// /** * Copyright (c) 2018 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 extension Renderer { func loadAsset(name: String, position: float3, scale: Float) { let assetURL = Bundle.main.url(forResource: name, withExtension: "obj")! let allocator = MTKMeshBufferAllocator(device: device) let asset = MDLAsset(url: assetURL, vertexDescriptor: vertexDescriptor, bufferAllocator: allocator) guard let mdlMesh = asset.object(at: 0) as? MDLMesh, let mdlSubmeshes = mdlMesh.submeshes as? [MDLSubmesh] else { return } let mesh = try! MTKMesh(mesh: mdlMesh, device: device) let count = mesh.vertexBuffers[0].buffer.length / MemoryLayout.size let positionBuffer = mesh.vertexBuffers[0].buffer let normalsBuffer = mesh.vertexBuffers[1].buffer let normalsPtr = normalsBuffer.contents().bindMemory(to: float3.self, capacity: count) let positionPtr = positionBuffer.contents().bindMemory(to: float3.self, capacity: count) for (mdlIndex, submesh) in mesh.submeshes.enumerated() { let indexBuffer = submesh.indexBuffer.buffer let offset = submesh.indexBuffer.offset let indexPtr = indexBuffer.contents().advanced(by: offset) var indices = indexPtr.bindMemory(to: uint.self, capacity: submesh.indexCount) for _ in 0..