bevy_render: Add attributes and attributes_mut methods to Mesh. (#3927)
# Use Case Seems generally useful, but specifically motivated by my work on the [`bevy_datasize`](https://github.com/BGR360/bevy_datasize) crate. For that project, I'm implementing "heap size estimators" for all of the Bevy internal types. To do this accurately for `Mesh`, I need to get the lengths of all of the mesh's attribute vectors. Currently, in order to accomplish this, I am doing the following: * Checking all of the attributes that are mentioned in the `Mesh` class ([see here](0531ec2d02/src/builtins/render/mesh.rs (L46-L54))) * Providing the user with an option to configure additional attributes to check ([see here](0531ec2d02/src/config.rs (L7-L21))) This is both overly complicated and a bit wasteful (since I have to check every attribute name that I know about in case there are attributes set for it). Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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@ -141,6 +141,22 @@ impl Mesh {
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.map(|data| &mut data.values)
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}
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/// Returns an iterator that yields references to the data of each vertex attribute.
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pub fn attributes(
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&self,
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) -> impl Iterator<Item = (MeshVertexAttributeId, &VertexAttributeValues)> {
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self.attributes.iter().map(|(id, data)| (*id, &data.values))
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}
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/// Returns an iterator that yields mutable references to the data of each vertex attribute.
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pub fn attributes_mut(
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&mut self,
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) -> impl Iterator<Item = (MeshVertexAttributeId, &mut VertexAttributeValues)> {
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self.attributes
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.iter_mut()
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.map(|(id, data)| (*id, &mut data.values))
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}
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/// Sets the vertex indices of the mesh. They describe how triangles are constructed out of the
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/// vertex attributes and are therefore only useful for the [`PrimitiveTopology`] variants
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/// that use triangles.
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