use bytemuck::{Pod, Zeroable}; use nalgebra::Vector4; #[repr(C)] #[derive(Clone, Copy, Debug)] pub struct Vertex { pos: [f32; 4], normal: [f32; 4], } impl Vertex { pub fn position(&self) -> Vector4 { Vector4::new(self.pos[0], self.pos[1], self.pos[2], self.pos[3]) } pub fn from(pos: [f32; 3], nor: [f32; 3]) -> Vertex { Vertex { pos: [pos[0], pos[1], pos[2], 1.0], normal: [nor[0], nor[1], nor[2], 0.0], } } } unsafe impl Pod for Vertex {} unsafe impl Zeroable for Vertex {} pub fn load_obj(mesh_path: &str) -> (Vec, Vec) { let (models, materials) = tobj::load_obj(mesh_path, false).expect("Failed to load file"); println!("# of models: {}", models.len()); println!("# of materials: {}", materials.len()); let mut index_data : Vec = Vec::new(); let mut vertex_data = Vec::new(); for model in models { let mesh = &model.mesh; let mut next_face = 0; for f in 0..mesh.num_face_indices.len() { let end = next_face + mesh.num_face_indices[f] as usize; let face_indices: Vec<_> = mesh.indices[next_face..end].iter().collect(); for i in face_indices { index_data.push(*i); } next_face = end; } // Normals and texture coordinates are also loaded, but not printed in this example assert!(mesh.positions.len() % 3 == 0); for v in 0..mesh.positions.len() / 3 { vertex_data.push( Vertex::from([ mesh.positions[3 * v], mesh.positions[3 * v + 1], mesh.positions[3 * v + 2] ], [ mesh.normals[3 * v], mesh.normals[3 * v + 1], mesh.normals[3 * v + 2] ], )); } } (vertex_data.to_vec(), index_data.to_vec()) }