// /** * 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 struct Mesh { let mtkMesh: MTKMesh let submeshes: [Submesh] let transform: TransformComponent? let skeleton: Skeleton? init(mdlMesh: MDLMesh, mtkMesh: MTKMesh, startTime: TimeInterval, endTime: TimeInterval, vertexFunctionName: String, fragmentFunctionName: String) { // load skeleton let skeleton = Skeleton(animationBindComponent: (mdlMesh.componentConforming(to: MDLComponent.self) as? MDLAnimationBindComponent)) self.skeleton = skeleton // load submeshes self.mtkMesh = mtkMesh submeshes = zip(mdlMesh.submeshes!, mtkMesh.submeshes).map { mesh in Submesh(mdlSubmesh: mesh.0 as! MDLSubmesh, mtkSubmesh: mesh.1, hasSkeleton: skeleton != nil, vertexFunctionName: vertexFunctionName, fragmentFunctionName: fragmentFunctionName) } if let mdlMeshTransform = mdlMesh.transform { transform = TransformComponent(transform: mdlMeshTransform, object: mdlMesh, startTime: startTime, endTime: endTime) } else { transform = nil } } }