minimal logging
This commit is contained in:
@@ -1,6 +1,8 @@
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use nalgebra::Vector4;
|
||||
use rapier3d::parry::math::Point;
|
||||
use tobj::{LoadError, Model, Material};
|
||||
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, Debug)]
|
||||
@@ -32,14 +34,23 @@ pub struct RawMesh {
|
||||
pub indices: Vec<[u32; 3]>,
|
||||
}
|
||||
|
||||
pub fn load_obj(obj_path: &str) -> RawMesh {
|
||||
|
||||
let (models, materials) = tobj::load_obj(obj_path, true).expect("Failed to load file");
|
||||
/// We use meshes in a few different places. To keep things simple, we return
|
||||
/// the most basic, direct-to-memory version. If something fancy needs to be done
|
||||
/// with it, the fancy stays there
|
||||
pub fn load_obj(obj_path: &str) -> Result<RawMesh, String> {
|
||||
|
||||
println!("# of models: {}", models.len());
|
||||
println!("# of materials: {}", materials.len());
|
||||
log::info!("Loading object {}", obj_path);
|
||||
|
||||
println!("{:?}", materials);
|
||||
// Is there no better way to translate error messages?
|
||||
let (models, materials) = match tobj::load_obj(obj_path, true) {
|
||||
Ok((a, b)) => {Ok((a, b))}
|
||||
Err(load_error) => {Err(load_error.to_string())}
|
||||
}.unwrap();
|
||||
|
||||
// println!("# of models: {}", models.len());
|
||||
// println!("# of materials: {}", materials.len());
|
||||
// println!("{:?}", materials);
|
||||
|
||||
let mut index_data: Vec<[u32; 3]> = Vec::new();
|
||||
let mut vertex_data = Vec::new();
|
||||
@@ -54,14 +65,22 @@ pub fn load_obj(obj_path: &str) -> RawMesh {
|
||||
let end = next_face + mesh.num_face_indices[f] as usize;
|
||||
let face_indices: Vec<_> = mesh.indices[next_face..end].iter().collect();
|
||||
|
||||
assert!(face_indices.len() == 3, "we only handle triangulated faces");
|
||||
if face_indices.len() != 3 {
|
||||
return Err("we only handle triangulated faces".to_string());
|
||||
}
|
||||
index_data.push([*face_indices[0], *face_indices[1], *face_indices[2]]);
|
||||
|
||||
next_face = end;
|
||||
}
|
||||
|
||||
assert!(mesh.positions.len() % 3 == 0);
|
||||
assert!(mesh.texcoords.len() % 2 == 0);
|
||||
if mesh.positions.len() % 3 != 0 {
|
||||
return Err(format!("position array not % 3 : {}", mesh.positions.len()))
|
||||
}
|
||||
if mesh.texcoords.len() % 2 != 0 {
|
||||
return Err(format!("position array not % 3 : {}", mesh.positions.len()))
|
||||
}
|
||||
if mesh.texcoords.is_empty() {
|
||||
log::info!("Mesh texture coordinates empty")
|
||||
}
|
||||
|
||||
for v in 0..mesh.positions.len() / 3 {
|
||||
let texcoords = if mesh.texcoords.len() == 0 {
|
||||
@@ -85,8 +104,8 @@ pub fn load_obj(obj_path: &str) -> RawMesh {
|
||||
));
|
||||
}
|
||||
}
|
||||
RawMesh {
|
||||
Ok(RawMesh {
|
||||
vertices: vertex_data.to_vec(),
|
||||
indices: index_data.to_vec(),
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
17
src/main.rs
17
src/main.rs
@@ -5,6 +5,7 @@ extern crate lazy_static;
|
||||
extern crate tobj;
|
||||
extern crate winit_24;
|
||||
|
||||
use simple_logger::SimpleLogger;
|
||||
use std::f32::consts::PI;
|
||||
use std::sync::{Arc, Mutex};
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
@@ -97,6 +98,10 @@ pub unsafe fn current_ui<'a>() -> Option<&'a imgui::Ui<'a>> {
|
||||
}
|
||||
|
||||
fn main() {
|
||||
|
||||
let logger = SimpleLogger::new().with_level(log::LevelFilter::Info).init().unwrap();
|
||||
|
||||
|
||||
let mut world = World::default();
|
||||
|
||||
let mut imgui_prepare_schedule = Schedule::builder()
|
||||
@@ -330,7 +335,7 @@ pub fn load_colliding_mesh_entity(world: &mut World, renderer: &mut render::stat
|
||||
.build();
|
||||
|
||||
//let pair = import_mesh("./resources/terrain.obj");
|
||||
let raw_mesh = load_obj(mesh_path);
|
||||
let raw_mesh = load_obj(mesh_path).unwrap();
|
||||
|
||||
let floor_collider = ColliderBuilder::trimesh(
|
||||
raw_mesh.vertices
|
||||
@@ -348,7 +353,7 @@ pub fn load_colliding_mesh_entity(world: &mut World, renderer: &mut render::stat
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
);
|
||||
).unwrap();
|
||||
|
||||
let plane_entity: Entity = world.push((
|
||||
Position {
|
||||
@@ -376,11 +381,11 @@ pub fn load_colliding_mesh_entity(world: &mut World, renderer: &mut render::stat
|
||||
|
||||
pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderState) {
|
||||
let monkey_mesh =
|
||||
renderer.load_mesh_to_buffer("./resources/monkey.obj", Some(wgpu::Color::GREEN));
|
||||
renderer.load_mesh_to_buffer("./resources/monkey.obj", Some(wgpu::Color::GREEN)).unwrap();
|
||||
let light_mesh =
|
||||
renderer.load_mesh_to_buffer("./resources/light.obj", Some(wgpu::Color::BLACK));
|
||||
renderer.load_mesh_to_buffer("./resources/light.obj", Some(wgpu::Color::BLACK)).unwrap();
|
||||
let ball_mesh =
|
||||
renderer.load_mesh_to_buffer("./resources/ball.obj", Some(wgpu::Color::BLUE));
|
||||
renderer.load_mesh_to_buffer("./resources/ball.obj", Some(wgpu::Color::BLUE)).unwrap();
|
||||
|
||||
load_colliding_mesh_entity(world, renderer, "./resources/test-textured.obj");
|
||||
|
||||
@@ -453,7 +458,7 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
|
||||
.build();
|
||||
|
||||
|
||||
let raw_mesh = load_obj("./resources/ball.obj");
|
||||
let raw_mesh = load_obj("./resources/ball.obj").unwrap();
|
||||
|
||||
let ball_collider = ColliderBuilder::trimesh(
|
||||
raw_mesh.vertices
|
||||
|
||||
@@ -116,10 +116,5 @@ pub fn update_models(
|
||||
position.rot.x = rotation.x.into();
|
||||
position.rot.y = rotation.y.into();
|
||||
position.rot.z = rotation.z.into();
|
||||
|
||||
// mx.x = pos.rotation.i;
|
||||
// mx.y = pos.rotation.j;
|
||||
// mx.z = pos.rotation.k;
|
||||
// mx.w = pos.rotation.w;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -148,8 +148,9 @@ impl RenderState {
|
||||
|
||||
}
|
||||
|
||||
pub fn load_mesh_to_buffer(&self, filepath: &str, color: Option<wgpu::Color>) -> Mesh {
|
||||
let raw_mesh = load_obj(filepath);
|
||||
pub fn load_mesh_to_buffer(&self, filepath: &str, color: Option<wgpu::Color>) -> Result<Mesh, String> {
|
||||
|
||||
let raw_mesh = load_obj(filepath)?;
|
||||
let index_count = raw_mesh.indices.len() * 3; // TODO bad bad bad bad!
|
||||
|
||||
let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, raw_mesh);
|
||||
@@ -176,7 +177,7 @@ impl RenderState {
|
||||
}],
|
||||
}));
|
||||
|
||||
Mesh {
|
||||
Ok(Mesh {
|
||||
index_buffer: index_buf,
|
||||
index_count: index_count,
|
||||
// TODO: This is hardcoded by tobj, maybe think about doing something a little more clever?
|
||||
@@ -185,7 +186,7 @@ impl RenderState {
|
||||
uniform_buffer: uniform_buf,
|
||||
bind_group: bind_group,
|
||||
color: color.unwrap_or(wgpu::Color::RED),
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
/// When creating a light we have to give it a target view to render to
|
||||
|
||||
Reference in New Issue
Block a user