document need to update Aabb in Mesh::(with_)insert_attribute (#13349)

# Objective

solves #12475 for functions `Mesh::insert_attribute` and
`Mesh::with_inserted_attribute`.

## Solution

added references to Aabb and suggest solutions in doc strings

## Testing

ran cargo docs, links work.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
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Kxie 2024-06-04 07:46:31 +08:00 committed by GitHub
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@ -104,6 +104,9 @@ pub const VERTEX_ATTRIBUTE_BUFFER_ID: u64 = 10;
/// - It is possible and sometimes useful for multiple vertices to have the same /// - It is possible and sometimes useful for multiple vertices to have the same
/// [position attribute](Mesh::ATTRIBUTE_POSITION) value, /// [position attribute](Mesh::ATTRIBUTE_POSITION) value,
/// it's a common technique in 3D modelling for complex UV mapping or other calculations. /// it's a common technique in 3D modelling for complex UV mapping or other calculations.
/// - Bevy performs frustum culling based on the [`Aabb`] of meshes, which is calculated
/// and added automatically for new meshes only. If a mesh is modified, the entity's [`Aabb`]
/// needs to be updated manually or deleted so that it is re-calculated.
/// ///
/// ## Use with `StandardMaterial` /// ## Use with `StandardMaterial`
/// ///
@ -225,6 +228,8 @@ impl Mesh {
/// Sets the data for a vertex attribute (position, normal, etc.). The name will /// Sets the data for a vertex attribute (position, normal, etc.). The name will
/// often be one of the associated constants such as [`Mesh::ATTRIBUTE_POSITION`]. /// often be one of the associated constants such as [`Mesh::ATTRIBUTE_POSITION`].
/// ///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
///
/// # Panics /// # Panics
/// Panics when the format of the values does not match the attribute's format. /// Panics when the format of the values does not match the attribute's format.
#[inline] #[inline]
@ -251,6 +256,8 @@ impl Mesh {
/// ///
/// (Alternatively, you can use [`Mesh::insert_attribute`] to mutate an existing mesh in-place) /// (Alternatively, you can use [`Mesh::insert_attribute`] to mutate an existing mesh in-place)
/// ///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
///
/// # Panics /// # Panics
/// Panics when the format of the values does not match the attribute's format. /// Panics when the format of the values does not match the attribute's format.
#[must_use] #[must_use]
@ -727,6 +734,8 @@ impl Mesh {
/// ///
/// Note that attributes of `other` that don't exist on `self` will be ignored. /// Note that attributes of `other` that don't exist on `self` will be ignored.
/// ///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
///
/// # Panics /// # Panics
/// ///
/// Panics if the vertex attribute values of `other` are incompatible with `self`. /// Panics if the vertex attribute values of `other` are incompatible with `self`.
@ -803,12 +812,16 @@ impl Mesh {
} }
/// Transforms the vertex positions, normals, and tangents of the mesh by the given [`Transform`]. /// Transforms the vertex positions, normals, and tangents of the mesh by the given [`Transform`].
///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
pub fn transformed_by(mut self, transform: Transform) -> Self { pub fn transformed_by(mut self, transform: Transform) -> Self {
self.transform_by(transform); self.transform_by(transform);
self self
} }
/// Transforms the vertex positions, normals, and tangents of the mesh in place by the given [`Transform`]. /// Transforms the vertex positions, normals, and tangents of the mesh in place by the given [`Transform`].
///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
pub fn transform_by(&mut self, transform: Transform) { pub fn transform_by(&mut self, transform: Transform) {
// Needed when transforming normals and tangents // Needed when transforming normals and tangents
let scale_recip = 1. / transform.scale; let scale_recip = 1. / transform.scale;
@ -857,12 +870,16 @@ impl Mesh {
} }
/// Translates the vertex positions of the mesh by the given [`Vec3`]. /// Translates the vertex positions of the mesh by the given [`Vec3`].
///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
pub fn translated_by(mut self, translation: Vec3) -> Self { pub fn translated_by(mut self, translation: Vec3) -> Self {
self.translate_by(translation); self.translate_by(translation);
self self
} }
/// Translates the vertex positions of the mesh in place by the given [`Vec3`]. /// Translates the vertex positions of the mesh in place by the given [`Vec3`].
///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
pub fn translate_by(&mut self, translation: Vec3) { pub fn translate_by(&mut self, translation: Vec3) {
if translation == Vec3::ZERO { if translation == Vec3::ZERO {
return; return;
@ -879,12 +896,16 @@ impl Mesh {
} }
/// Rotates the vertex positions, normals, and tangents of the mesh by the given [`Quat`]. /// Rotates the vertex positions, normals, and tangents of the mesh by the given [`Quat`].
///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
pub fn rotated_by(mut self, rotation: Quat) -> Self { pub fn rotated_by(mut self, rotation: Quat) -> Self {
self.rotate_by(rotation); self.rotate_by(rotation);
self self
} }
/// Rotates the vertex positions, normals, and tangents of the mesh in place by the given [`Quat`]. /// Rotates the vertex positions, normals, and tangents of the mesh in place by the given [`Quat`].
///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
pub fn rotate_by(&mut self, rotation: Quat) { pub fn rotate_by(&mut self, rotation: Quat) {
if let Some(VertexAttributeValues::Float32x3(ref mut positions)) = if let Some(VertexAttributeValues::Float32x3(ref mut positions)) =
self.attribute_mut(Mesh::ATTRIBUTE_POSITION) self.attribute_mut(Mesh::ATTRIBUTE_POSITION)
@ -920,12 +941,16 @@ impl Mesh {
} }
/// Scales the vertex positions, normals, and tangents of the mesh by the given [`Vec3`]. /// Scales the vertex positions, normals, and tangents of the mesh by the given [`Vec3`].
///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
pub fn scaled_by(mut self, scale: Vec3) -> Self { pub fn scaled_by(mut self, scale: Vec3) -> Self {
self.scale_by(scale); self.scale_by(scale);
self self
} }
/// Scales the vertex positions, normals, and tangents of the mesh in place by the given [`Vec3`]. /// Scales the vertex positions, normals, and tangents of the mesh in place by the given [`Vec3`].
///
/// [`Aabb`] of entities with modified mesh are not updated automatically.
pub fn scale_by(&mut self, scale: Vec3) { pub fn scale_by(&mut self, scale: Vec3) {
// Needed when transforming normals and tangents // Needed when transforming normals and tangents
let scale_recip = 1. / scale; let scale_recip = 1. / scale;