Files
rust-openvr/src/render_models.rs
2017-07-17 20:57:32 -07:00

253 lines
10 KiB
Rust

use std::{fmt, ptr, slice, mem};
use std::ffi::{CStr, CString};
use openvr_sys as sys;
use {RenderModels, ControllerState, get_string};
impl<'a> RenderModels<'a> {
/// Loads and returns a render model for use in the application. `name` should be a render model name from the
/// `RenderModelName_String` property or an absolute path name to a render model on disk.
///
/// The method returns `Ok(None)` while the render model is still being loaded. Call it at regular intervals until
/// it returns `Ok(Some(model))`.
pub fn load_render_model(&self, name: &CStr) -> Result<Option<Model>> {
let mut ptr = ptr::null_mut();
let r = unsafe {
self.0.LoadRenderModel_Async.unwrap()(name.as_ptr() as *mut _, &mut ptr)
};
match Error(r) {
error::NONE => Ok(Some(Model { ptr: ptr, sys: self.0 })),
error::LOADING => Ok(None),
x => Err(x),
}
}
/// Returns the number of components of the specified render model.
///
/// Components are useful when client application wish to draw, label, or otherwise interact with components of tracked objects.
/// Examples controller components:
/// renderable things such as triggers, buttons
/// non-renderable things which include coordinate systems such as 'tip', 'base', a neutral controller agnostic hand-pose
/// If all controller components are enumerated and rendered, it will be equivalent to drawing the traditional render model
/// Returns 0 if components not supported, >0 otherwise
pub fn component_count(&self, model: &CStr) -> u32 {
unsafe { self.0.GetComponentCount.unwrap()(model.as_ptr() as *mut _) }
}
/// Get the names of available components.
///
/// `component` does not correlate to a tracked device index, but is only used for iterating over all available
/// components. If it's out of range, this function will return None. Otherwise, it will return the size of the
/// buffer required for the name.
pub fn component_name(&self, model: &CStr, component: u32) -> Option<CString> {
unsafe { get_string(|ptr, n| self.0.GetComponentName.unwrap()(model.as_ptr() as *mut _, component, ptr, n)) }
}
/// Gets all component names of a given model
pub fn component_names(&self, model: &CStr) -> ::std::vec::IntoIter<CString> { // FIXME: impl Iterator rather than allocating
let n = self.component_count(model);
(0..n).map(|i| self.component_name(model, i).expect("inconsistent component presence reported by OpenVR")).collect::<Vec<_>>().into_iter()
}
/// Use this to get the render model name for the specified rendermode/component combination, to be passed to
/// `load_render_model`.
///
/// If the component name is out of range, this function will return None.
/// Otherwise, it will return the size of the buffer required for the name.
pub fn component_render_model_name(&self, model: &CStr, component: &CStr) -> Option<CString> {
unsafe {
get_string(|ptr, n| self.0.GetComponentRenderModelName.unwrap()(
model.as_ptr() as *mut _, component.as_ptr() as *mut _, ptr, n))
}
}
/// Use this to query information about the component, as a function of the controller state.
///
/// Returns None if the component is invalid or should not be rendered in the current state.
///
/// For dynamic controller components (ex: trigger) values will reflect component motions
/// For static components this will return a consistent value independent of the VRControllerState_t
pub fn component_state(&self, model: &CStr, component: &CStr, state: &ControllerState, mode: &ControllerMode) -> Option<ComponentState> {
unsafe {
let mut out = mem::uninitialized();
if self.0.GetComponentState.unwrap()(model.as_ptr() as *mut _, component.as_ptr() as *mut _,
state as *const _ as *mut _, mode as *const _ as *mut _,
&mut out as *mut _ as *mut _) {
Some(out)
} else {
None
}
}
}
/// Loads and returns a texture for use in the application. Texture IDs can be obtained from
/// `Model::diffuse_texture_id()`.
///
/// The method returns `Ok(None)` while the texture is still being loaded. Call it at regular intervals until it
/// returns `Ok(Some(texture))`.
pub fn load_texture(&self, id: TextureId) -> Result<Option<Texture>> {
let mut ptr = ptr::null_mut();
let r = unsafe {
self.0.LoadTexture_Async.unwrap()(id, &mut ptr)
};
match Error(r) {
error::NONE => Ok(Some(Texture { ptr: ptr, sys: self.0 })),
error::LOADING => Ok(None),
x => Err(x),
}
}
}
#[derive(Copy, Clone, Eq, PartialEq)]
pub struct Error(sys::EVRRenderModelError);
pub mod error {
use super::{sys, Error};
pub const NONE: Error = Error(sys::EVRRenderModelError_VRRenderModelError_None);
pub const LOADING: Error = Error(sys::EVRRenderModelError_VRRenderModelError_Loading);
pub const NOT_SUPPORTED: Error = Error(sys::EVRRenderModelError_VRRenderModelError_NotSupported);
pub const INVALID_ARG: Error = Error(sys::EVRRenderModelError_VRRenderModelError_InvalidArg);
pub const INVALID_MODEL: Error = Error(sys::EVRRenderModelError_VRRenderModelError_InvalidModel);
pub const NO_SHAPES: Error = Error(sys::EVRRenderModelError_VRRenderModelError_NoShapes);
pub const MULTIPLE_SHAPES: Error = Error(sys::EVRRenderModelError_VRRenderModelError_MultipleShapes);
pub const TOO_MANY_VERTICES: Error = Error(sys::EVRRenderModelError_VRRenderModelError_TooManyVertices);
pub const MULTIPLE_TEXTURES: Error = Error(sys::EVRRenderModelError_VRRenderModelError_MultipleTextures);
pub const BUFFER_TOO_SMALL: Error = Error(sys::EVRRenderModelError_VRRenderModelError_BufferTooSmall);
pub const NOT_ENOUGH_NORMALS: Error = Error(sys::EVRRenderModelError_VRRenderModelError_NotEnoughNormals);
pub const NOT_ENOUGH_TEX_COORDS: Error = Error(sys::EVRRenderModelError_VRRenderModelError_NotEnoughTexCoords);
pub const INVALID_TEXTURE: Error = Error(sys::EVRRenderModelError_VRRenderModelError_InvalidTexture);
}
impl fmt::Debug for Error {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.pad(::std::error::Error::description(self))
}
}
impl ::std::error::Error for Error {
fn description(&self) -> &str {
use self::error::*;
match *self {
NONE => "NONE",
LOADING => "LOADING",
NOT_SUPPORTED => "NOT_SUPPORTED",
INVALID_ARG => "INVALID_ARG",
INVALID_MODEL => "INVALID_MODEL",
NO_SHAPES => "NO_SHAPES",
MULTIPLE_SHAPES => "MULTIPLE_SHAPES",
TOO_MANY_VERTICES => "TOO_MANY_VERTICES",
MULTIPLE_TEXTURES => "MULTIPLE_TEXTURES",
BUFFER_TOO_SMALL => "BUFFER_TOO_SMALL",
NOT_ENOUGH_NORMALS => "NOT_ENOUGH_NORMALS",
NOT_ENOUGH_TEX_COORDS => "NOT_ENOUGH_TEX_COORDS",
INVALID_TEXTURE => "INVALID_TEXTURE",
_ => "UNKNOWN",
}
}
}
impl fmt::Display for Error {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
f.pad(::std::error::Error::description(self))
}
}
pub type Result<T> = ::std::result::Result<T, Error>;
/// 3D geometry for rendering as an indexed triangle list
pub struct Model<'a> {
ptr: *mut sys::RenderModel_t,
sys: &'a sys::VR_IVRRenderModels_FnTable,
}
impl<'a> Model<'a> {
pub fn vertices(&self) -> &[Vertex] {
unsafe {
let model = &*self.ptr;
slice::from_raw_parts(model.rVertexData as *mut Vertex, model.unVertexCount as usize)
}
}
pub fn indices(&self) -> &[u16] {
unsafe {
let model = &*self.ptr;
slice::from_raw_parts(model.rIndexData, 3 * model.unTriangleCount as usize)
}
}
pub fn diffuse_texture_id(&self) -> Option<TextureId> {
let id = unsafe { (&*self.ptr).diffuseTextureId };
if id < 0 { None } else { Some(id) }
}
}
impl<'a> Drop for Model<'a> {
fn drop(&mut self) { unsafe { self.sys.FreeRenderModel.unwrap()(self.ptr) } }
}
pub struct Texture<'a> {
ptr: *mut sys::RenderModel_TextureMap_t,
sys: &'a sys::VR_IVRRenderModels_FnTable,
}
impl<'a> Texture<'a> {
pub fn dimensions(&self) -> (u16, u16) {
let tex = unsafe { &*self.ptr };
(tex.unWidth, tex.unHeight)
}
/// R8G8B8A8
pub fn data(&self) -> &[u8] {
unsafe {
let tex = &*self.ptr;
slice::from_raw_parts(tex.rubTextureMapData, tex.unWidth as usize * tex.unHeight as usize * 4)
}
}
}
impl<'a> Drop for Texture<'a> {
fn drop(&mut self) { unsafe { self.sys.FreeTexture.unwrap()(self.ptr) } }
}
pub type TextureId = sys::TextureID_t;
#[repr(C)]
#[derive(Debug, Copy, Clone)]
pub struct Vertex {
pub position: [f32; 3],
pub normal: [f32; 3],
pub texture_coord: [f32; 2],
}
#[repr(C)]
#[derive(Debug, Copy, Clone)]
pub struct ControllerMode {
pub scroll_wheel_visible: bool,
}
impl Default for ControllerMode {
fn default() -> Self { ControllerMode { scroll_wheel_visible: false } }
}
#[repr(C)]
#[derive(Debug, Copy, Clone)]
pub struct ComponentState {
pub tracking_to_component_render_model: [[f32; 4]; 3],
pub tracking_to_component_local: [[f32; 4]; 3],
pub properties: ComponentProperties,
}
type ComponentProperties = sys::VRComponentProperties;
pub mod component_properties {
use super::{sys, ComponentProperties};
pub const IS_STATIC: ComponentProperties = sys::EVRComponentProperty_VRComponentProperty_IsStatic;
pub const IS_VISIBLE: ComponentProperties = sys::EVRComponentProperty_VRComponentProperty_IsVisible;
pub const IS_TOUCHED: ComponentProperties = sys::EVRComponentProperty_VRComponentProperty_IsTouched;
pub const IS_PRESSED: ComponentProperties = sys::EVRComponentProperty_VRComponentProperty_IsPressed;
pub const IS_SCROLLED: ComponentProperties = sys::EVRComponentProperty_VRComponentProperty_IsScrolled;
}