Merge branch 'master' of gitea.tforgione.fr:dash-3d/model-converter

This commit is contained in:
Thomas Forgione 2018-07-26 11:09:51 +02:00
commit e19ae639e4
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11 changed files with 261 additions and 146 deletions

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@ -1,137 +1,190 @@
//! This module contains everything to deal with cameras.
use nalgebra::Matrix4;
use nalgebra::Vector4;
use math::vector::Vector3;
use math::vector::{Vector2, Vector3};
use math::frustum::Frustum;
/// Converts a Matrix4<f64> into a Matrix4<f32>
pub fn mat_to_f32(mat: Matrix4<f64>) -> Matrix4<f32> {
mat.map(|x| x as f32)
}
/// The trait that a render camera should implement.
///
/// It allows the renderer to use it.
pub trait RenderCamera {
/// Returns the view matrix of the camera.
fn get_view_matrix(&self) -> Matrix4<f32>;
fn view(&self) -> Matrix4<f64>;
/// Returns the perspective matrix of the camera.
fn get_perspective_matrix(&self) -> Matrix4<f32>;
fn perspective(&self) -> Matrix4<f64>;
/// Returns the product of the perspective matrix and the view matrix.
fn get_model_view_matrix(&self) -> Matrix4<f32> {
self.get_perspective_matrix() * self.get_view_matrix().try_inverse().unwrap()
fn model_view(&self) -> Matrix4<f64> {
self.perspective() * self.view()
}
/// Returns the frustum of the camera.
fn frustum(&self) -> Frustum {
Frustum::from_matrix(&self.get_model_view_matrix())
panic!();
}
}
/// Creates a look at matrix from the center, the target pointed by the camera and the up vector.
pub fn look_at_matrix(position: [f32; 3], target: [f32; 3], up: [f32; 3]) -> Matrix4<f32> {
let f = {
let f = [
target[0] - position[0],
target[1] - position[1],
target[2] - position[2],
];
let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
let len = len.sqrt();
[f[0] / len, f[1] / len, f[2] / len]
};
/// Creates the pose matrix, inverse of the look at matrix.
pub fn pose(position: Vector3<f64>, target: Vector3<f64>, up: Vector3<f64>) -> Matrix4<f64> {
// This is the right way to do things
let e3 = (position - target).normalized();
let s = [up[1] * f[2] - up[2] * f[1],
up[2] * f[0] - up[0] * f[2],
up[0] * f[1] - up[1] * f[0]];
let s_norm = {
let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
let len = len.sqrt();
[s[0] / len, s[1] / len, s[2] / len]
};
let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
f[2] * s_norm[0] - f[0] * s_norm[2],
f[0] * s_norm[1] - f[1] * s_norm[0]];
let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
-position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
-position[0] * f[0] - position[1] * f[1] - position[2] * f[2]];
// Well, ok, maybe this is not the right way, but it works
let e1 = up.cross_product(e3).normalized();
let e2 = e3.cross_product(e1);
[
[-s_norm[0], u[0], f[0], 0.0],
[-s_norm[1], u[1], f[1], 0.0],
[-s_norm[2], u[2], f[2], 0.0],
[-p[0], p[1], p[2], 1.0],
[e1[0], e1[1], e1[2], 0.0],
[e2[0], e2[1], e2[2], 0.0],
[e3[0], e3[1], e3[2], 0.0],
[position[0], position[1], position[2], 1.0],
].into()
}
/// Creates a look at matrix from the center, the target pointed by the camera and the up vector.
pub fn look_at(position: Vector3<f64>, target: Vector3<f64>, up: Vector3<f64>) -> Matrix4<f64> {
pose(position, target, up).try_inverse().unwrap()
}
/// Creates a perspective matrix of a camera.
pub fn perspective_matrix(aspect_ratio: f32, z_near: f32, z_far: f32) -> Matrix4<f32> {
let fov = 3.141592 / 3.0;
pub fn perspective(fov: f64, aspect_ratio: f64, z_near: f64, z_far: f64) -> Matrix4<f64> {
use num::Float;
let f = 1.0 / (fov / 2.0).tan();
let top = z_near * (fov / 2.0).tan();
let height = 2.0 * top;
let width = aspect_ratio * height;
let x = 2.0 * z_near / width;
let y = 2.0 * z_near / height;
let c = - (z_far + z_near) / (z_far - z_near);
let d = - 2.0 * z_far * z_near / (z_far - z_near);
Matrix4::new(
x, 0.0, 0.0, 0.0,
0.0, y, 0.0, 0.0,
0.0, 0.0, c, d,
0.0, 0.0, -1.0, 0.0,
)
}
/// Returns the inverse of the perspective matrix.
pub fn perspective_inverse(fov: f64, aspect_ratio: f64, z_near: f64, z_far: f64) -> Matrix4<f64> {
let top = z_near * (fov / 2.0).tan();
let height = 2.0 * top;
let width = aspect_ratio * height;
let x = 2.0 * z_near / width;
let y = 2.0 * z_near / height;
let c = - (z_far + z_near) / (z_far - z_near);
let d = - 2.0 * z_far * z_near / (z_far - z_near);
Matrix4::new(
1.0 / x, 0.0, 0.0, 0.0,
0.0, 1.0 / y, 0.0, 0.0,
0.0, 0.0, 0.0, -1.0,
0.0, 0.0, 1.0 / d, c / d,
)
[
[f / aspect_ratio , 0.0, 0.0 , 0.0],
[ 0.0 , f , 0.0 , 0.0],
[ 0.0 , 0.0, (z_far+z_near)/(z_far-z_near) , 1.0],
[ 0.0 , 0.0, -(2.0*z_far*z_near)/(z_far-z_near), 0.0],
].into()
}
/// A simple camera with its position, target and up vector.
#[derive(Clone, Debug)]
pub struct Camera {
/// The position of the center of the camera.
pub position: Vector3<f32>,
pub position: Vector3<f64>,
/// The 3D point the camera is targetting.
pub target: Vector3<f32>,
pub target: Vector3<f64>,
/// The up vector of the camera.
pub up: Vector3<f32>,
pub up: Vector3<f64>,
/// The field of view of the camera.
pub fov: f64,
/// The minimum depth for visible things.
pub z_near: f32,
pub z_near: f64,
/// The maximum depth for visible things.
pub z_far: f32,
pub z_far: f64,
/// The aspect ratio of the camera.
pub aspect_ratio: f32,
pub aspect_ratio: f64,
}
impl Camera {
/// Creates a new camera from its attributes.
pub fn new(position: Vector3<f32>, target: Vector3<f32>, up: Vector3<f32>) -> Camera {
pub fn new(position: Vector3<f64>, target: Vector3<f64>, up: Vector3<f64>) -> Camera {
use std::f64::consts::PI;
Camera {
position: position,
target: target,
up: up,
z_near: 0.0001,
z_far: 1000.0,
aspect_ratio: 16.0 / 9.0
aspect_ratio: 16.0 / 9.0,
fov: PI / 3.0,
}
}
/// Returns the pose matrix of the camera.
pub fn pose(&self) -> Matrix4<f64> {
pose(self.position, self.target, self.up)
}
/// Returns the view matrix of the camera, inverse of the pose.
pub fn view(&self) -> Matrix4<f64> {
look_at(self.position, self.target, self.up)
}
/// Returns the perspective matrix of the camera.
pub fn perspective(&self) -> Matrix4<f64> {
perspective(self.fov, self.aspect_ratio, self.z_near, self.z_far)
}
/// Returns the inverse of the perspective matrix of the camera.
pub fn perspective_inverse(&self) -> Matrix4<f64> {
perspective_inverse(self.fov, self.aspect_ratio, self.z_near, self.z_far)
}
/// Returns the frustum of the camera.
pub fn frustum(&self) -> Frustum {
RenderCamera::frustum(self)
Frustum::from_matrix(&(self.perspective() * self.view()))
}
/// Unprojects a 2D point (x, y) in the 3D world.
///
/// The coordinates must be in [-1.0, 1.0]
pub fn unproject(&self, point: Vector2<f64>) -> Vector3<f64> {
let point = Vector4::new(point[0], point[1], 0.5, 1.0);
let v = self.pose() * self.perspective_inverse() * point;
Vector3::new(v[0] / v[3], v[1] / v[3], v[2] / v[3])
}
}
impl RenderCamera for Camera {
fn get_view_matrix(&self) -> Matrix4<f32> {
look_at_matrix(self.position.into(), self.target.into(), self.up.into())
fn view(&self) -> Matrix4<f64> {
self.view()
}
fn get_perspective_matrix(&self) -> Matrix4<f32> {
perspective_matrix(self.aspect_ratio, self.z_near, self.z_far)
fn perspective(&self) -> Matrix4<f64> {
self.perspective()
}
}

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@ -1,6 +1,6 @@
//! This models contains structs that help move the camera in a user-friendly way.
const EPSILON: f32 = 0.001;
const EPSILON: f64 = 0.001;
use glium::glutin::{
Event,
@ -33,31 +33,31 @@ pub trait Controls {
/// Only object centered are supported.
pub struct OrbitControls {
/// The last position of the mouse.
mouse_position: Vector2<f32>,
mouse_position: Vector2<f64>,
/// Wether the left click of the mouse is pressed or not.
pressed: bool,
/// The theta angle of the position of the camera in spheric coordinates.
theta: f32,
theta: f64,
/// The phi angle of the position of the camera in spheric coordinates.
phi: f32,
phi: f64,
/// The distance between the camera and the origin.
distance: f32,
distance: f64,
/// The sensitiviy of the rotation of the mouse.
sensitivity: f32,
sensitivity: f64,
/// The center of the object.
center: Vector3<f32>,
center: Vector3<f64>,
}
impl OrbitControls {
/// Creates a new orbit controls, and initializes the camera.
pub fn new(center: Vector3<f32>, distance: f32, camera: &mut Camera) -> OrbitControls {
pub fn new(center: Vector3<f64>, distance: f64, camera: &mut Camera) -> OrbitControls {
let controls = OrbitControls {
mouse_position: Vector2::new(0.0, 0.0),
pressed: false,
@ -85,8 +85,8 @@ impl OrbitControls {
let distance = (bounding_box.max() - bounding_box.min()).norm();
OrbitControls::new(
Vector3::new(center.x() as f32, center.y() as f32, center.z() as f32),
distance as f32,
Vector3::new(center.x() as f64, center.y() as f64, center.z() as f64),
distance as f64,
camera
)
@ -109,7 +109,7 @@ impl Controls for OrbitControls {
Event::WindowEvent {
event: WindowEvent::Resized(width, height), ..
} => {
camera.aspect_ratio = width as f32 / height as f32;
camera.aspect_ratio = width as f64 / height as f64;
},
Event::WindowEvent {
@ -117,7 +117,7 @@ impl Controls for OrbitControls {
delta: MouseScrollDelta::LineDelta(_, y), ..
}, ..
} => {
self.distance -= y / self.sensitivity;
self.distance -= y as f64 / self.sensitivity;
*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
*camera.position.y_mut() = self.distance * self.phi.sin();
@ -132,7 +132,7 @@ impl Controls for OrbitControls {
position: (x, y), ..
}, ..
} => {
let current_position = Vector2::new(x as f32, y as f32);
let current_position = Vector2::new(x as f64, y as f64);
if self.pressed {
let difference = (current_position - self.mouse_position) / self.sensitivity;
@ -140,7 +140,7 @@ impl Controls for OrbitControls {
self.theta += difference.x();
self.phi += difference.y();
use std::f32::consts::PI;
use std::f64::consts::PI;
self.phi = self.phi.max(- PI/2.0 + EPSILON);
self.phi = self.phi.min( PI/2.0 - EPSILON);
@ -170,25 +170,25 @@ impl Controls for OrbitControls {
pub struct FirstPersonControls {
/// Theta angle of the spheric coordinates of the direction of the camera.
theta: f32,
theta: f64,
/// Phi angle of the spheric coordinates of the direction of the camera.
phi: f32,
phi: f64,
/// Current position of the camera.
position: Vector3<f32>,
position: Vector3<f64>,
/// Vector indicating the direction of the camera.
forward: Vector3<f32>,
forward: Vector3<f64>,
/// Vector indicating the left of the camera.
left: Vector3<f32>,
left: Vector3<f64>,
/// Speed of the camera.
speed: f32,
speed: f64,
/// Sensitivity of the mouse.
sensitivity: f32,
sensitivity: f64,
/// Wether the forward button is pressed or not.
forward_pressed: bool,
@ -241,7 +241,7 @@ impl Controls for FirstPersonControls {
Event::WindowEvent {
event: WindowEvent::Resized(width, height), ..
} => {
camera.aspect_ratio = width as f32 / height as f32;
camera.aspect_ratio = width as f64 / height as f64;
},
// On Z pressed
@ -307,14 +307,14 @@ impl Controls for FirstPersonControls {
} => {
let size = renderer.gl_window().window().get_inner_size().unwrap();
let center = Vector2::new(size.0 as f32 / 2.0, size.1 as f32 / 2.0);
let current_position = Vector2::new(x as f32, y as f32);
let center = Vector2::new(size.0 as f64 / 2.0, size.1 as f64 / 2.0);
let current_position = Vector2::new(x as f64, y as f64);
let difference = (current_position - center) / self.sensitivity;
self.theta += difference.x();
self.phi -= difference.y();
use std::f32::consts::PI;
use std::f64::consts::PI;
self.phi = self.phi.max(- PI/2.0 + EPSILON);
self.phi = self.phi.min( PI/2.0 - EPSILON);

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@ -95,6 +95,16 @@ macro_rules! make_bounding_box {
ret
}
/// Returns true if the point is inside the bounding box.
pub fn contains_point(&self, point: $vector<T>) -> bool {
for i in 0 .. $size {
if self.min()[i] > point[i] || point[i] > self.max()[i] {
return false;
}
}
true
}
}
}
@ -116,10 +126,10 @@ macro_rules! impl_center {
}
impl_center!(BoundingBox2, Vector2, f32);
impl_center!(BoundingBox2, Vector2, f64);
impl_center!(BoundingBox3, Vector3, f32);
impl_center!(BoundingBox3, Vector3, f64);
impl_center!(BoundingBox4, Vector4, f32);
impl_center!(BoundingBox2, Vector2, f64);
impl_center!(BoundingBox3, Vector3, f64);
impl_center!(BoundingBox4, Vector4, f64);
@ -183,4 +193,21 @@ mod tests {
let bb2 = b2.intersection(&b1);
assert_eq!(bb1, bb2);
}
#[test]
fn contains_point() {
let b1 = BoundingBox3::new(
Vector3::new(0.0, 0.0, 0.0),
Vector3::new(2.0, 2.0, 2.0),
);
assert_eq!(b1.contains_point(Vector3::new(1.0, 1.0, 1.0)), true);
assert_eq!(b1.contains_point(Vector3::new(1.5, 0.5, 1.0)), true);
assert_eq!(b1.contains_point(Vector3::new(1.5, -0.5, 1.0)), false);
assert_eq!(b1.contains_point(Vector3::new(1.5, 0.5, -1.0)), false);
assert_eq!(b1.contains_point(Vector3::new(-0.5, 0.5, 1.0)), false);
assert_eq!(b1.contains_point(Vector3::new(2.5, 0.5, 1.0)), false);
assert_eq!(b1.contains_point(Vector3::new(0.5, 2.5, 1.0)), false);
}
}

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@ -17,15 +17,27 @@ pub struct Frustum {
}
impl Frustum {
/// Creates a frustum from the matrix of a camera.
///
/// This is *ahem...* slightly inspired from THREE.js Frustum
pub fn from_matrix(m: &Matrix4<f32>) -> Frustum {
let m0 = m[(0, 0)]; let m1 = m[(0, 1)]; let m2 = m[(0, 2)]; let m3 = m[(0, 3)];
let m4 = m[(1, 0)]; let m5 = m[(1, 1)]; let m6 = m[(1, 2)]; let m7 = m[(1, 3)];
let m8 = m[(2, 0)]; let m9 = m[(2, 1)]; let m10 = m[(2, 2)]; let m11 = m[(2, 3)];
let m12 = m[(3, 0)]; let m13 = m[(3, 1)]; let m14 = m[(3, 2)]; let m15 = m[(3, 3)];
/// Creates a frustum from its four planes.
pub fn new(planes: [Plane; 6]) -> Frustum {
Frustum {
planes: planes,
}
}
/// Creates a frustum for a camera matrix.
pub fn from_matrix(m: &Matrix4<f64>) -> Frustum {
// let m0 = m[(0, 0)]; let m1 = m[(0, 1)]; let m2 = m[(0, 2)]; let m3 = m[(0, 3)];
// let m4 = m[(1, 0)]; let m5 = m[(1, 1)]; let m6 = m[(1, 2)]; let m7 = m[(1, 3)];
// let m8 = m[(2, 0)]; let m9 = m[(2, 1)]; let m10 = m[(2, 2)]; let m11 = m[(2, 3)];
// let m12 = m[(3, 0)]; let m13 = m[(3, 1)]; let m14 = m[(3, 2)]; let m15 = m[(3, 3)];
// Swapped version...
let m0 = m[(0, 0)]; let m1 = m[(1, 0)]; let m2 = m[(2, 0)]; let m3 = m[(3, 0)];
let m4 = m[(0, 1)]; let m5 = m[(1, 1)]; let m6 = m[(2, 1)]; let m7 = m[(3, 1)];
let m8 = m[(0, 2)]; let m9 = m[(1, 2)]; let m10 = m[(2, 2)]; let m11 = m[(3, 2)];
let m12 = m[(0, 3)]; let m13 = m[(1, 3)]; let m14 = m[(2, 3)]; let m15 = m[(3, 3)];
Frustum {
planes: [
@ -40,26 +52,19 @@ impl Frustum {
}
/// Returns true if the intersection of the frustum and the bounding box is not empty.
pub fn intersects_box(&self, bbox: BoundingBox3<f32>) -> bool {
pub fn intersects_box(&self, bbox: BoundingBox3<f64>) -> bool {
use num::Zero;
let mut p1 = Vector3::<f32>::zero();
let mut p2 = Vector3::<f32>::zero();
let mut p = Vector3::<f64>::zero();
for plane in &self.planes {
p1[0] = if plane.normal().x() > 0.0 { bbox.min().x() } else { bbox.max().x() };
p2[0] = if plane.normal().x() > 0.0 { bbox.max().x() } else { bbox.min().x() };
p1[1] = if plane.normal().y() > 0.0 { bbox.min().y() } else { bbox.max().y() };
p2[1] = if plane.normal().y() > 0.0 { bbox.max().y() } else { bbox.min().y() };
p1[2] = if plane.normal().z() > 0.0 { bbox.min().z() } else { bbox.max().z() };
p2[2] = if plane.normal().z() > 0.0 { bbox.max().z() } else { bbox.min().z() };
p[0] = if plane.normal().x() > 0.0 { bbox.max().x() } else { bbox.min().x() };
p[1] = if plane.normal().y() > 0.0 { bbox.max().y() } else { bbox.min().y() };
p[2] = if plane.normal().z() > 0.0 { bbox.max().z() } else { bbox.min().z() };
let d1 = plane.distance_to_point(p1);
let d2 = plane.distance_to_point(p2);
if d1 < 0.0 && d2 < 2.0 {
if plane.distance_to_point(p) < 0.0 {
return false;
}
}

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@ -6,15 +6,15 @@ use math::vector::Vector3;
#[derive(Copy, Clone)]
pub struct Plane {
/// The normal of the plane.
normal: Vector3<f32>,
normal: Vector3<f64>,
/// The constant, offset of the plane from the origin.
constant: f32,
constant: f64,
}
impl Plane {
/// Creates a new plane from its normal and its constant.
pub fn from_coordinates(a: f32, b: f32, c: f32, w: f32) -> Plane {
pub fn from_coordinates(a: f64, b: f64, c: f64, w: f64) -> Plane {
let mut p = Plane {
normal: Vector3::new(a, b, c),
constant: w,
@ -24,18 +24,18 @@ impl Plane {
}
/// Creates a new plane from its normal and its constant.
pub fn from_normal_and_constant(normal: Vector3<f32>, constant: f32) -> Plane {
pub fn from_normal_and_constant(normal: Vector3<f64>, constant: f64) -> Plane {
Plane::from_coordinates(normal.x(), normal.y(), normal.z(), constant)
}
/// Creates a new plane from its normal and a point of the plane.
pub fn from_normal_and_point(normal: Vector3<f32>, point: Vector3<f32>) -> Plane {
pub fn from_normal_and_point(normal: Vector3<f64>, point: Vector3<f64>) -> Plane {
Plane::from_normal_and_constant(normal, - point.dot(normal))
}
/// Creates a new plane from three points.
pub fn from_points(p1: Vector3<f32>, p2: Vector3<f32>, p3: Vector3<f32>) -> Plane {
pub fn from_points(p1: Vector3<f64>, p2: Vector3<f64>, p3: Vector3<f64>) -> Plane {
let p1p2 = p2 - p1;
let p1p3 = p3 - p1;
Plane::from_normal_and_point(p1p2.cross_product(p1p3), p1)
@ -49,17 +49,17 @@ impl Plane {
}
/// Returns the normal of the plane.
pub fn normal(&self) -> Vector3<f32> {
pub fn normal(&self) -> Vector3<f64> {
self.normal
}
/// Returns the constant of the plane.
pub fn constant(&self) -> f32 {
pub fn constant(&self) -> f64 {
self.constant
}
/// Returns the distance between the plane and the point.
pub fn distance_to_point(&self, point: Vector3<f32>) -> f32 {
pub fn distance_to_point(&self, point: Vector3<f64>) -> f64 {
self.normal.dot(point) + self.constant
}
}

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@ -39,6 +39,14 @@ macro_rules! make_vector {
}
}
impl<T> From<[T; $number]> for $name<T> {
fn from(data: [T; $number]) -> $name<T> {
$name {
data: data,
}
}
}
impl<T: Copy + Clone> Into<($( $t ) ,* )> for $name<T> {
fn into(self) -> ($( $t ) ,* ) {
( $( self.data[$y] ), *)
@ -239,9 +247,9 @@ make_vector!(Vector2, 2, (T, T), (x, x_mut, 0), (y, y_mut, 1));
make_vector!(Vector3, 3, (T, T, T), (x, x_mut, 0), (y, y_mut, 1), (z, z_mut, 2));
make_vector!(Vector4, 4, (T, T, T, T), (x, x_mut, 0), (y, y_mut, 1), (z, z_mut, 2), (t, t_mut, 3));
impl Vector2<f32> {
impl Vector2<f64> {
/// Returns a orthogonal vector to the one passed as parameter.
pub fn orthogonal(&self) -> Vector2<f32> {
pub fn orthogonal(&self) -> Vector2<f64> {
Vector2::new(
self.y(),
self.x() * -1.0,
@ -283,10 +291,10 @@ impl Vector3<f64> {
}
type Vector2f32 = Vector2<f32>; implement_vertex!(Vector2f32, data);
type Vector2f64 = Vector2<f64>; implement_vertex!(Vector2f64, data);
type Vector3f32 = Vector3<f32>; implement_vertex!(Vector3f32, data);
type Vector3f64 = Vector3<f64>; implement_vertex!(Vector3f64, data);
type Vector4f32 = Vector4<f32>; implement_vertex!(Vector4f32, data);
type Vector2f64 = Vector2<f64>; implement_vertex!(Vector2f64, data);
type Vector3f64 = Vector3<f64>; implement_vertex!(Vector3f64, data);
type Vector4f64 = Vector4<f64>; implement_vertex!(Vector4f64, data);
#[cfg(test)]

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@ -11,10 +11,10 @@ pub struct Material {
pub name: String,
/// The diffuse color of the material.
pub diffuse: Vector3<f32>,
pub diffuse: Vector3<f64>,
/// Map linking each texture map to its file path.
pub textures: HashMap<String, (String, Vector3<f32>)>,
pub textures: HashMap<String, (String, Vector3<f64>)>,
/// Instructions that are unknown.
///

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@ -47,10 +47,10 @@ pub enum Element {
/// First string is the name of the map.
/// Second string is the path to the image file.
/// Vector3 is the size of the texture.
Texture(String, String, Vector3<f32>),
Texture(String, String, Vector3<f64>),
/// Change the main color of the current material.
Diffuse(Vector3<f32>),
Diffuse(Vector3<f64>),
/// An unknown material instruction that will be copied into the mtl file.
UnknownMaterialInstruction(String),

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@ -46,9 +46,9 @@ impl LineParser for MtlParser {
"Kd" => {
let values = parse_values(line_number, line, path, 3)?;
Ok(Element::Diffuse(Vector3::new(
values[0] as f32,
values[1] as f32,
values[2] as f32,
values[0] as f64,
values[1] as f64,
values[2] as f64,
)))
},
@ -63,9 +63,9 @@ impl LineParser for MtlParser {
Ok(Element::Texture(first.to_owned(), full_path.to_str().unwrap().to_owned(), Vector3::new(1.0, 1.0, 1.0)))
} else if split[0] == "-s" {
let size = Vector3::new(
if let Ok(f) = split[1].parse::<f32>() { f } else { return Err(ParserError::ParseNumberError(path.to_owned(), line_number, split[1].to_owned())); },
if let Ok(f) = split[2].parse::<f32>() { f } else { return Err(ParserError::ParseNumberError(path.to_owned(), line_number, split[2].to_owned())); },
if let Ok(f) = split[3].parse::<f32>() { f } else { return Err(ParserError::ParseNumberError(path.to_owned(), line_number, split[3].to_owned())); },
if let Ok(f) = split[1].parse::<f64>() { f } else { return Err(ParserError::ParseNumberError(path.to_owned(), line_number, split[1].to_owned())); },
if let Ok(f) = split[2].parse::<f64>() { f } else { return Err(ParserError::ParseNumberError(path.to_owned(), line_number, split[2].to_owned())); },
if let Ok(f) = split[3].parse::<f64>() { f } else { return Err(ParserError::ParseNumberError(path.to_owned(), line_number, split[3].to_owned())); },
);
let mut full_path = root.clone();
full_path.push(split[4].to_owned());

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@ -14,9 +14,12 @@ use glium::Display;
use glium::glutin;
use glium::glutin::{EventsLoop, WindowBuilder};
use glium::glutin::Event;
use glium::glutin::WindowEvent;
use glium::glutin::VirtualKeyCode;
use glium::glutin::{
Event,
WindowEvent,
VirtualKeyCode,
ElementState,
};
use model_converter::scene::Scene;
use model_converter::math::bounding_box::BoundingBox3;
@ -53,9 +56,7 @@ fn main() {
.get_matches();
// Set verbose flag
verbose_log::log::VERBOSE.with(|verbose| {
*verbose.borrow_mut() = matches.occurrences_of("verbose") > 0;
});
verbose_log::set(matches.occurrences_of("verbose") > 0);
use std::f64::{MIN, MAX};
let mut bbox = BoundingBox3::new(
@ -153,11 +154,31 @@ fn main() {
Event::WindowEvent {
event: WindowEvent::KeyboardInput {
input: glutin::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Escape), ..
virtual_keycode: Some(VirtualKeyCode::Escape),
state: ElementState::Pressed, ..
}, ..
}, ..
} => closed = true,
// Enter key
Event::WindowEvent {
event: WindowEvent::KeyboardInput {
input: glutin::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Return),
state: ElementState::Pressed, ..
}, ..
}, ..
} => {
println!("Camera:");
println!("\tPosition: ({}, {}, {})",
camera.position.x(), camera.position.y(), camera.position.z());
println!("\tTarget: ({}, {}, {})",
camera.target.x(), camera.target.y(), camera.target.z());
println!("\tUp: ({}, {}, {})",
camera.up.x(), camera.up.y(), camera.up.z());
}
_ => (),
}
});

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@ -16,7 +16,7 @@ use glium::index::{NoIndices, PrimitiveType};
use glium::glutin::GlWindow;
use scene::Scene;
use camera::RenderCamera;
use camera::{RenderCamera, mat_to_f32};
use model::{Vertex, Part, Model};
use math::vector::Vector3;
@ -124,8 +124,8 @@ impl Renderer {
let mut target = self.draw();
target.clear_color_srgb_and_depth(self.clear_color, 1.0);
let perspective = camera.get_perspective_matrix();
let view = camera.get_view_matrix();
let perspective = mat_to_f32(camera.perspective());
let view = mat_to_f32(camera.view());
let params = DrawParameters {
depth: Depth {
@ -144,7 +144,8 @@ impl Renderer {
if let &Some(ref buffer) = part.vertex_buffer() {
let diffuse = if let Some(ref name) = part.material_name {
model.materials.get(name).unwrap().diffuse
let t = model.materials.get(name).unwrap().diffuse;
Vector3::new(t[0] as f32, t[1] as f32, t[2] as f32)
} else {
Vector3::new(1.0, 1.0, 1.0)
};
@ -152,7 +153,7 @@ impl Renderer {
let texture = self.get_texture_of_part(&model, part);
let (texture, size) = if let Some((texture, size)) = texture {
(texture, size)
(texture, Vector3::new(size[0] as f32, size[1] as f32, size[2] as f32))
} else {
(&self.default_texture, Vector3::new(1.0, 1.0, 1.0))
};
@ -178,7 +179,7 @@ impl Renderer {
}
/// Renders a part of a model.
fn get_texture_of_part<'a>(&self, model: &'a Model, part: &Part) -> Option<(&'a SrgbTexture2d, Vector3<f32>)> {
fn get_texture_of_part<'a>(&self, model: &'a Model, part: &Part) -> Option<(&'a SrgbTexture2d, Vector3<f64>)> {
if let Some(ref material_name) = part.material_name {
if let Some(ref material) = model.materials.get(material_name) {
if let Some((texture, size)) = material.textures.get("map_Kd") {