) -> DrawingMesh<'a>
where
V: IntoIterator<Item = (P, C)>,
I: IntoIterator<Item = usize>,
P: Into<Vec3>,
C: Into<Color>,
{
let mut vertices = points
.into_iter()
.map(|(p, c)| (p.into(), c.into(), Vec2::ZERO));
let mut indices = indices.into_iter();
mesh_indexed(&self.draw, self.index, false, &mut vertices, &mut indices);
self.transition()
}
/// Describe the mesh with the given indexed, textured points.
///
/// Each trio of `indices` describes a single triangle made up of colored `points`.
///
/// Each of the `points` must be represented as a tuple containing the point and the texture
/// coordinates in that order, e.g. `(point, tex_coords)`. `point` may be of any type that
/// implements `Into<Vec3>` and `tex_coords` may be of any type that implements
/// `Into<Vec2>`.
pub fn indexed_textured<V, I, P, T>(
self,
texture_handle: Handle<Image>,
points: V,
indices: I,
) -> DrawingMesh<'a>
where
V: IntoIterator<Item = (P, T)>,
I: IntoIterator<Item = usize>,
P: Into<Vec3>,
T: Into<Vec2>,
{
let this = self.texture(&texture_handle);
let mut vertices = points
.into_iter()
.map(|(p, t)| (p.into(), Color::default(), t.into()));
let mut indices = indices.into_iter();
mesh_indexed(&this.draw, this.index, false, &mut vertices, &mut indices);
this.transition()
}
}
// Submit the mesh's vertices, transitioning the primitive from `Vertexless` to `Mesh`.
//
// `themed_fill` indicates that the vertices carry no colour of their own and the mesh should be
// filled with a single colour (the one set via the builder methods, or the theme's default).
fn mesh_points(
draw: &crate::draw::Draw,
index: usize,
themed_fill: bool,
vertices: &mut dyn Iterator<Item = Vertex>,
) {
crate::draw::drawing::with_primitive_ctxt(draw, index, |prim, ctxt| match prim {
Primitive::MeshVertexless(v) => {
let mut mesh = v.points_inner(ctxt.mesh, vertices);
if themed_fill {
mesh.fill_color = Some(FillColor(None));
}
Primitive::Mesh(mesh)
}
other => {
bevy::log::warn_once!("expected a `Vertexless` mesh primitive");
other
}
})
}
// The same as `mesh_points`, but with explicit indices.
fn mesh_indexed(
draw: &crate::draw::Draw,
index: usize,
themed_fill: bool,
vertices: &mut dyn Iterator<Item = Vertex>,
indices: &mut dyn Iterator<Item = usize>,
) {
crate::draw::drawing::with_primitive_ctxt(draw, index, |prim, ctxt| match prim {
Primitive::MeshVertexless(v) => {
let mut mesh = v.indexed_inner(ctxt.mesh, vertices, indices);
if themed_fill {
mesh.fill_color = Some(FillColor(None));
}
Primitive::Mesh(mesh)
}
other => {
bevy::log::warn_once!("expected a `Vertexless` mesh primitive");
other
}
})
}
impl draw::render::RenderPrimitive for PrimitiveMesh {
fn render_primitive(self, ctxt: draw::render::RenderContext, mesh: &mut Mesh) {
let PrimitiveMesh {
orientation,
position,
vertex_range,
index_range,
fill_color,
} = self;
// Determine the transform to apply to vertices.
let global_transform = *ctxt.transform;
let local_transform = position.transform() * orientation.transform();
let transform = global_transform * local_transform;
// We need to update the indices to point to where vertices will be in the new mesh.
let old_mesh_vertex_start = vertex_range.start as u32;
let new_mesh_vertex_start = mesh.count_vertices() as u32;
let indices = index_range
.map(|i| ctxt.intermediary_mesh.get_index(i))
.map(|i| new_mesh_vertex_start + i - old_mesh_vertex_start);
// A small function for transforming a point via the transform matrix.
let transform_point = |p: Vec3| -> Vec3 { transform.transform_point3(p) };
// Color the vertices based on whether or not we should fill, then extend the mesh!
match fill_color {
Some(fill) => {
let theme_prim = draw::theme::Primitive::Mesh;
let color = fill.0.unwrap_or_else(|| ctxt.theme.fill(&theme_prim));
let vertices = vertex_range.map(|i| {
let point = transform_point(ctxt.intermediary_mesh.points()[i].into());
let tex_coords: Vec2 = ctxt.intermediary_mesh.tex_coords()[i].into();
(point, color, tex_coords)
});
for (point, color, tex_coords) in vertices {
mesh.points_mut().push(point.to_array());
mesh.colors_mut().push(color.to_linear().to_f32_array());
mesh.tex_coords_mut().push(tex_coords.to_array());
mesh.normals_mut().push([0.0, 0.0, 1.0]);
}
for index in indices {
mesh.push_index(index);
}
}
None => {
let vertices = vertex_range.map(|i| {
let point = transform_point(ctxt.intermediary_mesh.points()[i].into());
let [r, g, b, a] = ctxt.intermediary_mesh.colors()[i];
let color = Color::LinearRgba(LinearRgba::new(r, g, b, a));
let tex_coords: Vec2 = ctxt.intermediary_mesh.tex_coords()[i].into();
(point, color, tex_coords)
});
for (point, color, tex_coords) in vertices {
mesh.points_mut().push(point.to_array());
mesh.colors_mut().push(color.to_linear().to_f32_array());
mesh.tex_coords_mut().push(tex_coords.to_array());
mesh.normals_mut().push([0.0, 0.0, 1.0]);
}
for index in indices {
mesh.push_index(index);
}
}
}
}
}
impl SetOrientation for PrimitiveMesh {
fn properties(&mut self) -> &mut orientation::Properties {
SetOrientation::properties(&mut self.orientation)
}
}
impl SetPosition for PrimitiveMesh {
fn properties(&mut self) -> &mut position::Properties {
SetPosition::properties(&mut self.position)
}
}
impl SetColor for PrimitiveMesh {
fn color_mut(&mut self) -> &mut Option<Color> {
&mut self.fill_color.get_or_insert_with(Default::default).0
}
}
impl From<Vertexless> for Primitive {
fn from(prim: Vertexless) -> Self {
Primitive::MeshVertexless(prim)
}
}
impl From<PrimitiveMesh> for Primitive {
fn from(prim: PrimitiveMesh) -> Self {
Primitive::Mesh(prim)
}
}