Is there any reason assimp's UVs come in u32? Idk how I would use them to get 2 f32s for the uvs.
As far as I can divine based on the nonexistent documentation, the Mesh::uv_components field stores the number of UV components of each "UV channel" (the equivalent of aiMesh::mNumUVComponents in the original). What you want is Mesh::texture_coords. Which is a Vec<Option<Vec<Vector3D>>>… yeah, good luck trying to figure out that one.