 4a23dc4216
			
		
	
	
		4a23dc4216
		
			
		
	
	
	
	
		
			
			# Objective - bevy_render is gargantuan ## Solution - Split out bevy_mesh ## Testing - Ran some examples, everything looks fine ## Migration Guide `bevy_render::mesh::morph::inherit_weights` is now `bevy_render::mesh::inherit_weights` if you were using `Mesh::compute_aabb`, you will need to `use bevy_render::mesh::MeshAabb;` now --------- Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
		
			
				
	
	
		
			259 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			259 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use super::Mesh;
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| use bevy_asset::{Handle, RenderAssetUsages};
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| use bevy_ecs::prelude::*;
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| use bevy_image::Image;
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| use bevy_math::Vec3;
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| use bevy_reflect::prelude::*;
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| use bytemuck::{Pod, Zeroable};
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| use core::iter;
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| use thiserror::Error;
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| use wgpu::{Extent3d, TextureDimension, TextureFormat};
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| 
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| const MAX_TEXTURE_WIDTH: u32 = 2048;
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| // NOTE: "component" refers to the element count of math objects,
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| // Vec3 has 3 components, Mat2 has 4 components.
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| const MAX_COMPONENTS: u32 = MAX_TEXTURE_WIDTH * MAX_TEXTURE_WIDTH;
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| 
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| /// Max target count available for [morph targets](MorphWeights).
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| pub const MAX_MORPH_WEIGHTS: usize = 64;
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| 
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| #[derive(Error, Clone, Debug)]
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| pub enum MorphBuildError {
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|     #[error(
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|         "Too many vertex×components in morph target, max is {MAX_COMPONENTS}, \
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|         got {vertex_count}×{component_count} = {}",
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|         *vertex_count * *component_count as usize
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|     )]
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|     TooManyAttributes {
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|         vertex_count: usize,
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|         component_count: u32,
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|     },
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|     #[error(
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|         "Bevy only supports up to {} morph targets (individual poses), tried to \
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|         create a model with {target_count} morph targets",
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|         MAX_MORPH_WEIGHTS
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|     )]
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|     TooManyTargets { target_count: usize },
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| }
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| 
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| /// An image formatted for use with [`MorphWeights`] for rendering the morph target.
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| #[derive(Debug)]
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| pub struct MorphTargetImage(pub Image);
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| 
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| impl MorphTargetImage {
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|     /// Generate textures for each morph target.
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|     ///
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|     /// This accepts an "iterator of [`MorphAttributes`] iterators". Each item iterated in the top level
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|     /// iterator corresponds "the attributes of a specific morph target".
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|     ///
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|     /// Each pixel of the texture is a component of morph target animated
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|     /// attributes. So a set of 9 pixels is this morph's displacement for
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|     /// position, normal and tangents of a single vertex (each taking 3 pixels).
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|     pub fn new(
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|         targets: impl ExactSizeIterator<Item = impl Iterator<Item = MorphAttributes>>,
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|         vertex_count: usize,
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|         asset_usage: RenderAssetUsages,
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|     ) -> Result<Self, MorphBuildError> {
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|         let max = MAX_TEXTURE_WIDTH;
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|         let target_count = targets.len();
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|         if target_count > MAX_MORPH_WEIGHTS {
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|             return Err(MorphBuildError::TooManyTargets { target_count });
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|         }
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|         let component_count = (vertex_count * MorphAttributes::COMPONENT_COUNT) as u32;
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|         let Some((Rect(width, height), padding)) = lowest_2d(component_count, max) else {
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|             return Err(MorphBuildError::TooManyAttributes {
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|                 vertex_count,
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|                 component_count,
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|             });
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|         };
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|         let data = targets
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|             .flat_map(|mut attributes| {
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|                 let layer_byte_count = (padding + component_count) as usize * size_of::<f32>();
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|                 let mut buffer = Vec::with_capacity(layer_byte_count);
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|                 for _ in 0..vertex_count {
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|                     let Some(to_add) = attributes.next() else {
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|                         break;
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|                     };
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|                     buffer.extend_from_slice(bytemuck::bytes_of(&to_add));
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|                 }
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|                 // Pad each layer so that they fit width * height
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|                 buffer.extend(iter::repeat(0).take(padding as usize * size_of::<f32>()));
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|                 debug_assert_eq!(buffer.len(), layer_byte_count);
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|                 buffer
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|             })
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|             .collect();
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|         let extents = Extent3d {
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|             width,
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|             height,
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|             depth_or_array_layers: target_count as u32,
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|         };
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|         let image = Image::new(
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|             extents,
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|             TextureDimension::D3,
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|             data,
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|             TextureFormat::R32Float,
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|             asset_usage,
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|         );
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|         Ok(MorphTargetImage(image))
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|     }
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| }
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| 
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| /// Controls the [morph targets] for all child `Mesh3d` entities. In most cases, [`MorphWeights`] should be considered
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| /// the "source of truth" when writing morph targets for meshes. However you can choose to write child [`MeshMorphWeights`]
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| /// if your situation requires more granularity. Just note that if you set [`MorphWeights`], it will overwrite child
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| /// [`MeshMorphWeights`] values.
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| ///
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| /// This exists because Bevy's [`Mesh`] corresponds to a _single_ surface / material, whereas morph targets
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| /// as defined in the GLTF spec exist on "multi-primitive meshes" (where each primitive is its own surface with its own material).
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| /// Therefore in Bevy [`MorphWeights`] an a parent entity are the "canonical weights" from a GLTF perspective, which then
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| /// synchronized to child `Mesh3d` / [`MeshMorphWeights`] (which correspond to "primitives" / "surfaces" from a GLTF perspective).
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| ///
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| /// Add this to the parent of one or more [`Entities`](`Entity`) with a `Mesh3d` with a [`MeshMorphWeights`].
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| ///
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| /// [morph targets]: https://en.wikipedia.org/wiki/Morph_target_animation
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| #[derive(Reflect, Default, Debug, Clone, Component)]
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| #[reflect(Debug, Component, Default)]
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| pub struct MorphWeights {
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|     weights: Vec<f32>,
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|     /// The first mesh primitive assigned to these weights
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|     first_mesh: Option<Handle<Mesh>>,
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| }
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| impl MorphWeights {
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|     pub fn new(
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|         weights: Vec<f32>,
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|         first_mesh: Option<Handle<Mesh>>,
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|     ) -> Result<Self, MorphBuildError> {
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|         if weights.len() > MAX_MORPH_WEIGHTS {
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|             let target_count = weights.len();
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|             return Err(MorphBuildError::TooManyTargets { target_count });
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|         }
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|         Ok(MorphWeights {
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|             weights,
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|             first_mesh,
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|         })
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|     }
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|     /// The first child `Mesh3d` primitive controlled by these weights.
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|     /// This can be used to look up metadata information such as [`Mesh::morph_target_names`].
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|     pub fn first_mesh(&self) -> Option<&Handle<Mesh>> {
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|         self.first_mesh.as_ref()
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|     }
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|     pub fn weights(&self) -> &[f32] {
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|         &self.weights
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|     }
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|     pub fn weights_mut(&mut self) -> &mut [f32] {
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|         &mut self.weights
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|     }
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| }
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| 
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| /// Control a specific [`Mesh`] instance's [morph targets]. These control the weights of
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| /// specific "mesh primitives" in scene formats like GLTF. They can be set manually, but
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| /// in most cases they should "automatically" synced by setting the [`MorphWeights`] component
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| /// on a parent entity.
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| ///
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| /// See [`MorphWeights`] for more details on Bevy's morph target implementation.
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| ///
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| /// Add this to an [`Entity`] with a `Mesh3d` with a [`MorphAttributes`] set
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| /// to control individual weights of each morph target.
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| ///
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| /// [morph targets]: https://en.wikipedia.org/wiki/Morph_target_animation
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| #[derive(Reflect, Default, Debug, Clone, Component)]
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| #[reflect(Debug, Component, Default)]
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| pub struct MeshMorphWeights {
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|     weights: Vec<f32>,
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| }
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| impl MeshMorphWeights {
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|     pub fn new(weights: Vec<f32>) -> Result<Self, MorphBuildError> {
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|         if weights.len() > MAX_MORPH_WEIGHTS {
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|             let target_count = weights.len();
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|             return Err(MorphBuildError::TooManyTargets { target_count });
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|         }
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|         Ok(MeshMorphWeights { weights })
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|     }
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|     pub fn weights(&self) -> &[f32] {
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|         &self.weights
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|     }
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|     pub fn weights_mut(&mut self) -> &mut [f32] {
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|         &mut self.weights
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|     }
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|     pub fn clear_weights(&mut self) {
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|         self.weights.clear();
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|     }
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|     pub fn extend_weights(&mut self, weights: &[f32]) {
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|         self.weights.extend(weights);
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|     }
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| }
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| 
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| /// Attributes **differences** used for morph targets.
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| ///
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| /// See [`MorphTargetImage`] for more information.
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| #[derive(Copy, Clone, PartialEq, Pod, Zeroable, Default)]
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| #[repr(C)]
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| pub struct MorphAttributes {
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|     /// The vertex position difference between base mesh and this target.
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|     pub position: Vec3,
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|     /// The vertex normal difference between base mesh and this target.
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|     pub normal: Vec3,
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|     /// The vertex tangent difference between base mesh and this target.
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|     ///
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|     /// Note that tangents are a `Vec4`, but only the `xyz` components are
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|     /// animated, as the `w` component is the sign and cannot be animated.
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|     pub tangent: Vec3,
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| }
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| impl From<[Vec3; 3]> for MorphAttributes {
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|     fn from([position, normal, tangent]: [Vec3; 3]) -> Self {
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|         MorphAttributes {
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|             position,
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|             normal,
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|             tangent,
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|         }
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|     }
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| }
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| impl MorphAttributes {
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|     /// How many components `MorphAttributes` has.
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|     ///
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|     /// Each `Vec3` has 3 components, we have 3 `Vec3`, for a total of 9.
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|     pub const COMPONENT_COUNT: usize = 9;
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| 
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|     pub fn new(position: Vec3, normal: Vec3, tangent: Vec3) -> Self {
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|         MorphAttributes {
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|             position,
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|             normal,
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|             tangent,
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|         }
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|     }
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| }
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| 
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| /// Integer division rounded up.
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| const fn div_ceil(lhf: u32, rhs: u32) -> u32 {
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|     (lhf + rhs - 1) / rhs
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| }
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| struct Rect(u32, u32);
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| 
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| /// Find the smallest rectangle of maximum edge size `max_edge` that contains
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| /// at least `min_includes` cells. `u32` is how many extra cells the rectangle
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| /// has.
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| ///
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| /// The following rectangle contains 27 cells, and its longest edge is 9:
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| /// ```text
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| /// ----------------------------
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| /// |1 |2 |3 |4 |5 |6 |7 |8 |9 |
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| /// ----------------------------
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| /// |2 |  |  |  |  |  |  |  |  |
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| /// ----------------------------
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| /// |3 |  |  |  |  |  |  |  |  |
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| /// ----------------------------
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| /// ```
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| ///
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| /// Returns `None` if `max_edge` is too small to build a rectangle
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| /// containing `min_includes` cells.
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| fn lowest_2d(min_includes: u32, max_edge: u32) -> Option<(Rect, u32)> {
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|     (1..=max_edge)
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|         .filter_map(|a| {
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|             let b = div_ceil(min_includes, a);
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|             let diff = (a * b).checked_sub(min_includes)?;
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|             Some((Rect(a, b), diff))
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|         })
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|         .filter_map(|(rect, diff)| (rect.1 <= max_edge).then_some((rect, diff)))
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|         .min_by_key(|(_, diff)| *diff)
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| }
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