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- use genmesh::{generators::Cube, Quad, MapToVertices, Vertices};
- use obj;
- use crate::robocraft;
-
- /// Convert a Robocraft robot to a 3D model in Wavefront OBJ format.
- pub fn cubes_to_model(robot: robocraft::Cubes) -> obj::Obj {
- let mut positions = Vec::<[f32; 3]>::new();
- let mut normals = Vec::<[f32; 3]>::new();
- let mut objects = Vec::<obj::Object>::new();
- let mut last = 0;
- for cube in robot.into_iter() {
- positions.extend::<Vec::<[f32; 3]>>(
- Cube::new().vertex(|v|
- [(v.pos.x * 0.5) + (cube.x as f32), (v.pos.y * 0.5) + (cube.y as f32), (v.pos.z * 0.5) + (cube.z as f32)])
- .vertices()
- .collect()
- );
- normals.extend::<Vec::<[f32; 3]>>(
- Cube::new().vertex(|v|
- [(v.normal.x * 0.5) + (cube.x as f32), (v.normal.y * 0.5) + (cube.y as f32), (v.normal.z * 0.5) + (cube.z as f32)])
- .vertices()
- .collect()
- );
- let polys = Cube::new().vertex(|_| {last+=1; return last-1;})
- .map(|Quad{x: v0, y: v1, z: v2, w: v3}|
- obj::SimplePolygon(vec![
- obj::IndexTuple(v0, Some(0), Some(v0)),
- obj::IndexTuple(v1, Some(0), Some(v1)),
- obj::IndexTuple(v2, Some(0), Some(v2)),
- obj::IndexTuple(v3, Some(0), Some(v3))
- ])
- /*obj::SimplePolygon(vec![
- obj::IndexTuple(v0, None, None),
- obj::IndexTuple(v1, None, None),
- obj::IndexTuple(v2, None, None),
- obj::IndexTuple(v3, None, None)
- ])*/
- ).collect();
- objects.push(
- obj::Object{
- name: format!("Cube-ID{}-NUM{}", cube.id, objects.len()),
- groups: vec![
- obj::Group {
- name: format!("Cube-ID{}-NUM{}-0", cube.id, objects.len()),
- index: 0,
- material: None,
- polys: polys
- },
- ]
- }
- );
- }
- println!("Last (index): {}, Vertices (len): {}", last, positions.len());
-
- obj::Obj{
- data: obj::ObjData {
- position: positions,
- texture: vec![[0.0, 0.0]],
- normal: normals,
- objects: objects,
- material_libs: Vec::new(),
- },
- path: std::path::PathBuf::new(),
- }
- }
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