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use crate::*; use errors::Error; use std::iter::FromIterator; impl From<(usize, Option<usize>, Option<usize>)> for Vertex { fn from(tuple: (usize, Option<usize>, Option<usize>)) -> Vertex { Vertex { pos: tuple.0, uv: tuple.1, nor: tuple.2, } } } impl From<&(usize, Option<usize>, Option<usize>)> for Vertex { fn from(tuple: &(usize, Option<usize>, Option<usize>)) -> Vertex { Vertex { pos: tuple.0, uv: tuple.1, nor: tuple.2, } } } impl From<[usize; 3]> for Vertex { fn from(arr: [usize; 3]) -> Vertex { Vertex { pos: arr[0], uv: Some(arr[1]), nor: Some(arr[2]), } } } impl From<&[usize; 3]> for Vertex { fn from(arr: &[usize; 3]) -> Vertex { Vertex { pos: arr[0], uv: Some(arr[1]), nor: Some(arr[2]), } } } impl From<usize> for Vertex { fn from(idx: usize) -> Vertex { Vertex { pos: idx, uv: None, nor: None, } } } impl From<&usize> for Vertex { fn from(idx: &usize) -> Vertex { Vertex { pos: *idx, uv: None, nor: None, } } } impl Faces { /// Creates faces of a polygon by iterator of slice. /// /// If `face.len() < 3`, the face is ignored. /// # Examples /// ``` /// use truck_polymesh::*; /// let slice: &[&[[usize; 3]]] = &[ /// &[[0, 0, 0], [1, 1, 1], [2, 2, 2]], /// &[[0, 0, 0], [2, 2, 2], [3, 3, 3]], /// &[[0, 0, 0], [4, 4, 4], [5, 5, 5], [1, 1, 1]], /// ]; /// let faces = Faces::from_iter(slice); /// ``` #[inline(always)] pub fn from_iter<V: Copy + Into<Vertex>, T: AsRef<[V]>, I: IntoIterator<Item = T>>( iter: I, ) -> Faces { let mut faces = Faces::default(); faces.extend(iter); faces } /// Extends faces by an iterator. #[inline(always)] pub fn extend<V: Copy + Into<Vertex>, T: AsRef<[V]>, I: IntoIterator<Item = T>>( &mut self, iter: I, ) { iter.into_iter().for_each(|face| self.push(face)) } /// Creates faces of a polygon mesh by the vectors of triangle and quadrangle. /// # Examples /// ``` /// // Creates faces consisis only triangles. /// use truck_polymesh::*; /// let tri_faces: Vec<[Vertex; 3]> = vec![ /// [[0, 0, 0].into(), [1, 1, 1].into(), [2, 2, 2].into()], /// [[0, 0, 0].into(), [2, 2, 2].into(), [3, 3, 3].into()], /// ]; /// let faces = Faces::from_tri_and_quad_faces(tri_faces, Vec::new()); /// ``` #[inline(always)] pub fn from_tri_and_quad_faces( tri_faces: Vec<[Vertex; 3]>, quad_faces: Vec<[Vertex; 4]>, ) -> Faces { Faces { tri_faces, quad_faces, other_faces: Vec::new(), } } /// Push a face to the faces. /// /// If `face.len() < 3`, the face is ignored with warning. /// # Examples /// ``` /// use truck_polymesh::*; /// let mut faces = Faces::default(); // empty faces /// faces.push(&[[0, 0, 0], [1, 1, 1], [2, 2, 2]]); /// faces.push(&[[3, 3, 3], [0, 0, 0], [2, 2, 2]]); /// faces.push(&[[0, 0, 0], [4, 4, 4], [5, 5, 5], [1, 1, 1]]); /// faces.push(&[[100, 1000, 10]]); // Wargning: ignored one vertex "face" /// ``` #[inline(always)] pub fn push<V: Copy + Into<Vertex>, T: AsRef<[V]>>(&mut self, face: T) { let face = face.as_ref(); match face.len() { 0 => {} 1 => {} 2 => {} 3 => self .tri_faces .push([face[0].into(), face[1].into(), face[2].into()]), 4 => self.quad_faces.push([ face[0].into(), face[1].into(), face[2].into(), face[3].into(), ]), _ => self .other_faces .push(Vec::from_iter(face.iter().map(|v| (*v).into()))), } } /// Returns the vector of triangles. #[inline(always)] pub fn tri_faces(&self) -> &Vec<[Vertex; 3]> { &self.tri_faces } /// Returns the mutable slice of triangles. #[inline(always)] pub fn tri_faces_mut(&mut self) -> &mut [[Vertex; 3]] { &mut self.tri_faces } /// Returns the vector of quadrangles. #[inline(always)] pub fn quad_faces(&self) -> &Vec<[Vertex; 4]> { &self.quad_faces } /// Returns the mutable slice of quadrangles. #[inline(always)] pub fn quad_faces_mut(&mut self) -> &mut [[Vertex; 4]] { &mut self.quad_faces } /// Returns the vector of n-gons (n > 4). #[inline(always)] pub fn other_faces(&self) -> &Vec<Vec<Vertex>> { &self.other_faces } /// Returns the mutable iterator of n-gons (n > 4). #[inline(always)] pub fn other_faces_mut(&mut self) -> impl Iterator<Item = &mut [Vertex]> { self.other_faces.iter_mut().map(|face| face.as_mut()) } /// Returns the iterator of the slice. /// /// By the internal optimization, this iterator does not runs in the simple order /// in which they are registered, but runs order: triangle, square, and the others. /// # Examples /// ``` /// use truck_polymesh::*; /// let slice: &[&[usize]] = &[ /// &[0, 1, 2], /// &[0, 4, 5, 1], /// &[1, 2, 6, 7, 8, 9], /// &[0, 2, 3], /// ]; /// let faces = Faces::from_iter(slice); /// let mut iter = faces.face_iter(); /// assert_eq!(iter.next(), Some([ /// Vertex { pos: 0, uv: None, nor: None }, /// Vertex { pos: 1, uv: None, nor: None }, /// Vertex { pos: 2, uv: None, nor: None }, /// ].as_ref())); /// assert_eq!(iter.next(), Some([ /// Vertex { pos: 0, uv: None, nor: None }, /// Vertex { pos: 2, uv: None, nor: None }, /// Vertex { pos: 3, uv: None, nor: None }, /// ].as_ref())); /// assert_eq!(iter.next(), Some([ /// Vertex { pos: 0, uv: None, nor: None }, /// Vertex { pos: 4, uv: None, nor: None }, /// Vertex { pos: 5, uv: None, nor: None }, /// Vertex { pos: 1, uv: None, nor: None }, /// ].as_ref())); /// assert_eq!(iter.next(), Some([ /// Vertex { pos: 1, uv: None, nor: None }, /// Vertex { pos: 2, uv: None, nor: None }, /// Vertex { pos: 6, uv: None, nor: None }, /// Vertex { pos: 7, uv: None, nor: None }, /// Vertex { pos: 8, uv: None, nor: None }, /// Vertex { pos: 9, uv: None, nor: None }, /// ].as_ref())); /// assert_eq!(iter.next(), None); /// ``` #[inline(always)] pub fn face_iter<'a>(&'a self) -> impl Iterator<Item = &'a [Vertex]> { self.tri_faces .iter() .map(|v| v.as_ref()) .chain(self.quad_faces.iter().map(|v| v.as_ref())) .chain(self.other_faces.iter().map(|v| v.as_ref())) } /// Returns the iterator of the slice. /// /// By the internal optimization, this iterator does not runs in the simple order /// in which they are registered, but runs order: triangle, square, and the others. /// cf: [`Faces:face_iter`](./struct.Faces.html#method.face_iter) #[inline(always)] pub fn face_iter_mut<'a>(&'a mut self) -> impl Iterator<Item = &'a mut [Vertex]> { self.tri_faces .iter_mut() .map(|v| v.as_mut()) .chain(self.quad_faces.iter_mut().map(|v| v.as_mut())) .chain(self.other_faces.iter_mut().map(|v| v.as_mut())) } /// Returns the number of faces. #[inline(always)] pub fn len(&self) -> usize { self.tri_faces.len() + self.quad_faces.len() + self.other_faces.len() } /// Merges `other` into `self`. #[inline(always)] pub fn naive_concat(&mut self, other: Self) { self.tri_faces.extend(other.tri_faces); self.quad_faces.extend(other.quad_faces); self.other_faces.extend(other.other_faces); } #[inline(always)] fn is_compatible(&self, n_pos: usize, n_uv: usize, n_nor: usize) -> Result<()> { self.face_iter().flatten().try_for_each(|v| { if v.pos >= n_pos { Err(Error::OutOfRange("positions", n_pos, v.pos)) } else if v.uv.map(|uv| uv >= n_uv).unwrap_or(false) { Err(Error::OutOfRange("uv_coords", n_uv, v.uv.unwrap())) } else if v.nor.map(|nor| nor >= n_nor).unwrap_or(false) { Err(Error::OutOfRange("normals", n_nor, v.nor.unwrap())) } else { Ok(()) } }) } } impl std::ops::Index<usize> for Faces { type Output = [Vertex]; fn index(&self, idx: usize) -> &Self::Output { if idx < self.tri_faces.len() { &self.tri_faces[idx] } else if idx < self.tri_faces.len() + self.quad_faces.len() { &self.quad_faces[idx - self.tri_faces.len()] } else { &self.other_faces[idx - self.tri_faces.len() - self.quad_faces.len()] } } } impl std::ops::IndexMut<usize> for Faces { fn index_mut(&mut self, idx: usize) -> &mut Self::Output { if idx < self.tri_faces.len() { &mut self.tri_faces[idx] } else if idx < self.tri_faces.len() + self.quad_faces.len() { &mut self.quad_faces[idx - self.tri_faces.len()] } else { &mut self.other_faces[idx - self.tri_faces.len() - self.quad_faces.len()] } } } impl PolygonMesh { /// complete constructor /// # Panics /// Panic occurs if there is an index is out of range. /// # Remarks /// This method does not check whether the normal is normalized or not. pub fn new( positions: Vec<Point3>, uv_coords: Vec<Vector2>, normals: Vec<Vector3>, faces: Faces, ) -> PolygonMesh { PolygonMesh::try_new(positions, uv_coords, normals, faces) .unwrap_or_else(|e| panic!("{:?}", e)) } /// complete constructor /// # Errors /// Returns [`Error::OutOfRange`] if there is an index is out of range. /// /// [`Error::OutOfRange`]: ./errors/enum.Error.html#variant.OutOfRange /// /// # Remarks /// This method does not check whether the normal is normalized or not. pub fn try_new( positions: Vec<Point3>, uv_coords: Vec<Vector2>, normals: Vec<Vector3>, faces: Faces, ) -> Result<PolygonMesh> { faces .is_compatible(positions.len(), uv_coords.len(), normals.len()) .map(|_| PolygonMesh { positions, uv_coords, normals, faces, }) } /// Returns the vector of all positions. #[inline(always)] pub fn positions(&self) -> &Vec<Point3> { &self.positions } /// Returns the mutable slice of all positions. #[inline(always)] pub fn positions_mut(&mut self) -> &mut [Point3] { &mut self.positions } /// Adds a position. #[inline(always)] pub fn push_position(&mut self, position: Point3) { self.positions.push(position) } /// Extend positions by iterator. #[inline(always)] pub fn extend_positions<I: IntoIterator<Item = Point3>>(&mut self, iter: I) { self.positions.extend(iter) } /// Returns the vector of all uv (texture) coordinates. #[inline(always)] pub fn uv_coords(&self) -> &Vec<Vector2> { &self.uv_coords } /// Returns the mutable slice of all uv (texture) coordinates. #[inline(always)] pub fn uv_coords_mut(&mut self) -> &mut [Vector2] { &mut self.uv_coords } /// Adds a uv (texture) coordinate. #[inline(always)] pub fn push_uv_coord(&mut self, uv_coord: Vector2) { self.uv_coords.push(uv_coord) } /// Extend uv (texture) coordinates by iterator. #[inline(always)] pub fn extend_uv_coords<I: IntoIterator<Item = Vector2>>(&mut self, iter: I) { self.uv_coords.extend(iter) } /// Returns the vector of all normals. #[inline(always)] pub fn normals(&self) -> &Vec<Vector3> { &self.normals } /// Returns the mutable slice of all normals. #[inline(always)] pub fn normals_mut(&mut self) -> &mut [Vector3] { &mut self.normals } /// Extend normals by iterator #[inline(always)] pub fn extend_normals<I: IntoIterator<Item = Vector3>>(&mut self, iter: I) { self.normals.extend(iter) } /// Returns the faces of the polygon. #[inline(always)] pub fn faces(&self) -> &Faces { &self.faces } /// Returns the vector of all triangles of the polygon. #[inline(always)] pub fn tri_faces(&self) -> &Vec<[Vertex; 3]> { &self.faces.tri_faces } /// Returns the mutable slice of all triangles. #[inline(always)] pub fn tri_faces_mut(&mut self) -> &mut [[Vertex; 3]] { &mut self.faces.tri_faces } /// Returns the vector of all quadrangles. #[inline(always)] pub fn quad_faces(&self) -> &Vec<[Vertex; 4]> { &self.faces.quad_faces } /// Returns the mutable slice of all quadrangles. #[inline(always)] pub fn quad_faces_mut(&mut self) -> &mut [[Vertex; 4]] { &mut self.faces.quad_faces } /// Returns the vector of n-gons (n > 4). #[inline(always)] pub fn other_faces(&self) -> &[Vec<Vertex>] { &self.faces.other_faces } /// Returns the mutable iterator of n-gons (n > 4). #[inline(always)] pub fn other_faces_mut(&mut self) -> &mut [Vec<Vertex>] { &mut self.faces.other_faces } /// Returns the iterator of the slice. /// /// By the internal optimization, this iterator does not runs in the simple order /// in which they are registered, but runs order: triangle, square, and the others. /// cf: [`Faces::face_iter`](./struct.Faces.html#method.face_iter) #[inline(always)] pub fn face_iter<'a>(&'a self) -> impl Iterator<Item = &'a [Vertex]> { self.faces.face_iter() } /// Returns the iterator of the slice. /// /// By the internal optimization, this iterator does not runs in the simple order /// in which they are registered, but runs order: triangle, square, and the others. /// cf: [`Faces::face_iter`](./struct.Faces.html#method.face_iter) #[inline(always)] pub fn face_iter_mut<'a>(&'a mut self) -> impl Iterator<Item = &'a mut [Vertex]> { self.faces.face_iter_mut() } /// Creates an editor that performs boundary checking on dropped. #[inline(always)] pub fn editor(&mut self) -> PolygonMeshEditor { PolygonMeshEditor { positions: &mut self.positions, uv_coords: &mut self.uv_coords, normals: &mut self.normals, faces: &mut self.faces, bound_check: true, } } /// Creates an editor that does NOT perform boundary checking on dropped. #[inline(always)] pub fn uncheck_editor(&mut self) -> PolygonMeshEditor { PolygonMeshEditor { positions: &mut self.positions, uv_coords: &mut self.uv_coords, normals: &mut self.normals, faces: &mut self.faces, bound_check: false, } } /// Creates an editor that performs boundary checking on dropped ONLY in debug build. #[inline(always)] pub fn debug_editor(&mut self) -> PolygonMeshEditor { PolygonMeshEditor { positions: &mut self.positions, uv_coords: &mut self.uv_coords, normals: &mut self.normals, faces: &mut self.faces, bound_check: cfg!(debug_assertions), } } /// Returns polygonmesh merged `self` and `mesh`. pub fn merge(&mut self, mut mesh: PolygonMesh) { let n_pos = self.positions.len(); let n_uv = self.uv_coords.len(); let n_nor = self.normals.len(); mesh.faces.face_iter_mut().for_each(move |face| { face.iter_mut().for_each(|v| { v.pos += n_pos; v.uv.as_mut().map(|uv| *uv += n_uv); v.nor.as_mut().map(|nor| *nor += n_nor); }) }); self.positions.extend(mesh.positions); self.uv_coords.extend(mesh.uv_coords); self.normals.extend(mesh.normals); self.faces.naive_concat(mesh.faces); } /// Creates the bounding box of the polygon mesh. #[inline(always)] pub fn bounding_box(&self) -> BoundingBox<Point3> { self.positions().iter().collect() } } /// Editor of polygon mesh /// /// It has mutable references to all member variables of the polygon mesh as public variables, /// allowing for any destructive changes for optimization. /// At drop time, the indices of each vertex are judged to be within the range of /// the array of attributes, and a panic occurs if there is one outside the range (boundary check). /// /// # Examples /// ``` /// use truck_polymesh::*; /// /// let positions = vec![ /// Point3::new(1.0, 0.0, 0.0), /// Point3::new(0.0, 1.0, 0.0), /// Point3::new(0.0, 0.0, 1.0), /// ]; /// let faces = Faces::from_iter(&[[0, 1, 2]]); /// let mut mesh = PolygonMesh::new(positions, Vec::new(), Vec::new(), faces); /// /// // create editor /// let editor = mesh.editor(); /// /// // destructive changes /// editor.uv_coords.push(Vector2::new(0.0, 0.0)); /// editor.faces.tri_faces_mut()[0][0].uv = Some(0); /// ``` /// ```should_panic /// use truck_polymesh::*; /// /// let positions = vec![ /// Point3::new(1.0, 0.0, 0.0), /// Point3::new(0.0, 1.0, 0.0), /// Point3::new(0.0, 0.0, 1.0), /// ]; /// let faces = Faces::from_iter(&[[0, 1, 2]]); /// let mut mesh = PolygonMesh::new(positions, Vec::new(), Vec::new(), faces); /// /// // create editor /// let editor = mesh.editor(); /// /// // destructive changes /// editor.faces.tri_faces_mut()[0][0].uv = Some(0); /// /// // Panic occurs since no uv coord is added. /// ``` #[derive(Debug)] pub struct PolygonMeshEditor<'a> { /// mutable reference to the vector of positions pub positions: &'a mut Vec<Point3>, /// mutable reference to the vector of uv coordinates pub uv_coords: &'a mut Vec<Vector2>, /// mutable reference to the vector of normals pub normals: &'a mut Vec<Vector3>, /// mutable reference to the faces of the polygon mesh pub faces: &'a mut Faces, bound_check: bool, } impl<'a> Drop for PolygonMeshEditor<'a> { #[inline(always)] fn drop(&mut self) { if self.bound_check { self.faces .is_compatible( self.positions.len(), self.uv_coords.len(), self.normals.len(), ) .unwrap_or_else(|e| panic!("{:?}", e)); } } }