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use {Model, TriangularMesh, BuildModel, Vector, Color, Index, Error};
use tobj;
use std::io::BufRead;
use std::path::Path;
pub struct Wavefront {
models: Vec<tobj::Model>,
materials: Vec<tobj::Material>,
}
pub struct Vertex {
pub position: Vector,
pub normal: Option<Vector>,
pub texture_coords: Option<Vector>,
}
pub struct Material<'a> {
material: &'a tobj::Material,
}
pub struct Object<'a> {
wavefront: &'a Wavefront,
model: &'a tobj::Model,
}
pub struct Objects<'a> {
wavefront: &'a Wavefront,
models: ::std::slice::Iter<'a, tobj::Model>,
}
pub fn from_path<S>(path: S) -> Result<Wavefront, Error>
where S: AsRef<Path> {
let (models, materials) = tobj::load_obj(path.as_ref(), true)?;
Ok(Wavefront {
models: models,
materials: materials,
})
}
pub fn from_memory<BO, BM>(reader: &mut BO,
material_loader: impl Fn(&Path) -> BM)
-> Result<Wavefront, Error>
where BO: BufRead, BM: BufRead {
let (models, materials) = tobj::load_obj_buf(reader, true, |mtl_path| {
let mut mtl_reader = material_loader(mtl_path);
tobj::load_mtl_buf(&mut mtl_reader)
})?;
Ok(Wavefront {
models: models,
materials: materials,
})
}
impl Wavefront {
pub fn objects(&self) -> Objects {
Objects { wavefront: self, models: self.models.iter() }
}
}
impl<'a> Object<'a> {
pub fn name(&self) -> &str { &self.model.name }
pub fn material(&self) -> Option<Material> {
self.model.mesh.material_id.map(|id| {
Material { material: &self.wavefront.materials[id] }
})
}
}
impl<'a> Material<'a> {
pub fn name(&self) -> &str { &self.material.name }
pub fn ambient_color(&self) -> Color {
Color(self.material.ambient[0], self.material.ambient[1], self.material.ambient[2])
}
pub fn diffuse_color(&self) -> Color {
Color(self.material.diffuse[0], self.material.diffuse[1], self.material.diffuse[2])
}
pub fn specular_color(&self) -> Color {
Color(self.material.specular[0], self.material.specular[1], self.material.specular[2])
}
pub fn shininess(&self) -> f32 { self.material.shininess }
pub fn alpha(&self) -> f32 { self.material.dissolve }
pub fn optical_density(&self) -> f32 { self.material.optical_density }
pub fn ambient_texture(&self) -> &str { &self.material.ambient_texture }
pub fn diffuse_texture(&self) -> &str { &self.material.diffuse_texture }
pub fn specular_texture(&self) -> &str { &self.material.specular_texture }
pub fn normal_texture(&self) -> &str { &self.material.normal_texture }
pub fn dissolve_texture(&self) -> &str { &self.material.dissolve_texture }
}
impl BuildModel for Wavefront
{
type Vertex = Vertex;
fn build_model<V,I>(self) -> Result<Model<V,I>, Error>
where V: ::Vertex, I: Index, V: From<Vertex> {
let mut vertices: Vec<V> = Vec::new();
let mut indices = Vec::new();
for model in self.models {
for &index in model.mesh.indices.iter() {
let abs_index = I::from_u64(vertices.len() as u64 + index as u64)?;
indices.push(abs_index);
}
vertices.extend(build_vertices(&model.mesh).into_iter());
}
Ok(Model {
mesh: TriangularMesh {
vertices: vertices,
indices: indices,
}
})
}
}
fn build_vertices<V>(mesh: &tobj::Mesh) -> Vec<V>
where V: From<Vertex> {
let vertex_count = mesh.positions.len() / 3;
(0..vertex_count).map(|i| {
let base_idx = i * 3;
let position = build_vector(&mesh.positions, base_idx).unwrap();
let normal = build_vector(&mesh.normals, i);
let texture_coords = build_vector(&mesh.texcoords, i);
let wave_vertex = Vertex {
position: position,
normal: normal,
texture_coords: texture_coords,
};
V::from(wave_vertex)
}).collect()
}
impl<'a> BuildModel for Object<'a> {
type Vertex = Vertex;
fn build_model<V,I>(self) -> Result<Model<V,I>, Error>
where V: ::Vertex, I: Index, V: From<Vertex> {
let indices: Result<_,_> = self.model.mesh.indices.iter().map(|&index| I::from_u64(index as u64)).collect();
let indices = indices?;
let vertices = build_vertices(&self.model.mesh);
Ok(Model {
mesh: TriangularMesh {
vertices: vertices,
indices: indices,
}
})
}
}
impl<'a> Iterator for Objects<'a> {
type Item = Object<'a>;
fn next(&mut self) -> Option<Object<'a>> {
self.models.next().map(|m| Object { wavefront: self.wavefront, model: m })
}
}
fn build_vector(elems: &Vec<f32>, base_idx: usize) -> Option<Vector> {
if !elems.is_empty() {
Some(Vector(elems[base_idx], elems[base_idx+1], elems[base_idx+2]))
} else {
None
}
}
impl From<Vertex> for Vector {
fn from(v: Vertex) -> Vector {
v.position
}
}
#[cfg(test)]
mod test {
use super::*;
use {Model, Vector};
use std::path::Path;
fn cube() -> Wavefront {
from_path(Path::new("res/cube.obj")).unwrap()
}
pub type Vertex = Vector;
#[test]
fn can_build_file() {
let cube: Model<Vertex, u64> = Model::new(cube()).unwrap();
assert_eq!(cube.mesh.vertices.len(), 24);
assert_eq!(cube.mesh.indices.len(), 36);
}
#[test]
fn can_enumerate_objects() {
let cube = cube();
assert_eq!(cube.objects().count(), 1);
assert_eq!(cube.objects().next().unwrap().name(), "Cube");
}
#[test]
fn can_build_object() {
let cube: Model<Vertex, u64> = Model::new(cube().objects().next().unwrap()).unwrap();
assert_eq!(cube.mesh.vertices.len(), 24);
assert_eq!(cube.mesh.indices.len(), 36);
}
}