1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506
//! Utilites for creating reusable templates for scene objects.
//!
//! It is often the case that you will want to have multiple instances of the same model or
//! hierarchy of objects in your scene. While you could manually construct each instance yourself,
//! three-rs provides a templating system to allow you to describe your model's hierarchy ahead
//! of time, and then quickly create instances that three can efficiently batch render.
//! [`Template`] describes the objects for a single model, and can be instantiated with
//! [`Factory::instantiate_template`].
//!
//! The easiest way to create a template is to load one from a glTF file using
//! [`Factory::load_gltf`].
//!
//! # Object Relations
//!
//! Often, one object needs to reference another object in the template, e.g. a bone needs
//! to specify which skeleton it belongs to, and any object can specify that it belongs to
//! a group in the template. When doing so, objects reference each other by their index in
//! their respective arrays in [`Template`]. When such indices are used, the documentation
//! will specify which array the index refers to.
//!
//! # Object Templates
//!
//! The [`objects`] field of [`Template`] provides a flattened, type-erased list of all objects
//! defined in the template. Each type of object provides its type-specific data in that type's
//! array, and then specifies the index of an [`ObjectTemplate`] in [`objects`]. Every object
//! in the template must be represented in [`objects`] exactly once.
//!
//! The full, flattened list of objects is primarily used by [`AnimationTemplate`] to allow
//! tracks in the animation to reference the object targeted by the track regardless of the
//! target object's concrete type.
//!
//! # Animations
//!
//! Templates can also describe animations that apply to the objects in a template.
//! When instantiated, the resulting animation clips will be unique to that instance of of the
//! template. This allows for instances of the template to be animated independently of each
//! other, without requiring you to manually setup animations for each instance.
//!
//! An animation in a template can target any of the objects described in the template. It does
//! this by specifying the index of the objects in [`objects`]. See
//! [`AnimationTemplate::tracks`] for more information.
//!
//! # Mesh Instancing
//!
//! When setting up a mesh in a template, you must first upload your [`Geometry`] to the GPU
//! using [`Factory::upload_geometry`]. This will give you an [`InstancedGeometry`] object
//! that acts as a shared handle to the GPU resources for that geometry. By uploading the
//! data to the GPU ahead of time, we can ensure that all mesh nodes that reference that
//! geometry, and all [`Mesh`] instances created from the template, will share a single copy
//! of the data on the GPU. This reduces GPU resource usage and, for any meshes that also share
//! a material, allows three to render many objects at once.
//!
//! [`Factory::instantiate_template`]: ../struct.Factory.html#method.instantiate_template
//! [`Factory::load_gltf`]: ../struct.Factory.html#method.load_gltf
//! [`Factory::upload_geometry`]: ../struct.Factory.html#method.upload_geometry
//! [`Object`]: ../trait.Object.html
//! [`Group`]: ../struct.Group.html
//! [`Geometry`]: ../struct.Geometry.html
//! [`Mesh`]: ../struct.Mesh.html
//! [`Template`]: ./struct.Template.html
//! [`ObjectTemplate`]: ./struct.ObjectTemplate.html
//! [`AnimationTemplate`]: ./struct.AnimationTemplate.html
//! [`AnimationTemplate::tracks`]: ./struct.AnimationTemplate.html#structfield.tracks
//! [`nodes`]: ./struct.Template.html#structfield.nodes
//! [`cameras`]: ./struct.Template.html#structfield.cameras
//! [`meshes`]: ./struct.Template.html#structfield.meshes
//! [`roots`]: ./struct.Template.html#structfield.roots
//! [`objects`]: ./struct.Template.html#structfield.objects
//! [`InstancedGeometry`]: ./struct.InstancedGeometry.html
use animation::Track;
use camera::Projection;
use color::Color;
use material::Material;
use node::Transform;
use render::GpuData;
use skeleton::InverseBindMatrix;
/// A template representing a hierarchy of objects.
///
/// To create an instance of the template that can be added to your scene, use
/// [`Factory::instantiate_template`]. For more information about the templating system and how
/// to use it, see the [module documentation].
///
/// [`Factory::instantiate_template`]: ../struct.Factory.html#method.instantiate_template
/// [module documentation]: ./index.html
#[derive(Debug, Clone, Default)]
pub struct Template {
/// An optional name for the template.
pub name: Option<String>,
/// The base object data for all objects defined in the template.
///
/// The index into this array is used to uniquely identify each object in the template. Each
/// object, regardless of its concrete type, will be represented in this array exactly once.
/// These indices are primarily used in [`AnimationTemplate`] to define the target of each
/// track of the animation.
///
/// [`AnimationTemplate`]: ./struct.AnimationTemplate.html
pub objects: Vec<ObjectTemplate>,
/// Definitions for all [`Group`] objects in the template, given as indices into [`objects`].
///
/// Groups carry no data beyond the common object data, so groups are defined soley by their
/// [`ObjectTemplate`].
///
/// [`objects`]: #structfield.objects
/// [`Group`]: ../struct.Group.html
/// [`ObjectTemplate`]: ./struct.ObjectTemplate.html
pub groups: Vec<usize>,
/// Projection data used by cameras defined in the template.
pub cameras: Vec<CameraTemplate>,
/// The meshes defined in this template.
pub meshes: Vec<MeshTemplate>,
/// Data for the lights described by this template.
pub lights: Vec<LightTemplate>,
/// Data for the bones described by this template.
pub bones: Vec<BoneTemplate>,
/// Definitions for all [`Skeleton`] objects in the template, given as indices into
/// [`objects`].
///
/// Skeletons carry no data beyond the common object data, so groups are defined soley by
/// their [`ObjectTemplate`].
///
/// [`objects`]: #structfield.objects
/// [`Skeleton`]: ../skeleton/struct.Skeleton.html
/// [`ObjectTemplate`]: ./struct.ObjectTemplate.html
pub skeletons: Vec<usize>,
/// Templates for animation clips that target objects instantiated from this template.
pub animations: Vec<AnimationTemplate>,
}
impl Template {
/// Creates an empty template.
///
/// # Examples
///
/// Create an empty template and then instantiate it, effectively the most verbose way to
/// call [`Factory::group`]:
///
/// ```no_run
/// use three::template::Template;
///
/// # let mut window = three::Window::new("Three-rs");
/// let template = Template::new();
/// let (group, animations) = window.factory.instantiate_template(&template);
/// ```
///
/// [`Factory::group`]: ../struct.Factory.html#method.group
pub fn new() -> Template { Default::default() }
}
/// Common data used by all object types.
///
/// All objects (i.e. three-rs types that implement the [`Object`] trait) have common data
/// that the user can set at runtime. `ObjectTemplate` encapsultes these fields, and the
/// various template types have a way to reference an `ObjectTemplate` to specify the object
/// data for that template.
///
/// See the [module documentation] for more information on how object data is defined in
/// templates.
///
/// [`Object`]: ../trait.Object.html
/// [module documentation]: ./index.html#object-templates
#[derive(Debug, Clone, Default)]
pub struct ObjectTemplate {
/// An optional name for the object.
pub name: Option<String>,
/// The parent [`Group`] of the object, given as an index into the [`groups`] array of the
/// parent [`Template`].
///
/// If `parent` is `None`, then the object is added to the root [`Group`] returned from
/// [`Factory::instantiate_template`].
///
/// [`Group`]: ../struct.Group.html
/// [`Template`]: ./struct.Template.html
pub parent: Option<usize>,
/// The local transform for the object.
pub transform: Transform,
}
impl ObjectTemplate {
/// Creates a new `ObjectTemplate` with default values.
///
/// The new object template will have no name, no parent (i.e. it will be treated as a root
/// object of the template), and a default transform.
///
/// # Examples
///
/// ```
/// use three::template::{ObjectTemplate, Template};
///
/// let mut template = Template::new();
///
/// let mut object = ObjectTemplate::new();
/// object.name = Some("My Node".into());
/// object.transform.position = [1.0, 2.0, 3.0].into();
///
/// template.objects.push(object);
/// ```
pub fn new() -> ObjectTemplate {
Default::default()
}
}
/// Information for instantiating a [`Mesh`].
///
/// See the [module documentation] for more information on mesh instancing and how mesh
/// data is setup for templates.
///
/// [`Mesh`]: ../struct.Mesh.html
/// [module documentation]: ./index.html#mesh-instancing
#[derive(Debug, Clone)]
pub struct MeshTemplate {
/// The object data for the mesh, given as an index in the [`objects`] array of the parent
/// [`Template`].
///
/// [`Template`]: ./struct.Template.html
/// [`objects`]: ./struct.Template.html#structfield.objects
pub object: usize,
/// The geometry used in the mesh.
pub geometry: InstancedGeometry,
/// The index of the material for the mesh in the [`meshes`] array of the parent [`Template`].
///
/// [`Template`]: ./struct.Template.html
/// [`meshes`]: ./struct.Template.html#structfield.meshes
pub material: Material,
/// The skeleton used to render the mesh, if it's a skinned mesh.
pub skeleton: Option<usize>,
}
/// A template for a [`Camera`] object.
///
/// [`Camera`]: ../struct.Camera.html
#[derive(Debug, Clone)]
pub struct CameraTemplate {
/// The object data for the camera, given as an index in the [`objects`] array of the parent
/// [`Template`].
///
/// [`Template`]: ./struct.Template.html
/// [`objects`]: ./struct.Template.html#structfield.objects
pub object: usize,
/// The projection used by the camera.
pub projection: Projection,
}
/// A template for a [`Bone`] object.
///
/// For more information about creating a [`Bone`], see [`Factory::bone`].
///
/// [`Bone`]: ../skeleton/struct.Bone.html
/// [`Factory::bone`]: ../struct.Factory.html#method.bone
#[derive(Debug, Clone)]
pub struct BoneTemplate {
/// The object data for the bone, given as an index in the [`objects`] array of the parent
/// [`Template`].
///
/// [`Template`]: ./struct.Template.html
/// [`objects`]: ./struct.Template.html#structfield.objects
pub object: usize,
/// The index of the bone within its skeleton.
pub index: usize,
/// The inverse bind matrix used to bind vertices of the mesh to the bone.
pub inverse_bind_matrix: InverseBindMatrix,
/// The skeleton that this bone is a part of, given as an index into the [`skeletons`]
/// array of the parent [`Template`].
///
/// [`Template`]: ./struct.Template.html
/// [`skeletons`]: ./struct.Template.html#structfield.skeletons
pub skeleton: usize,
}
/// The definition for an animation targeting objects in a [`Template`].
///
/// See the [module documentation] for more information on template animations and how they
/// are used.
///
/// [`Template`]: ./struct.Template.html
/// [module documentation]: ./index.html#animations
#[derive(Debug, Clone)]
pub struct AnimationTemplate {
/// An optional name for the animation.
pub name: Option<String>,
/// The tracks making up the animation.
///
/// Each track is composed of a [`Track`], containing the data for the track, and the node
/// that the track targetes, specified as an index into the [`objects`] array of the
/// parent [`Template`].
///
/// [`Track`]: ../animation/struct.Track.html
/// [`Template`]: ./struct.Template.html
/// [`objects`]: ./struct.Template.html#structfield.nodes
pub tracks: Vec<(Track, usize)>,
}
/// Common information for instantiating the various types of lights.
///
/// See the [module documentation] for information on how templates are setup and how objects
/// are added to the template.
///
/// [module documentation]: ./index.html
#[derive(Clone, Copy, Debug)]
pub struct LightTemplate {
/// The object data for the light, given as an index into the [`objects`] array of the parent
/// [`Template`].
///
/// [`Template`]: ./struct.Template.html
/// [`objects`]: ./struct.Template.html#structfield.objects
pub object: usize,
/// The base color of the light.
pub color: Color,
/// The intensity of the light.
pub intensity: f32,
/// The specific type of light represented by the template.
pub sub_light: SubLightTemplate,
}
impl LightTemplate {
/// Creates a new template for an ambient light, analogous to [`Factory::ambient_light`].
///
/// # Examples
///
/// ```
/// use three::template::{LightTemplate, ObjectTemplate, Template};
///
/// let mut template = Template::new();
/// template.objects.push(ObjectTemplate::new());
/// let light = LightTemplate::ambient(
/// template.objects.len() - 1,
/// three::color::RED,
/// 0.5,
/// );
/// template.lights.push(light);
/// ```
///
/// [`Factory::ambient_light`]: ../struct.Factory.html#method.ambient_light
pub fn ambient(object: usize, color: Color, intensity: f32) -> LightTemplate {
LightTemplate {
object,
color,
intensity,
sub_light: SubLightTemplate::Ambient,
}
}
/// Creates a new template for a directional light, analogous to [`Factory::directional_light`].
///
/// # Examples
///
/// ```
/// use three::template::{LightTemplate, ObjectTemplate, Template};
///
/// let mut template = Template::new();
/// template.objects.push(ObjectTemplate::new());
/// let light = LightTemplate::directional(
/// template.objects.len() - 1,
/// three::color::RED,
/// 0.5,
/// );
/// template.lights.push(light);
/// ```
///
/// [`Factory::directional_light`]: ../struct.Factory.html#method.directional_light
pub fn directional(object: usize, color: Color, intensity: f32) -> LightTemplate {
LightTemplate {
object,
color,
intensity,
sub_light: SubLightTemplate::Directional,
}
}
/// Creates a new template for a point light, analogous to [`Factory::point_light`].
///
/// # Examples
///
/// ```
/// use three::template::{LightTemplate, ObjectTemplate, Template};
///
/// let mut template = Template::new();
/// template.objects.push(ObjectTemplate::new());
/// let light = LightTemplate::point(
/// template.objects.len() - 1,
/// three::color::RED,
/// 0.5,
/// );
/// template.lights.push(light);
/// ```
///
/// [`Factory::point_light`]: ../struct.Factory.html#method.point_light
pub fn point(object: usize, color: Color, intensity: f32) -> LightTemplate {
LightTemplate {
object,
color,
intensity,
sub_light: SubLightTemplate::Point,
}
}
/// Creates a new template for a hemisphere light, analogous to [`Factory::hemisphere_light`].
///
/// # Examples
///
/// ```
/// use three::template::{LightTemplate, ObjectTemplate, Template};
///
/// let mut template = Template::new();
/// template.objects.push(ObjectTemplate::new());
/// let light = LightTemplate::hemisphere(
/// template.objects.len() - 1,
/// three::color::RED,
/// three::color::BLUE,
/// 0.5,
/// );
/// template.lights.push(light);
/// ```
///
/// [`Factory::hemisphere_light`]: ../struct.Factory.html#method.hemisphere_light
pub fn hemisphere(
object: usize,
sky_color: Color,
ground_color: Color,
intensity: f32,
) -> LightTemplate {
LightTemplate {
object,
color: sky_color,
intensity,
sub_light: SubLightTemplate::Hemisphere { ground: ground_color },
}
}
}
/// Template information about the different sub-types for light.
///
/// See [`LightTemplate`] for more more information on settings up light templates, and
/// utilities for doing so.
///
/// [`LightTemplate`]: ./struct.LightTemplate.html
#[derive(Clone, Copy, Debug)]
pub enum SubLightTemplate {
/// Represents an ambient light, instantiated as an [`Ambient`].
///
/// [`Ambient`]: ../light/struct.Ambient.html
Ambient,
/// Represents a directional light, instantiated as a [`Directional`].
///
/// [`Directional`]: ../light/struct.Directional.html
Directional,
/// Represents a hemisphere light, instantiated as a [`Hemisphere`].
///
/// [`Hemisphere`]: ../light/struct.Hemisphere.html
Hemisphere {
/// The ground color for the light.
ground: Color,
},
/// Represents a point light, instantiated as a [`Point`].
///
/// [`Point`]: ../light/struct.Point.html
Point,
}
/// Geometry data that has been loaded to the GPU.
///
/// [`Mesh`] objects instantiated with this data will share GPU resources, allowing for more
/// efficient instanced rendering. Use [`Factory::upload_geometry`] to upload [`Geometry`]
/// to the GPU and get an `InstancedGeometry`. You can use an `InstancedGeometry` to create
/// a [`MeshTemplate`] for use in a [`Template`], or you can use [`Factory::create_instanced_mesh`]
/// to create a [`Mesh`] directly.
///
/// [`Factory::upload_geometry`]: ../struct.Factory.html#method.upload_geometry
/// [`Factory::create_instanced_mesh`]: ../struct.Factory.html#method.create_instanced_mesh
/// [`Mesh`]: ../struct.Mesh.html
/// [`Geometry`]: ../struct.Geometry.html
/// [`Template`]: ./struct.Template.html
/// [`MeshTemplate`]: ./struct.MeshTemplate.html
#[derive(Debug, Clone)]
pub struct InstancedGeometry {
pub(crate) gpu_data: GpuData,
}