pub struct Vector3 {pub x: f64, pub y: f64, pub z: f64, pub w: f64} pub struct Triangle {pub r: [usize; 3], pub(crate) col: [f32; 4], pub(crate) p: [Vector3; 3], n: Vector3, pub t: [Vector2; 3]} pub struct Mesh{pub v: Vec, pub f: Vec} impl Triangle{ pub fn new() -> Triangle {return Triangle {r: [0, 0, 0], col: [0.0; 4], p: [Vector3::new(0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, 0.0)], n: Vector3::new(0.0, 0.0, 0.0), t: [Vector2::new(0.0, 0.0), Vector2::new(0.0, 0.0), Vector2::new(0.0, 0.0)]}} pub fn copy(&self) -> Triangle {return Triangle {r: self.r.clone(), col: self.col, p: [self.p[0].copy(), self.p[1].copy(), self.p[2].copy()], n: self.n.copy(), t: [self.t[0].copy(), self.t[1].copy(), self.t[2].copy()]}} } impl Vector3 { pub fn new(x: f64, y: f64, z: f64) -> Vector3 {return Vector3 {x, y, z, w: 1.0}} pub fn normalize(&mut self) { let l = (self.x * self.x + self.y * self.y + self.z * self.z).sqrt(); self.x /= l; self.y /= l; self.z /= l; } pub fn dot_product(v1: &Vector3, v2: &Vector3) -> f64 {return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z} pub fn cross_product(v1: &Vector3, v2: &Vector3) -> Vector3 {return Vector3::new(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x)} pub fn intersect_plane(plane_n: &Vector3, plane_p: &Vector3, line_start: &Vector3, line_end: &Vector3, mut t: f64) -> Vector3 { let mut p_n = plane_n.copy(); p_n.normalize(); let plane_d = -Vector3::dot_product(&p_n, plane_p); let ad = Vector3::dot_product(line_start, &p_n); let bd = Vector3::dot_product(line_end, &p_n); t = (-plane_d - ad) / (bd - ad); let line = line_end.copy() - line_start; let line_i = line * t; return line_start.copy() + &line_i; } pub fn copy(&self) -> Vector3 {return Vector3 {x: self.x, y: self.y, z: self.z, w: self.w}} } impl Mesh { pub fn get_face_points(&self) -> Vec { let mut face_points: Vec = Vec::new(); for curr_face in &self.f { let mut face_point = Vector3::new(0.0, 0.0, 0.0); for curr_point_index in curr_face.r { let curr_point = &self.v[curr_point_index]; face_point += &curr_point } face_point /= curr_face.r.len() as f64; face_points.push(face_point.copy()); } return face_points; } pub fn get_edges_faces(&self) -> Vec<[f64; 7]> { let mut edges: Vec<[usize; 3]> = Vec::new(); for face_num in 0..self.f.len() { let face: Triangle = self.f[face_num].copy(); let num_points = face.p.len(); for point_index in 0..num_points { let mut point_num_1 = 0; let mut point_num_2 = 0; if point_index < num_points - 1 { point_num_1 = face.r[point_index]; point_num_2 = face.r[point_index + 1]; } else { point_num_1 = face.r[point_index]; point_num_2 = face.r[0]; } if point_num_1 > point_num_2 { let temp = point_num_1; point_num_1 = point_num_2; point_num_2 = temp; } edges.push([point_num_1, point_num_2, face_num]); } } edges.sort(); let num_edges = edges.len(); let mut index = 0; let mut merged_edges: Vec<[f64; 4]> = Vec::new(); while index < num_edges { let e1 = edges[index]; if index < num_edges - 1 { let e2 = edges[index + 1]; if e1[0] == e2[0] && e1[1] == e2[1] { merged_edges.push([e1[0] as f64, e1[1] as f64, e1[2] as f64, e2[2] as f64]); index += 2; } else { merged_edges.push([e1[0] as f64, e1[1] as f64, e1[2] as f64, -1.0]); index += 1; } } else { merged_edges.push([e1[0] as f64, e1[1] as f64, e1[2] as f64, -1.0]); index += 1 } } let mut edges_centers = Vec::new(); for me in merged_edges { let p1 = self.v[me[0] as usize].copy(); let p2 = self.v[me[1] as usize].copy(); let cp: Vector3 = Mesh::center_point(&p1, &p2); edges_centers.push([me[0] as f64, me[1] as f64, me[2] as f64, me[3] as f64, cp.x, cp.y, cp.z]); } return edges_centers; } pub fn get_edge_points(&self, edges_faces: &Vec<[f64; 7]>, face_points: &Vec) -> Vec { let mut edge_points = Vec::new(); for edge in edges_faces { let cp = Vector3::new(edge[4], edge[5], edge[6]); let fp1: Vector3 = face_points[edge[2] as usize].copy(); let mut fp2: Vector3 = fp1.copy(); if edge[3] != -1.0 { fp2 = face_points[edge[3] as usize].copy() }; let cfp = Mesh::center_point(&fp1, &fp2); let edge_point = Mesh::center_point(&cp, &cfp); edge_points.push(edge_point); } return edge_points } pub fn get_avg_face_points(&self, face_points: &Vec) -> Vec { let num_points = self.v.len(); let mut temp_points = Vec::new(); let mut div: Vec = Vec::new(); for _ in 0..num_points { temp_points.push(Vector3::new(0.0, 0.0, 0.0)); div.push(0) }; for face_num in 0..self.f.len() { let mut fp = face_points[face_num].copy(); for point_num in self.f[face_num].r { let tp = temp_points[point_num].copy(); temp_points[point_num] = tp + &fp; div[point_num] += 1; } } let mut avg_face_points: Vec = Vec::new(); for i in 0..temp_points.len() { let tp: Vector3 = temp_points[i].copy(); let t = tp / (div[i] as f64); avg_face_points.push(t.copy()); } return avg_face_points; } pub fn get_avg_mid_edges(&self, edges_faces: &Vec<[f64; 7]>) -> Vec { let num_points = self.v.len(); let mut temp_points = Vec::new(); let mut div: Vec = Vec::new(); for point_num in 0..num_points{ temp_points.push(Vector3::new(0.0, 0.0, 0.0)); div.push(0)} for edge in edges_faces { let cp = Vector3::new(edge[4], edge[5], edge[6]); for point_num in [edge[0] as usize, edge[1] as usize] { let tp = temp_points[point_num].copy(); temp_points[point_num] = tp + &cp; div[point_num] += 1 } } let mut avg_mid_edges: Vec = Vec::new(); for i in 0..temp_points.len(){ let ame: Vector3 = temp_points[i].copy() / (div[i] as f64); avg_mid_edges.push(ame)} return avg_mid_edges } pub fn get_points_faces(&self) -> Vec { let num_points = self.v.len(); let mut points_faces: Vec = Vec::new(); for point_num in 0..num_points{points_faces.push(0)} for face_num in 0..self.f.len() { for point_num in self.f[face_num].r { points_faces[point_num] += 1; } } return points_faces } pub fn get_new_points(&self, points_faces: &Vec, avg_face_points: &Vec, avg_mid_edges: &Vec) -> Vec { let mut new_points: Vec = Vec::new(); for point_num in 0..self.v.len() { let n = points_faces[point_num] as f64; let m1 = (n - 3.0) / n; let m2 = 1.0 / n; let m3 = 2.0 / n; let old_coords = self.v[point_num].copy(); let p1 = old_coords * m1; let afp = avg_face_points[point_num].copy(); let p2 = afp * m2; let ame = avg_mid_edges[point_num].copy(); let p3 = ame * m3; let p4 = p1 + &p2; let new_coords = p4 + &p3; new_points.push(new_coords); } return new_points; } pub fn switch_nums(point_nums: [f64; 2]) -> [f64; 2] { return if point_nums[0] < point_nums[1] { point_nums } else {[point_nums[1], point_nums[0]]} } pub fn get_key(points: [f64; 2]) -> String { return points[0].to_string() + ";" + &*points[1].to_string(); } pub fn subdivide(&mut self) { let face_points = self.get_face_points(); let edges_faces = self.get_edges_faces(); let edge_points = self.get_edge_points(&edges_faces, &face_points); let avg_face_points = self.get_avg_face_points(&face_points); let avg_mid_edges = self.get_avg_mid_edges(&edges_faces); let points_faces = self.get_points_faces(); let mut new_points = self.get_new_points(&points_faces, &avg_face_points, &avg_mid_edges); let mut face_point_nums = Vec::new(); let mut next_point_num = new_points.len(); for face_point in face_points { new_points.push(face_point); face_point_nums.push(next_point_num); next_point_num += 1; } let mut edge_point_nums: HashMap = HashMap::new(); for edge_num in 0..edges_faces.len() { let point_num_1 = edges_faces[edge_num][0]; let point_num_2 = edges_faces[edge_num][1]; let edge_point = edge_points[edge_num].copy(); new_points.push(edge_point); edge_point_nums.insert(Mesh::get_key([point_num_1, point_num_2]), next_point_num); next_point_num += 1; } let mut new_faces = Vec::new(); for old_face_num in 0..self.f.len() { let old_face = self.f[old_face_num].copy(); let a = old_face.r[0] as f64; let b = old_face.r[1] as f64; let c = old_face.r[2] as f64; let face_point_abc = face_point_nums[old_face_num]; let edge_point_ab = *edge_point_nums.get(&*Mesh::get_key(Mesh::switch_nums([a, b]))).unwrap(); let edge_point_bc = *edge_point_nums.get(&*Mesh::get_key(Mesh::switch_nums([b, c]))).unwrap(); let edge_point_ca = *edge_point_nums.get(&*Mesh::get_key(Mesh::switch_nums([c, a]))).unwrap(); new_faces.push([a, edge_point_ab as f64, face_point_abc as f64, edge_point_ca as f64]); new_faces.push([b, edge_point_bc as f64, face_point_abc as f64, edge_point_ab as f64]); new_faces.push([c, edge_point_ca as f64, face_point_abc as f64, edge_point_bc as f64]); } self.f = Vec::new(); for face_num in 0..new_faces.len() { let curr_face = new_faces[face_num]; let mut t1: Triangle = Triangle::new(); let mut t2: Triangle = Triangle::new(); t1.p[0] = Vector3::new(new_points[curr_face[0] as usize].x, new_points[curr_face[0] as usize].y, new_points[curr_face[0] as usize].z); t1.p[1] = Vector3::new(new_points[curr_face[1] as usize].x, new_points[curr_face[1] as usize].y, new_points[curr_face[1] as usize].z); t1.p[2] = Vector3::new(new_points[curr_face[2] as usize].x, new_points[curr_face[2] as usize].y, new_points[curr_face[2] as usize].z); t2.p[0] = Vector3::new(new_points[curr_face[2] as usize].x, new_points[curr_face[2] as usize].y, new_points[curr_face[2] as usize].z); t2.p[1] = Vector3::new(new_points[curr_face[3] as usize].x, new_points[curr_face[3] as usize].y, new_points[curr_face[3] as usize].z); t2.p[2] = Vector3::new(new_points[curr_face[0] as usize].x, new_points[curr_face[0] as usize].y, new_points[curr_face[0] as usize].z); t1.r = [curr_face[0] as usize, curr_face[1] as usize, curr_face[2] as usize]; t2.r = [curr_face[2] as usize, curr_face[3] as usize, curr_face[0] as usize]; self.f.push(t1); self.f.push(t2); } self.v = new_points; } }