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use super::*;
pub use three_d_asset::VoxelGrid as CpuVoxelGrid;
#[deprecated = "renamed CpuVoxelGrid"]
pub type CpuVolume = CpuVoxelGrid;
pub struct VoxelGrid<M: Material>(Gm<Mesh, M>);
impl<M: Material + FromCpuVoxelGrid> VoxelGrid<M> {
pub fn new(context: &Context, cpu_voxel_grid: &CpuVoxelGrid) -> ThreeDResult<Self> {
let mut cube = CpuMesh::cube();
cube.transform(&Mat4::from_nonuniform_scale(
0.5 * cpu_voxel_grid.size.x,
0.5 * cpu_voxel_grid.size.y,
0.5 * cpu_voxel_grid.size.z,
))?;
let gm = Gm::new(
Mesh::new(&context, &cube).unwrap(),
M::from_cpu_voxel_grid(context, cpu_voxel_grid)?,
);
Ok(Self(gm))
}
}
impl<M: Material> std::ops::Deref for VoxelGrid<M> {
type Target = Gm<Mesh, M>;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl<M: Material> std::ops::DerefMut for VoxelGrid<M> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
impl<M: Material> Geometry for VoxelGrid<M> {
fn aabb(&self) -> AxisAlignedBoundingBox {
self.0.aabb()
}
fn render_with_material(
&self,
material: &dyn Material,
camera: &Camera,
lights: &[&dyn Light],
) -> ThreeDResult<()> {
self.0.render_with_material(material, camera, lights)
}
}
impl<M: Material> Object for VoxelGrid<M> {
fn render(&self, camera: &Camera, lights: &[&dyn Light]) -> ThreeDResult<()> {
self.0.render(camera, lights)
}
fn is_transparent(&self) -> bool {
self.0.is_transparent()
}
}