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use geometry::Geometry;
use hub::Operation;
use material::Material;
use object::{self, DowncastObject, ObjectType};
use render::DynamicData;
use skeleton::Skeleton;
use std::hash::{Hash, Hasher};
/// [`Geometry`](struct.Geometry.html) with some [`Material`](struct.Material.html).
///
/// # Examples
///
/// Creating a solid red triangle.
///
/// ```rust,no_run
/// # let mut win = three::Window::new("Example");
/// # let factory = &mut win.factory;
/// let vertices = vec![
/// [-0.5, -0.5, 0.0].into(),
/// [ 0.5, -0.5, 0.0].into(),
/// [ 0.5, -0.5, 0.0].into(),
/// ];
/// let geometry = three::Geometry::with_vertices(vertices);
/// let red_material = three::material::Basic { color: three::color::RED, map: None };
/// let mesh = factory.mesh(geometry, red_material);
/// # let _ = mesh;
/// ```
///
/// Duplicating a mesh.
///
/// ```rust,no_run
/// # let mut win = three::Window::new("Example");
/// # let factory = &mut win.factory;
/// # let vertices = vec![
/// # [-0.5, -0.5, 0.0].into(),
/// # [ 0.5, -0.5, 0.0].into(),
/// # [ 0.5, -0.5, 0.0].into(),
/// # ];
/// # let geometry = three::Geometry::with_vertices(vertices);
/// # let red_material = three::material::Basic { color: three::color::RED, map: None };
/// # let mesh = factory.mesh(geometry, red_material);
/// use three::Object;
/// let mut duplicate = factory.mesh_instance(&mesh);
/// // Duplicated meshes share their geometry but may be transformed individually.
/// duplicate.set_position([1.2, 3.4, 5.6]);
/// ```
///
/// Duplicating a mesh with a different material.
///
/// ```rust,no_run
/// # let mut win = three::Window::new("Example");
/// # let factory = &mut win.factory;
/// # let vertices = vec![
/// # [-0.5, -0.5, 0.0].into(),
/// # [ 0.5, -0.5, 0.0].into(),
/// # [ 0.5, -0.5, 0.0].into(),
/// # ];
/// # let geometry = three::Geometry::with_vertices(vertices);
/// # let red_material = three::material::Basic { color: three::color::RED, map: None };
/// # let mesh = factory.mesh(geometry, red_material);
/// let yellow_material = three::material::Wireframe { color: three::color::YELLOW };
/// # use three::Object;
/// let mut duplicate = factory.mesh_instance_with_material(&mesh, yellow_material);
/// duplicate.set_position([1.2, 3.4, 5.6]);
/// ```
///
/// # Notes
///
/// * Meshes are removed from the scene when dropped.
/// * Hence, meshes must be kept in scope in order to be displayed.
#[derive(Clone, Debug, PartialEq, Eq, Hash)]
pub struct Mesh {
pub(crate) object: object::Base,
}
three_object!(Mesh::object);
impl DowncastObject for Mesh {
fn downcast(object_type: ObjectType) -> Option<Mesh> {
match object_type {
ObjectType::Mesh(mesh) => Some(mesh),
_ => None,
}
}
}
/// A dynamic version of a mesh allows changing the geometry on CPU side
/// in order to animate the mesh.
#[derive(Clone, Debug)]
pub struct DynamicMesh {
pub(crate) object: object::Base,
pub(crate) geometry: Geometry,
pub(crate) dynamic: DynamicData,
}
three_object!(DynamicMesh::object);
impl PartialEq for DynamicMesh {
fn eq(
&self,
other: &DynamicMesh,
) -> bool {
self.object == other.object
}
}
impl Eq for DynamicMesh {}
impl Hash for DynamicMesh {
fn hash<H: Hasher>(
&self,
state: &mut H,
) {
self.object.hash(state);
}
}
impl Mesh {
/// Set mesh material.
pub fn set_material<M: Into<Material>>(
&self,
material: M,
) {
self.as_ref().send(Operation::SetMaterial(material.into()));
}
/// Bind a skeleton to the mesh.
pub fn set_skeleton(
&self,
skeleton: Skeleton,
) {
self.as_ref().send(Operation::SetSkeleton(skeleton));
}
}
impl DynamicMesh {
/// Returns the number of vertices of the geometry base shape.
pub fn vertex_count(&self) -> usize {
self.geometry.base.vertices.len()
}
/// Set mesh material.
pub fn set_material<M: Into<Material>>(
&mut self,
material: M,
) {
self.as_ref().send(Operation::SetMaterial(material.into()));
}
}