Expand description
UV Map generator. Used to generate second texture coordinates for light maps.
Current implementation uses simple tri-planar mapping.
§Example
#[derive(Copy, Clone, Debug, Default, PartialEq)]
pub struct Vertex {
pub position: Vector3<f32>,
pub tex_coord: Vector2<f32>,
}
impl Vertex {
fn new(x: f32, y: f32, z: f32) -> Self {
Self {
position: Vector3::new(x, y, z),
tex_coord: Default::default(),
}
}
}
// Create cube geometry.
let mut vertices = vec![
Vertex::new(-0.5, -0.5, 0.5),
Vertex::new(-0.5, 0.5, 0.5),
Vertex::new(0.5, 0.5, 0.5),
Vertex::new(0.5, -0.5, 0.5),
Vertex::new(-0.5, -0.5, -0.5),
Vertex::new(-0.5, 0.5, -0.5),
Vertex::new(0.5, 0.5, -0.5),
Vertex::new(0.5, -0.5, -0.5),
];
let mut triangles = vec![
// Front
[2, 1, 0],
[3, 2, 0],
// Back
[4, 5, 6],
[4, 6, 7],
// Right
[7, 6, 2],
[2, 3, 7],
// Left
[0, 1, 5],
[0, 5, 4],
// Top
[5, 1, 2],
[5, 2, 6],
// Bottom
[3, 0, 4],
[7, 3, 4],
];
let patch = uvgen::generate_uvs(
vertices.iter().map(|v| v.position),
triangles.iter().cloned(),
0.005,
).unwrap();
// Apply patch to the initial data.
triangles = patch.triangles;
for &vertex_index in &patch.additional_vertices {
let vertex = vertices[vertex_index as usize];
vertices.push(vertex);
}
// Assign generated texture coordinates.
for (vertex, tex_coord) in vertices.iter_mut().zip(&patch.second_tex_coords) {
vertex.tex_coord = *tex_coord;
}
Structs§
- A patch for surface data that contains secondary texture coordinates and new topology for data. It is needed for serialization: during the UV generation, generator could multiply vertices to make seams, it adds new data to existing vertices. The problem is that we do not serialize surface data - we store only a “link” to resource from which we’ll load surface data on deserialization. But freshly loaded resource is not suitable for generated lightmap - in most cases it just does not have secondary texture coordinates. So we have to patch data after loading somehow with required data, this is where
SurfaceDataPatch
comes into play.
Functions§
- Generates UV map for the given vertices and triangles.