mirror of
https://github.com/bevyengine/bevy
synced 2024-12-26 04:53:07 +00:00
141 lines
4.4 KiB
Rust
141 lines
4.4 KiB
Rust
use crate::{asset::Asset, math::*, render::Vertex};
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use wgpu::{Buffer, Device};
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use zerocopy::AsBytes;
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// TODO: this is pretty dirty. work out a cleaner way to distinguish between 3d and 2d meshes
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pub struct Mesh2d;
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pub enum MeshType {
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Cube,
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Plane {
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size: f32,
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},
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Quad {
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north_west: Vec2,
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north_east: Vec2,
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south_west: Vec2,
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south_east: Vec2,
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},
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}
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pub struct Mesh {
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pub vertices: Vec<Vertex>,
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pub indices: Vec<u16>,
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pub vertex_buffer: Option<Buffer>,
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pub index_buffer: Option<Buffer>,
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}
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impl Mesh {
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pub fn setup_buffers(&mut self, device: &Device) {
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if let None = self.vertex_buffer {
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self.vertex_buffer = Some(
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device.create_buffer_with_data(self.vertices.as_bytes(), wgpu::BufferUsage::VERTEX),
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);
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}
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if let None = self.index_buffer {
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self.index_buffer = Some(
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device.create_buffer_with_data(self.indices.as_bytes(), wgpu::BufferUsage::INDEX),
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);
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}
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}
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}
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impl Asset<MeshType> for Mesh {
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fn load(descriptor: MeshType) -> Self {
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let (vertices, indices) = match descriptor {
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MeshType::Cube => create_cube(),
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MeshType::Plane { size } => create_plane(size),
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MeshType::Quad {
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north_west,
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north_east,
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south_west,
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south_east,
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} => create_quad(north_west, north_east, south_west, south_east),
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};
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Mesh {
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vertices,
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indices,
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vertex_buffer: None,
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index_buffer: None,
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}
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}
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}
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pub fn create_quad(
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north_west: Vec2,
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north_east: Vec2,
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south_west: Vec2,
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south_east: Vec2,
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) -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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Vertex::from(([south_west.x(), south_west.y(), 0.0], [0.0, 0.0, 1.0])),
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Vertex::from(([north_west.x(), north_west.y(), 0.0], [0.0, 0.0, 1.0])),
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Vertex::from(([north_east.x(), north_east.y(), 0.0], [0.0, 0.0, 1.0])),
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Vertex::from(([south_east.x(), south_east.y(), 0.0], [0.0, 0.0, 1.0])),
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];
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let index_data: &[u16] = &[0, 1, 2, 0, 2, 3];
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return (vertex_data.to_vec(), index_data.to_vec());
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}
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pub fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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// top (0, 0, 1)
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Vertex::from(([-1, -1, 1], [0, 0, 1])),
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Vertex::from(([1, -1, 1], [0, 0, 1])),
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Vertex::from(([1, 1, 1], [0, 0, 1])),
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Vertex::from(([-1, 1, 1], [0, 0, 1])),
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// bottom (0, 0, -1)
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Vertex::from(([-1, 1, -1], [0, 0, -1])),
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Vertex::from(([1, 1, -1], [0, 0, -1])),
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Vertex::from(([1, -1, -1], [0, 0, -1])),
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Vertex::from(([-1, -1, -1], [0, 0, -1])),
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// right (1, 0, 0)
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Vertex::from(([1, -1, -1], [1, 0, 0])),
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Vertex::from(([1, 1, -1], [1, 0, 0])),
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Vertex::from(([1, 1, 1], [1, 0, 0])),
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Vertex::from(([1, -1, 1], [1, 0, 0])),
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// left (-1, 0, 0)
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Vertex::from(([-1, -1, 1], [-1, 0, 0])),
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Vertex::from(([-1, 1, 1], [-1, 0, 0])),
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Vertex::from(([-1, 1, -1], [-1, 0, 0])),
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Vertex::from(([-1, -1, -1], [-1, 0, 0])),
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// front (0, 1, 0)
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Vertex::from(([1, 1, -1], [0, 1, 0])),
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Vertex::from(([-1, 1, -1], [0, 1, 0])),
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Vertex::from(([-1, 1, 1], [0, 1, 0])),
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Vertex::from(([1, 1, 1], [0, 1, 0])),
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// back (0, -1, 0)
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Vertex::from(([1, -1, 1], [0, -1, 0])),
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Vertex::from(([-1, -1, 1], [0, -1, 0])),
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Vertex::from(([-1, -1, -1], [0, -1, 0])),
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Vertex::from(([1, -1, -1], [0, -1, 0])),
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];
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let index_data: &[u16] = &[
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0, 1, 2, 2, 3, 0, // top
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4, 5, 6, 6, 7, 4, // bottom
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8, 9, 10, 10, 11, 8, // right
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12, 13, 14, 14, 15, 12, // left
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16, 17, 18, 18, 19, 16, // front
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20, 21, 22, 22, 23, 20, // back
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];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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pub fn create_plane(size: f32) -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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Vertex::from(([size, -size, 0.0], [0.0, 0.0, 1.0])),
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Vertex::from(([size, size, 0.0], [0.0, 0.0, 1.0])),
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Vertex::from(([-size, -size, 0.0], [0.0, 0.0, 1.0])),
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Vertex::from(([-size, size, 0.0], [0.0, 0.0, 1.0])),
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];
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// TODO: make sure this order is correct
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let index_data: &[u16] = &[0, 1, 2, 2, 1, 3];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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