/** * Copyright (c) 2019 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ import MetalKit class Model: Node { static var defaultVertexDescriptor: MDLVertexDescriptor = { let vertexDescriptor = MDLVertexDescriptor() vertexDescriptor.attributes[0] = MDLVertexAttribute(name: MDLVertexAttributePosition, format: .float3, offset: 0, bufferIndex: 0) vertexDescriptor.attributes[1] = MDLVertexAttribute(name: MDLVertexAttributeNormal, format: .float3, offset: 12, bufferIndex: 0) vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: 24) return vertexDescriptor }() let vertexBuffer: MTLBuffer let mesh: MTKMesh let submeshes: [Submesh] init(name: String) { let assetURL = Bundle.main.url(forResource: name, withExtension: "obj")! let allocator = MTKMeshBufferAllocator(device: Renderer.device) let asset = MDLAsset(url: assetURL, vertexDescriptor: Model.defaultVertexDescriptor, bufferAllocator: allocator) let mdlMesh = asset.object(at: 0) as! MDLMesh let mesh = try! MTKMesh(mesh: mdlMesh, device: Renderer.device) self.mesh = mesh vertexBuffer = mesh.vertexBuffers[0].buffer submeshes = mdlMesh.submeshes?.enumerated().compactMap {index, submesh in (submesh as? MDLSubmesh).map { Submesh(submesh: mesh.submeshes[index], mdlSubmesh: $0) } } ?? [] super.init() } }