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use crate::coords::CoordSystem;
use crate::helpers::slice_to_f32;
use crate::types::Rgba;
use na::Vector3;
/// A vertex, used to describe a face.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Vertex {
pub position: Vector3<f32>,
pub tex: TexCoord,
pub normal: Vector3<f32>,
pub color: Rgba,
}
/// Represents a TexCoord. 0 = surface, 1= lightmap.
/// This could also be written as [[f32; 2]; 2]
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct TexCoord {
pub u: [f32; 2],
pub v: [f32; 2],
}
impl TexCoord {
/// Internal function. Converts a slice to a TexCoord.
pub fn from_bytes(bytes: &[u8; 16]) -> TexCoord {
TexCoord {
u: [slice_to_f32(&bytes[0..4]), slice_to_f32(&bytes[8..12])],
v: [slice_to_f32(&bytes[4..8]), slice_to_f32(&bytes[12..16])],
}
}
}
/// A vertex offset, used to describe generalised triangle meshes
pub type MeshVert = u32;
pub trait HasVertices<S: CoordSystem> {
type VerticesIter<'a>: Iterator<Item = &'a Vertex>;
fn vertices_iter(&self) -> Self::VerticesIter<'_>;
fn get_vertex(&self, index: u32) -> &Vertex;
}
pub trait HasMeshVerts<S: CoordSystem>: HasVertices<S> {
type MeshVertsIter<'a>: Iterator<Item = &'a MeshVert>;
fn meshverts_iter(&self) -> Self::MeshVertsIter<'_>;
fn get_meshvert(&self, index: u32) -> MeshVert;
fn resolve_meshvert(&self, index: u32, base: u32) -> &Vertex {
self.get_vertex(self.get_meshvert(index) + base)
}
}
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