use std::sync::Arc; use base64::Engine; use crate::{ResourceLoader, LoaderError, Mesh, Model, MeshVertexAttribute, VertexAttributeData, Resource, Material, ResHandle}; impl From for LoaderError { fn from(value: gltf::Error) -> Self { LoaderError::DecodingError(value.into()) } } #[derive(Default)] pub struct ModelLoader; impl ModelLoader { fn parse_uri(uri: &str) -> Option> { let uri = uri.strip_prefix("data")?; let (mime, data) = uri.split_once(",")?; let (_mime, is_base64) = match mime.strip_suffix(";base64") { Some(mime) => (mime, true), None => (mime, false), }; if is_base64 { base64::engine::general_purpose::STANDARD.decode(data).ok() } else { Some(data.as_bytes().to_vec()) } } fn process_node(&self, buffers: &Vec>, materials: &Vec, node: gltf::Node<'_>) -> Vec { let mut meshes = vec![]; if let Some(mesh) = node.mesh() { for prim in mesh.primitives() { let reader = prim.reader(|buf| Some(buffers[buf.index()].as_slice())); let mut new_mesh = Mesh::default(); // read the positions if let Some(pos) = reader.read_positions() { let pos: Vec = pos.map(|t| t.into()).collect(); new_mesh.add_attribute(MeshVertexAttribute::Position, VertexAttributeData::Vec3(pos)); } // read the normals if let Some(norms) = reader.read_normals() { let norms: Vec = norms.map(|t| t.into()).collect(); new_mesh.add_attribute(MeshVertexAttribute::Normals, VertexAttributeData::Vec3(norms)); } // read the tangents if let Some(tangents) = reader.read_tangents() { let tangents: Vec = tangents.map(|t| t.into()).collect(); new_mesh.add_attribute(MeshVertexAttribute::Tangents, VertexAttributeData::Vec4(tangents)); } // read tex coords if let Some(tex_coords) = reader.read_tex_coords(0) { let tex_coords: Vec = tex_coords.into_f32().map(|t| t.into()).collect(); // TODO: u16, u8 new_mesh.add_attribute(MeshVertexAttribute::TexCoords, VertexAttributeData::Vec2(tex_coords)); } // read the indices if let Some(indices) = reader.read_indices() { let indices: Vec = match indices { gltf::mesh::util::ReadIndices::U8(i) => i.map(|i| i as u32).collect(), gltf::mesh::util::ReadIndices::U16(i) => i.map(|i| i as u32).collect(), gltf::mesh::util::ReadIndices::U32(i) => i.collect(), }; new_mesh.indices = Some(indices); } let mat = materials.get(prim.material().index().unwrap()).unwrap(); new_mesh.set_material(mat.clone()); //prim.material(). meshes.push(new_mesh); } } for child in node.children() { let mut child_meshes = self.process_node(buffers, materials, child); meshes.append(&mut child_meshes); } meshes } } impl ResourceLoader for ModelLoader { fn extensions(&self) -> &[&str] { &[ "gltf" ] } fn load(&self, path: &str) -> Result, crate::LoaderError> { // check if the file is supported by this loader if !self.does_support_file(path) { return Err(LoaderError::UnsupportedExtension(path.to_string())); } let gltf = gltf::Gltf::open(path)?; let buffers: Vec> = gltf.buffers().map(|b| match b.source() { gltf::buffer::Source::Bin => gltf.blob.as_deref().map(|v| v.to_vec()), gltf::buffer::Source::Uri(uri) => ModelLoader::parse_uri(uri), }).flatten().collect(); // TODO: Read in multiple scenes let scene = gltf.scenes().next().unwrap(); // Load the materials let materials: Vec = gltf.materials() .map(|mat| Material::from(mat)).collect(); let meshes: Vec = scene.nodes() .map(|node| self.process_node(&buffers, &materials, node)) .flatten().collect(); Ok(Arc::new(Resource::with_data(path, Model::new(meshes)))) } } #[cfg(test)] mod tests { use crate::ResourceLoader; use super::*; fn test_file_path(path: &str) -> String { let manifest = std::env::var("CARGO_MANIFEST_DIR").unwrap(); format!("{manifest}/test_files/gltf/{path}") } #[test] fn test_loading() { let path = test_file_path("test-embedded.gltf"); let loader = ModelLoader::default(); let model = loader.load(&path).unwrap(); let model = Arc::downcast::>(model.as_arc_any()).unwrap(); let model = model.data.as_ref().unwrap(); assert_eq!(model.meshes.len(), 1); // There should only be 1 mesh let mesh = &model.meshes[0]; assert!(mesh.position().unwrap().len() > 0); assert!(mesh.normals().unwrap().len() > 0); assert!(mesh.tex_coords().unwrap().len() > 0); assert!(mesh.indices.clone().unwrap().len() > 0); let _mesh_mat = mesh.material(); // inner panic if material was not loaded } }