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edscene.rs
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use super::*;
use super::editor::*;
use super::window::*;
type VertexIndex=usize;
pub type Polygon=Vec<VertexIndex>;//todo - smallvec optimized for N=4
pub type Edge=[VertexIndex;2];
pub type Vertex=V3;
#[derive(Default,Clone)]
pub struct Scene{ // todo - switch to TriMesh hrc and tags as seperate entity
vertices: Vec<Vertex>,
polygons: Vec<Polygon>,
vertex_tags:Vec<bool>,
}
type SceneSelection = Vec<bool>;
trait SpatialScene{
fn ss_full_extents(&self)->Option<Extents<Vec3f>>;
fn ss_selection_extents(&self)->Option<Extents<Vec3f>>;
}
impl SpatialScene for Scene {
fn ss_full_extents(&self)->Option<Extents<Vec3f>>{
None
}
fn ss_selection_extents(&self)->Option<Extents<Vec3f>>{
None
}
}
struct TreeNode<Common>{
node:Common, // every node has this embedded, e.g. "name","matrix",..
children:Vec<TreeNode<Common>>
}
struct SRT{
pos:Vec3f, rotation:Vec3f, scaling:Vec3f,
}
struct Info{
tag:bool,
name:String,
// SRT values forms the transform
transform:SRT,
}
struct Vertices<V=Vec3f> {
// tags, transform, ..
vertices:Vec<V>,
tags:Vec<bool>
}
pub enum RefOrBox<'e,T:'e>{
Ref(&'e T),Box(Box<T>)
}
/// TODO - generator of initial mesh from parameters
/// parameters to be editable after in opstack
mod primitive{
struct Sphere(f32,(i32,i32));
struct Torus(f32,f32,(i32,i32));
struct Cone((f32,f32),i32,i32);
struct Cylinder((f32,f32),(i32,i32));
struct Cuboid((f32,f32,f32));
struct Grid((f32,f32),(i32,i32));
}
impl Scene{
// todo - vertex tag iterator.
fn clear_vertex_tags(&mut self){
for t in self.vertex_tags.iter_mut(){*t=false;}
}
fn vertex_tags_invert_all(&mut self){
for t in self.vertex_tags.iter_mut(){*t^=true;}
}
fn vertex_tags_set_all(&mut self){
for t in self.vertex_tags.iter_mut(){*t=true;}
}
fn vertex_tag_invert(&mut self, i:VertexIndex){
self.vertex_tags[i]^=true;
}
fn vertex_tag_change(&mut self, i:VertexIndex, mode:editor::BoolOp){
let tag=self.vertex_tags[i];
self.vertex_tags[i]=match mode{
editor::BoolOp::Invert=>tag^true,
editor::BoolOp::Set=>true,
editor::BoolOp::Clear=>false
}
}
fn create_vertex(&mut self, pos:V3,tag:bool)->VertexIndex{
self.vertices.push(pos);
self.vertex_tags.push(tag);
return self.vertices.len()-1;
}
pub fn dump(&self){
dump!(self.vertices.len());
}
}
impl Scene{
fn add_vertex(&mut self,p:V3)->VertexIndex{
let vi=self.vertices.len();
self.vertices.push(p);
vi as VertexIndex
}
fn add_edge(&mut self,a:VertexIndex,b:VertexIndex){
assert!(a<self.vertices.len(),b<self.vertices.len());
self.polygons.push(vec![a,b]);
}
}
/// Possible tool states
#[derive(Debug,Clone)]
pub enum ToolState{
None,
CanPickPoint(VertexIndex),
CanMakePoint(V3),
CanConnectLine(VertexIndex,VertexIndex),
CanDrawLine(VertexIndex,V3),
DraggingPoint(VertexIndex),
RectSelect(BoolOp),
// TODO: split-edge..
}
// todo - shared drag state division
#[derive(Debug,Clone)]
pub struct DrawTool{
state:ToolState,
last_point:Option<VertexIndex>
}
impl DrawTool{pub fn default()->Self{DrawTool{state:ToolState::None,last_point:None}}}
#[derive(Default,Debug,Clone)]
struct AddPoint(V3);
#[derive(Default,Debug,Clone)]
struct ToggleSelPoint(VertexIndex);
#[derive(Default,Debug,Clone)]
struct SingleSelPoint(VertexIndex);
#[derive(Default,Debug,Clone)]
struct ConnectLine(VertexIndex,VertexIndex);
#[derive(Default,Debug,Clone)]
struct DrawLine(VertexIndex,V3);
impl Scene {
pub fn pick_point_at(&self, vcs:&ViewCursorSceneS, maxr:f32)->Option<VertexIndex>{
let mut maxr2 = sqr(maxr);
let mut besti=None;
// iterate the vertices in reverse to tend to pick the newly created ones first..
for (vti,&vt) in self.vertices.iter().enumerate().rev(){
let mut spos=vcs.world_to_viewport(&vt.to_vec3());
spos.z=zero();
let r2=v3dist_squared(&vec3(vcs.pos.x,vcs.pos.y,zero()),&spos);
if r2<maxr2{besti=Some(vti as VertexIndex); maxr2=r2;println!("picked pt\n")}
}
return besti;
}
}
#[derive(Default,Debug,Clone)]
struct Translate{
delta:V3
}
#[derive(Default,Debug,Clone)]
struct MovePointBy(VertexIndex,V3);
#[derive(Default,Debug,Clone)]
struct SelectPoints{mode:BoolOp,points:Vec<VertexIndex>}
impl Operation<Scene> for SingleSelPoint{
fn op_apply(&self,ns:&mut Scene){
ns.clear_vertex_tags();
ns.vertex_tags[self.0]=true;
}
}
impl Operation<Scene> for ToggleSelPoint{
fn op_apply(&self,scn:&mut Scene){
scn.vertex_tag_invert(self.0);
}
}
impl Operation<Scene> for SelectPoints {
fn op_apply(&self,ns:&mut Scene){
for &v in self.points.iter() {
ns.vertex_tag_change(v,self.mode);
}
}
fn op_dump(&self){
println!("select points[{:?}]",self.points);
}
}
#[derive(Default,Debug,Clone)]
pub struct Subdivide{}
impl Operation<Scene> for Subdivide {
fn op_apply(&self,msh:&mut Scene){
println!("subdivide op");
let mut new_edges=vec![];
//todo,it could consume
for poly in msh.polygons.iter(){
if msh.is_poly_all_tagged(poly){
assert!(poly.len()==2,"todo: subdivide n-sided polygon");
let ev0=poly[0];let ev1=poly[1];
let new_vti=msh.vertices.len();
let newvt=msh.vertices[ev0].vlerp(&msh.vertices[ev1],0.5f32);
msh.vertices.push(newvt);
new_edges.push(vec![ev0,new_vti]);
new_edges.push(vec![new_vti,ev1]);
msh.vertex_tags.push(true);
} else {new_edges.push(poly.clone())}
}
// todo: combined filter_and_unordered_append
//msh.edges.append(&mut new_edges);
msh.polygons=new_edges;
//(&mut new_edges);
}
}
/// in progress: macro to formalise the pattern of Operations , and their triggering from UI
macro_rules! operations{
{$($hotkey:expr=>$opname:ident($($argname:ident : $argtype:ty = $argdefault:expr),*)$opbody:block)*}
=>{
$(
// instantiate an object to hold the parameter block
#[derive(Default,Debug,Clone)]
pub struct $opname{
pub $($argname:$argtype),*
}
impl $opname{
pub fn new()->Self{
$argname:$argdefault
}
// todo: call with all operation args as params..
pub fn op_apply(&self, d:&mut Scene) $opbody
}
)*
}
}
#[derive(Default,Debug,Clone)]
pub struct Merge{}
impl Operation<Scene> for Merge {
fn op_apply(&self, d: &mut Scene) {
let mut sumpt:Vertex=zero();
let mut total=0;
let mut vt_xlat=vec![];
vt_xlat.resize(d.vertices.len(),(-1isize) as usize);
let mut mergevt:Option<VertexIndex>=None; // this will be pushed
let vt_xlat:Vec<_> = (0..d.vertices.len()).map(|vti|
if d.vertex_tags[vti] {
// allocate the first vertex index as the merged point,
if !mergevt.is_some(){mergevt=Some(vti)};
sumpt.vassign_add(&d.vertices[vti]);total+=1;
mergevt.unwrap()
} else {
vti
}
).collect();
match mergevt {
Some(merged_vertex)=>{
d.vertices[merged_vertex]=sumpt.vscale(1.0/(total as f32));
d.translate_vertex_indices(&vt_xlat);
d.clear_vertex_tags();
d.vertex_tags[mergevt.unwrap()]=true;
}
None=>{}
}
}
}
#[derive(Default,Debug,Clone)]
pub struct Extrude{}
impl Operation<Scene> for Extrude {
fn op_apply(&self, d:&mut Scene){
let mut vtmap = HashMap::<VertexIndex,VertexIndex>::new();
let mut new_vertices=Vec::<Vertex>::new();
let mut new_edges=vec![];
// every extruded edge is duplicated
let mut new_vertex=d.vertices.len();
for i in 0.. d.vertices.len(){
if d.vertex_tags[i]{
new_edges.push(vec![i,new_vertex]);
vtmap.insert(i,new_vertex); new_vertex+=1;
new_vertices.push(d.vertices[i].clone());
}
}
// for every edge, extrude a polygon.. TODO
// for the moment we just create a wireframe around where the poly would be.
// if we go the half-edge route..
for poly in d.polygons.iter(){
if d.is_poly_all_tagged(poly){
assert!(poly.len()==2,"todo: polygon extrusion for n sides");
new_edges.push(vec![vtmap[&poly[0]],vtmap[&poly[1]]]);
}
}
d.clear_vertex_tags();
d.polygons.append(&mut new_edges);
d.vertices.append(&mut new_vertices);
for (_,_) in vtmap.iter(){
d.vertex_tags.push(true);
}
}
}
impl Operation<Scene> for DrawLine{
fn op_apply(&self,ns:&mut Scene){
ns.clear_vertex_tags();
let nvt=ns.create_vertex(self.1, true); // create a vertex and tag it
ns.add_edge(self.0, nvt);
}
fn op_dump(&self){println!("{:?}",self); }
}
impl Operation<Scene> for ConnectLine{
//dump!("CONNECT LINE:",self);
fn op_apply(&self,ns:&mut Scene){
if !ns.edge_exists(self.0,self.1) {
ns.clear_vertex_tags();
ns.add_edge(self.0, self.1);
ns.vertex_tags[self.1] = true;
}
}
fn op_dump(&self){println!("{:?}",self); }
}
impl Operation<Scene> for AddPoint {
fn op_apply(&self,ns:&mut Scene){
ns.clear_vertex_tags();
ns.vertices.push(self.0);
ns.vertex_tags.push(true);
}
fn op_dump(&self){println!("{:?}",self); }
}
impl Operation<Scene> for Translate {
fn op_apply(&self,ns:&mut Scene){
for (i,vt) in ns.vertices.iter_mut().enumerate(){ if ns.vertex_tags[i]{v3addto(vt, &self.delta);}}
}
fn op_dump(&self){println!("{:?}",self);}
}
static mut g_last_point:Option<VertexIndex>=None;
pub fn crosshair_feedback(pos:&Vec3f){
draw::crosshair_xy(pos,g_snap_radius*0.5,g_snap_radius,g_color_feedback);
}
fn get_last_point(s:&Tool<Scene>)->Option<VertexIndex>{ unsafe{g_last_point}}
impl DrawTool{
pub fn set_last_point(&mut self, o:Option<VertexIndex>){
println!("TODO fix last point setting, we had borrow issues");
unsafe{g_last_point=o;}
}
}
impl Tool<Scene> for DrawTool {
fn tool_passive_move(&mut self, (scene, e):ViewCursorScene<Scene>) {
let newpt=e.viewport_to_world(&vec3(e.pos.x,e.pos.y,0.0f32));
let viewpt_recovered=e.world_to_viewport(&newpt);
//dump!(e.pos,newpt,viewpt_recovered);
let picked_point=scene.pick_point_at(e,g_snap_radius);
// now here's where rust shines..
let ret=match (get_last_point(self), picked_point) {
(None,None) =>ToolState::CanMakePoint(newpt.to_tuple()),
(None,Some(ei)) =>ToolState::CanPickPoint(ei),
(Some(si),None) =>ToolState::CanDrawLine(si, newpt.to_tuple()),
(Some(si),Some(ei)) =>ToolState::CanConnectLine(si,ei)
};
//dump!(ret);
self.state=ret;
}
fn tool_render(&self, (s,e):ViewCursorScene<Scene>)
{
//let s=e.scene;
match &self.state{
&ToolState::CanMakePoint(ref newpt)=>
crosshair_feedback(&e.world_to_viewport(&newpt.to_vec3())),
&ToolState::CanPickPoint(ei)=>
crosshair_feedback(&e.world_to_viewport(&s.vertices[ei as usize].to_vec3())),
&ToolState::CanConnectLine(si,ei)=>
draw::line_c(&e.world_to_viewport(&s.vertices[si as usize].to_vec3()),&e.world_to_viewport(&s.vertices[ei as usize].to_vec3()), g_color_feedback),
&ToolState::CanDrawLine(si,ref newpt)=>{
crosshair_feedback(&e.world_to_viewport(&newpt.to_vec3()));
draw::line_c(&e.world_to_viewport(&s.vertices[si as usize].to_vec3()),&e.world_to_viewport(&newpt.to_vec3()),g_color_feedback)
},
&ToolState::RectSelect(_)=>{
draw::rect_outline_v2(&e.drag_start.unwrap(),&e.pos,g_color_feedback)
},
_=>{},
}
}
fn tool_drag(&mut self, se:ViewCursorScene<Scene>) ->optbox<Operation<Scene>>{
let (s,e)=se;
// shows what drag-end would produce, as a transient state.
// TODO.. suspicious of a function that just calls another
// is it because this *might* yield operations?
self.tool_drag_end(se)
}
// todo - should the drag itself be an object that completes itself?
// we have the logic for a single mode split between several places.
// you could have IDrag { start, render, end}
fn tool_drag_end(&mut self, (s, e):ViewCursorScene<Scene>)->optbox<Operation<Scene>>{
if !e.drag_start.is_some(){return None;}
let screen_delta=v2sub(&e.pos, &e.drag_start.unwrap());
let world_delta=e.screen_to_world.mul_vec3w0(&vec3(screen_delta.x, screen_delta.y,0.0f32)).to_vec3();
// let s=e.scene;
match &self.state {
&ToolState::DraggingPoint(ref vti)=>Some(Box::new(
ComposedOp(
SingleSelPoint(*vti),
Translate{delta:world_delta.to_tuple()}
)
)),
&ToolState::RectSelect(ref mode)=>{
let pts=s.get_vertices_in_rect(&Extents(&e.drag_start.unwrap(),&e.pos));
Some(Box::new(SelectPoints{mode:BoolOp::Invert,points:pts}))
},
_ =>{None}
}
}
fn tool_lclick(&mut self, (s,e):ViewCursorScene<Scene>) -> optbox<Operation<Scene>> {
println!("drawtool lclick , make a addpoint op");
// returns an operation
match &self.state {
&ToolState::CanMakePoint(newpt) =>{
self.set_last_point(Some(s.vertices.len() as VertexIndex)); println!("vertices.len()={:?}",s.vertices.len());Some(Box::new(AddPoint(newpt)) as _)
},
&ToolState::CanPickPoint(pti) =>{
self.set_last_point(Some(pti));Some(Box::new(ToggleSelPoint(pti)))
},
&ToolState::CanConnectLine(si,ei) =>{
self.set_last_point(None);Some(Box::new(ConnectLine(si,ei)))
},
&ToolState::CanDrawLine(si,newpt) =>{
self.set_last_point(Some(s.vertices.len() as VertexIndex));Some(Box::new(DrawLine(si,newpt)) )
},
_ => None
}
}
fn tool_rclick(&mut self, (s,e):(&Scene,&ViewCursorSceneS))->optbox<Operation<Scene>>{
println!("rclick");
self.tool_cancel();
None
}
fn tool_drag_begin(&mut self, (s,e):(&Scene,&ViewCursorSceneS)){
let ns=if let ToolState::CanPickPoint(pti)=self.state{
println!("drag start-movepoint");
ToolState::DraggingPoint(pti)
} else {
ToolState::RectSelect(BoolOp::Invert)
};
self.state=ns;
}
fn tool_cancel(&mut self){self.set_last_point(None); self.state=ToolState::None;}
/* fn lclick(&mut self, scn:&mut Scene, a:ScreenPos){
let ve=scn.add_vertex((a.0,a.1,0.0f32));
match scn.state{
EState::LastPoint(vs)=> scn.add_edge(ve,vs),
_=>{}
}
scn.state=EState::LastPoint(ve);
}
fn rclick(&mut self, scn:&mut Scene, a:ScreenPos){
scn.state=EState::None;
}
fn try_drag(&self, e:&Scene, (mb,pos):MouseAt)->DragMode{
DragMode::Line
}
*/
}
impl Doc for Scene {
fn doc_default_tool()->Box<Tool<Scene>>{ Box::new(DrawTool::default()) }
fn doc_key(&self, k:&KeyAt)->Option<Action<Scene>>{
match (k.0, k.1, k.2) {
(WinKey::KeyCode('d'),0,KeyDown)=>Some(Action::SetTool(Box::new(DrawTool::default()))),
//(WinKey::KeyCode('m'),0,KeyDown)=>Action::SetTool(Box::new(DrawTool::default())),
(WinKey::KeyCode('s'),0,KeyDown)=>Some(Action::DoOperation(Box::new(Subdivide{}))),
(WinKey::KeyCode('e'),0,KeyDown)=>Some(Action::DoOperation(Box::new(Extrude{}))),
(WinKey::KeyCode('m'),0,KeyDown)=>Some(Action::DoOperation(Box::new(Merge{}))),
_=>None,
}
}
fn doc_render(&self, mat: &Mat44) {
// linedraw with transformation matrix..
draw::set_matrix(0, &mat);
unsafe {
if g_test_texture[0]!=0{
/* glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,g_test_texture[0]);
glBegin(GL_TRIANGLE_STRIP);
let z=0.99f32;
let x0=-0.5f32;
let x1=0.5f32;
let y0=-0.5f32;
let y1=0.5f32;
glColor4f(1.0,1.0,1.0,1.0);
glTexCoord2f(0.0f32, 1.0f32);
glVertex3f(x1,y0,z);
glColor4f(1.0,1.0,1.0,1.0);
glTexCoord2f(1.0f32, 1.0f32);
glVertex3f(x0,y0,z);
glColor4f(1.0,1.0,1.0,1.0);
glTexCoord2f(0.0f32, 0.0f32);
glVertex3f(x1,y1,z);
glColor4f(1.0,1.0,1.0,1.0);
glTexCoord2f(1.0f32, 0.0f32);
glVertex3f(x0,y1,z);
glEnd();
glDisable(GL_TEXTURE_2D);
*/
draw::set_texture(0,g_test_texture[0]);
draw::rect_tex(&vec2(-0.5f32,-0.5f32),&vec2(0.5f32,0.5f32),0.99f32 );
draw::set_texture(0,0);
}
}
for poly in self.polygons.iter() {
for i in 0..poly.len(){
let edge=[poly[i] as VertexIndex,poly[(i+1)%poly.len() as VertexIndex]];
draw::line_c(&self.vertices[edge[0]], &self.vertices[edge[1]], g_color_wireframe);
}
}
draw::set_matrix(0, &matrix::identity());
/*
// old linedraw
for line in self.edges.iter() {
draw::line_c(&v3add(&self.vertices[line[0] as usize], &ofs), &v3add(&self.vertices[line[1] as usize], &ofs), g_color_wireframe)
}
*/
let m1=mat.transpose4();
for (i, v) in self.vertices.iter().enumerate() {
let epos=mat.mul_vec3_point(&v.to_vec3());
let spos=epos.project_to_vec3();
// draw::vertex(v,2,0xff00ff00);
let color=if self.vertex_tags[i] { g_color_selected } else { g_color_wireframe };
draw::circle_fill_xy_c(&spos, g_snap_radius * 0.5f32, color);
}
}
fn doc_copy(&self, pos:&ScreenPos)->Self{
let mut clipboard=Self::default();
let null_vertex=(-(1 as isize)) as VertexIndex; // todo , will they?
let mut vertex_xlat:Vec<VertexIndex>=vec![null_vertex; self.vertices.len()];
// every selected vertex is shoved across,
for (i,v) in self.vertices.iter().enumerate() {
if self.vertex_tags[i] {
vertex_xlat[i] = clipboard.vertices.len();
clipboard.vertices.push(*v);
}
}
return clipboard;
}
//'delete selection', whatever that maybe
//todo - mode filters ? (vertex,edge,..)
fn doc_delete(&mut self){
// delete
let mut new_polys=vec![];
// TODO: filter_unordered(..)
for poly in self.polygons.iter(){
if !self.is_poly_all_tagged(poly){new_polys.push(poly.clone())}
}
self.polygons=new_polys;
// remove unused vertices..
// renumber vertices..
}
fn doc_cancel(&mut self){
println!("cancel");
}
fn doc_select_all(&mut self, bop:BoolOp){
for tag in self.vertex_tags.iter_mut(){
*tag=bop.apply(*tag);
}
}
fn doc_paste(&mut self, pos:&ScreenPos, clipboard:&Self){
}
fn doc_dump(&self){ println!("edscene: vertices={} edges={}",self.vertices.len(),self.polygons.len());}
}
impl Scene {
fn is_edge_all_tagged(&self,e:&Edge)->bool {
self.vertex_tags[e[0]] && self.vertex_tags[e[1]]
}
fn is_poly_all_tagged(&self,p:&Polygon)->bool {
if 0==p.len() {return false;}
for &vti in p.iter(){ if !self.vertex_tags[vti]{return false;}}
return true;
}
fn is_poly_part_tagged(&self,p:&Polygon)->bool{
for &vti in p.iter(){ if self.vertex_tags[vti]{return true;}}
return false;
}
fn get_vertices_in_rect(&self,r:&ScreenRect)->Vec<VertexIndex>
{
let mut ret=Vec::new();
let minv=v2min(&r.min,&r.max);
let maxv=v2max(&r.min,&r.max);
for (i,v) in self.vertices.iter().enumerate(){
if inrange(v.0, (r.min.x, r.max.x)) &&
inrange(v.1, (r.min.y,r.max.y)){
ret.push(i)
}
}
ret
}
fn edge_exists(&self,sv:VertexIndex,ev:VertexIndex)->bool{
for poly in self.polygons.iter() {
// todo - poly-edge iterator or 'foreach edge of poly'..
for vti in 0..poly.len(){
let edge=[poly[vti],poly[vti+1%poly.len()]];
if edge[0]==sv && edge[1]==ev || edge[0]==ev && edge[1]==sv{return true;}
}
}
return false;
}
fn translate_vertex_indices(&mut self, xlat:&Vec<VertexIndex>) {
for poly in self.polygons.iter_mut() {
for pvti in poly.iter_mut(){
*pvti=xlat[*pvti];
}
}
}
//fn delete_unused(&mut self){
// let mut tags:Vec<bool>=vec![false;self.vertices.len()];
//for edge in self.edges.iter_mut() {tags[edge[0]]=true; tags[edge[1]]=true;}
//}
//vtc 0 1 2 3 4 5 6
//xlat 0 1 2 2 4 2 6
//inv_xlat 0 1 2 -1 4 -1 6
// 0 1 2 6 4
/*
fn translate_vertex_indices_with_redundant_elim(&mut self, mut xlat:Vec<VertexIndex>){
assert!(xlat.len()==self.vertices.len());
let nonei=(-1isize) as usize;
let mut inv_xlat:Vec<VertexIndex>=Vec::new();
inv_xlat.resize(xlat.len(),nonei);
// make the 'scatter' equivalent of this 'gather' index table
let mut lastvt=self.vertices.len()-1;
for i in 0..self.vertices.len(){inv_xlat[xlat[i]]=xlat[i];}
// new_xlat is a gather,
let new_xlat:Vec<_>=(0..self.vertices.len()).map(|i|
if inv_xlat[i]!=nonei{
xlat[i]
}else{
while inv_xlat[lastvt]==nonei{lastvt-=1};
xlat[]
}
).take(lastvt+1).collect();
// now scatter
for i in range 0..
dump!(xlat);dump!(inv_xlat);dump!(new_xlat);
self.translate_vertex_indices(&new_xlat);
println!("merge: vertices in={} vertices out={}",self.vertices.len(),lastvt);
self.vertices.resize(lastvt+1,zero());
self.vertex_tags.resize(lastvt+1,false);
}*/
}
impl Pos for Vertex{
type Output=Vec3f;
fn pos(&self)->Vec3f{vec3(self.0,self.1,self.2)}
}
impl HasVertices<Vertex> for Scene {
fn num_vertices(&self)->VTI{self.vertices.len() as VTI}
fn vertex<'a>(&'a self,i:VTI)->&'a Vertex {&self.vertices[i as usize]}
}