bevy/crates/bevy_mesh/src/mesh.rs
Rob Parrett 30d84519a2
Use en-us locale for typos (#16037)
# Objective

Bevy seems to want to standardize on "American English" spellings. Not
sure if this is laid out anywhere in writing, but see also #15947.

While perusing the docs for `typos`, I noticed that it has a `locale`
config option and tried it out.

## Solution

Switch to `en-us` locale in the `typos` config and run `typos -w`

## Migration Guide

The following methods or fields have been renamed from `*dependants*` to
`*dependents*`.

- `ProcessorAssetInfo::dependants`
- `ProcessorAssetInfos::add_dependant`
- `ProcessorAssetInfos::non_existent_dependants`
- `AssetInfo::dependants_waiting_on_load`
- `AssetInfo::dependants_waiting_on_recursive_dep_load`
- `AssetInfos::loader_dependants`
- `AssetInfos::remove_dependants_and_labels`
2024-10-20 18:55:17 +00:00

1402 lines
58 KiB
Rust

use bevy_transform::components::Transform;
pub use wgpu::PrimitiveTopology;
use super::{
face_normal, generate_tangents_for_mesh, scale_normal, FourIterators, GenerateTangentsError,
Indices, MeshAttributeData, MeshTrianglesError, MeshVertexAttribute, MeshVertexAttributeId,
MeshVertexBufferLayout, MeshVertexBufferLayoutRef, MeshVertexBufferLayouts,
MeshWindingInvertError, VertexAttributeValues, VertexBufferLayout, VertexFormatSize,
};
use alloc::collections::BTreeMap;
use bevy_asset::{Asset, Handle, RenderAssetUsages};
use bevy_image::Image;
use bevy_math::{primitives::Triangle3d, *};
use bevy_reflect::Reflect;
use bevy_utils::tracing::warn;
use bytemuck::cast_slice;
use wgpu::{VertexAttribute, VertexFormat, VertexStepMode};
pub const INDEX_BUFFER_ASSET_INDEX: u64 = 0;
pub const VERTEX_ATTRIBUTE_BUFFER_ID: u64 = 10;
/// A 3D object made out of vertices representing triangles, lines, or points,
/// with "attribute" values for each vertex.
///
/// Meshes can be automatically generated by a bevy `AssetLoader` (generally by loading a `Gltf` file),
/// or by converting a [primitive](bevy_math::primitives) using [`into`](Into).
/// It is also possible to create one manually. They can be edited after creation.
///
/// Meshes can be rendered with a `Mesh2d` and `MeshMaterial2d`
/// or `Mesh3d` and `MeshMaterial3d` for 2D and 3D respectively.
///
/// A [`Mesh`] in Bevy is equivalent to a "primitive" in the glTF format, for a
/// glTF Mesh representation, see `GltfMesh`.
///
/// ## Manual creation
///
/// The following function will construct a flat mesh, to be rendered with a
/// `StandardMaterial` or `ColorMaterial`:
///
/// ```
/// # use bevy_mesh::{Mesh, Indices, PrimitiveTopology};
/// # use bevy_asset::RenderAssetUsages;
/// fn create_simple_parallelogram() -> Mesh {
/// // Create a new mesh using a triangle list topology, where each set of 3 vertices composes a triangle.
/// Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::default())
/// // Add 4 vertices, each with its own position attribute (coordinate in
/// // 3D space), for each of the corners of the parallelogram.
/// .with_inserted_attribute(
/// Mesh::ATTRIBUTE_POSITION,
/// vec![[0.0, 0.0, 0.0], [1.0, 2.0, 0.0], [2.0, 2.0, 0.0], [1.0, 0.0, 0.0]]
/// )
/// // Assign a UV coordinate to each vertex.
/// .with_inserted_attribute(
/// Mesh::ATTRIBUTE_UV_0,
/// vec![[0.0, 1.0], [0.5, 0.0], [1.0, 0.0], [0.5, 1.0]]
/// )
/// // Assign normals (everything points outwards)
/// .with_inserted_attribute(
/// Mesh::ATTRIBUTE_NORMAL,
/// vec![[0.0, 0.0, 1.0], [0.0, 0.0, 1.0], [0.0, 0.0, 1.0], [0.0, 0.0, 1.0]]
/// )
/// // After defining all the vertices and their attributes, build each triangle using the
/// // indices of the vertices that make it up in a counter-clockwise order.
/// .with_inserted_indices(Indices::U32(vec![
/// // First triangle
/// 0, 3, 1,
/// // Second triangle
/// 1, 3, 2
/// ]))
/// }
/// ```
///
/// You can see how it looks like [here](https://github.com/bevyengine/bevy/blob/main/assets/docs/Mesh.png),
/// used in a `Mesh3d` with a square bevy logo texture, with added axis, points,
/// lines and text for clarity.
///
/// ## Other examples
///
/// For further visualization, explanation, and examples, see the built-in Bevy examples,
/// and the [implementation of the built-in shapes](https://github.com/bevyengine/bevy/tree/main/crates/bevy_mesh/src/primitives).
/// In particular, [generate_custom_mesh](https://github.com/bevyengine/bevy/blob/main/examples/3d/generate_custom_mesh.rs)
/// teaches you to access and modify the attributes of a [`Mesh`] after creating it.
///
/// ## Common points of confusion
///
/// - UV maps in Bevy start at the top-left, see [`ATTRIBUTE_UV_0`](Mesh::ATTRIBUTE_UV_0),
/// other APIs can have other conventions, `OpenGL` starts at bottom-left.
/// - It is possible and sometimes useful for multiple vertices to have the same
/// [position attribute](Mesh::ATTRIBUTE_POSITION) value,
/// it's a common technique in 3D modeling 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`
///
/// To render correctly with `StandardMaterial`, a mesh needs to have properly defined:
/// - [`UVs`](Mesh::ATTRIBUTE_UV_0): Bevy needs to know how to map a texture onto the mesh
/// (also true for `ColorMaterial`).
/// - [`Normals`](Mesh::ATTRIBUTE_NORMAL): Bevy needs to know how light interacts with your mesh.
/// [0.0, 0.0, 1.0] is very common for simple flat meshes on the XY plane,
/// because simple meshes are smooth and they don't require complex light calculations.
/// - Vertex winding order: by default, `StandardMaterial.cull_mode` is `Some(Face::Back)`,
/// which means that Bevy would *only* render the "front" of each triangle, which
/// is the side of the triangle from where the vertices appear in a *counter-clockwise* order.
#[derive(Asset, Debug, Clone, Reflect)]
pub struct Mesh {
#[reflect(ignore)]
primitive_topology: PrimitiveTopology,
/// `std::collections::BTreeMap` with all defined vertex attributes (Positions, Normals, ...)
/// for this mesh. Attribute ids to attribute values.
/// Uses a [`BTreeMap`] because, unlike `HashMap`, it has a defined iteration order,
/// which allows easy stable `VertexBuffers` (i.e. same buffer order)
#[reflect(ignore)]
attributes: BTreeMap<MeshVertexAttributeId, MeshAttributeData>,
indices: Option<Indices>,
morph_targets: Option<Handle<Image>>,
morph_target_names: Option<Vec<String>>,
pub asset_usage: RenderAssetUsages,
}
impl Mesh {
/// Where the vertex is located in space. Use in conjunction with [`Mesh::insert_attribute`]
/// or [`Mesh::with_inserted_attribute`].
///
/// The format of this attribute is [`VertexFormat::Float32x3`].
pub const ATTRIBUTE_POSITION: MeshVertexAttribute =
MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3);
/// The direction the vertex normal is facing in.
/// Use in conjunction with [`Mesh::insert_attribute`] or [`Mesh::with_inserted_attribute`].
///
/// The format of this attribute is [`VertexFormat::Float32x3`].
pub const ATTRIBUTE_NORMAL: MeshVertexAttribute =
MeshVertexAttribute::new("Vertex_Normal", 1, VertexFormat::Float32x3);
/// Texture coordinates for the vertex. Use in conjunction with [`Mesh::insert_attribute`]
/// or [`Mesh::with_inserted_attribute`].
///
/// Generally `[0.,0.]` is mapped to the top left of the texture, and `[1.,1.]` to the bottom-right.
///
/// By default values outside will be clamped per pixel not for the vertex,
/// "stretching" the borders of the texture.
/// This behavior can be useful in some cases, usually when the borders have only
/// one color, for example a logo, and you want to "extend" those borders.
///
/// For different mapping outside of `0..=1` range,
/// see [`ImageAddressMode`](bevy_image::ImageAddressMode).
///
/// The format of this attribute is [`VertexFormat::Float32x2`].
pub const ATTRIBUTE_UV_0: MeshVertexAttribute =
MeshVertexAttribute::new("Vertex_Uv", 2, VertexFormat::Float32x2);
/// Alternate texture coordinates for the vertex. Use in conjunction with
/// [`Mesh::insert_attribute`] or [`Mesh::with_inserted_attribute`].
///
/// Typically, these are used for lightmaps, textures that provide
/// precomputed illumination.
///
/// The format of this attribute is [`VertexFormat::Float32x2`].
pub const ATTRIBUTE_UV_1: MeshVertexAttribute =
MeshVertexAttribute::new("Vertex_Uv_1", 3, VertexFormat::Float32x2);
/// The direction of the vertex tangent. Used for normal mapping.
/// Usually generated with [`generate_tangents`](Mesh::generate_tangents) or
/// [`with_generated_tangents`](Mesh::with_generated_tangents).
///
/// The format of this attribute is [`VertexFormat::Float32x4`].
pub const ATTRIBUTE_TANGENT: MeshVertexAttribute =
MeshVertexAttribute::new("Vertex_Tangent", 4, VertexFormat::Float32x4);
/// Per vertex coloring. Use in conjunction with [`Mesh::insert_attribute`]
/// or [`Mesh::with_inserted_attribute`].
///
/// The format of this attribute is [`VertexFormat::Float32x4`].
pub const ATTRIBUTE_COLOR: MeshVertexAttribute =
MeshVertexAttribute::new("Vertex_Color", 5, VertexFormat::Float32x4);
/// Per vertex joint transform matrix weight. Use in conjunction with [`Mesh::insert_attribute`]
/// or [`Mesh::with_inserted_attribute`].
///
/// The format of this attribute is [`VertexFormat::Float32x4`].
pub const ATTRIBUTE_JOINT_WEIGHT: MeshVertexAttribute =
MeshVertexAttribute::new("Vertex_JointWeight", 6, VertexFormat::Float32x4);
/// Per vertex joint transform matrix index. Use in conjunction with [`Mesh::insert_attribute`]
/// or [`Mesh::with_inserted_attribute`].
///
/// The format of this attribute is [`VertexFormat::Uint16x4`].
pub const ATTRIBUTE_JOINT_INDEX: MeshVertexAttribute =
MeshVertexAttribute::new("Vertex_JointIndex", 7, VertexFormat::Uint16x4);
/// Construct a new mesh. You need to provide a [`PrimitiveTopology`] so that the
/// renderer knows how to treat the vertex data. Most of the time this will be
/// [`PrimitiveTopology::TriangleList`].
pub fn new(primitive_topology: PrimitiveTopology, asset_usage: RenderAssetUsages) -> Self {
Mesh {
primitive_topology,
attributes: Default::default(),
indices: None,
morph_targets: None,
morph_target_names: None,
asset_usage,
}
}
/// Returns the topology of the mesh.
pub fn primitive_topology(&self) -> PrimitiveTopology {
self.primitive_topology
}
/// 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`].
///
/// `Aabb` of entities with modified mesh are not updated automatically.
///
/// # Panics
/// Panics when the format of the values does not match the attribute's format.
#[inline]
pub fn insert_attribute(
&mut self,
attribute: MeshVertexAttribute,
values: impl Into<VertexAttributeValues>,
) {
let values = values.into();
let values_format = VertexFormat::from(&values);
if values_format != attribute.format {
panic!(
"Failed to insert attribute. Invalid attribute format for {}. Given format is {values_format:?} but expected {:?}",
attribute.name, attribute.format
);
}
self.attributes
.insert(attribute.id, MeshAttributeData { attribute, values });
}
/// Consumes the mesh and returns a mesh with data set for a vertex attribute (position, normal, etc.).
/// The name will often be one of the associated constants such as [`Mesh::ATTRIBUTE_POSITION`].
///
/// (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 when the format of the values does not match the attribute's format.
#[must_use]
#[inline]
pub fn with_inserted_attribute(
mut self,
attribute: MeshVertexAttribute,
values: impl Into<VertexAttributeValues>,
) -> Self {
self.insert_attribute(attribute, values);
self
}
/// Removes the data for a vertex attribute
pub fn remove_attribute(
&mut self,
attribute: impl Into<MeshVertexAttributeId>,
) -> Option<VertexAttributeValues> {
self.attributes
.remove(&attribute.into())
.map(|data| data.values)
}
/// Consumes the mesh and returns a mesh without the data for a vertex attribute
///
/// (Alternatively, you can use [`Mesh::remove_attribute`] to mutate an existing mesh in-place)
#[must_use]
pub fn with_removed_attribute(mut self, attribute: impl Into<MeshVertexAttributeId>) -> Self {
self.remove_attribute(attribute);
self
}
#[inline]
pub fn contains_attribute(&self, id: impl Into<MeshVertexAttributeId>) -> bool {
self.attributes.contains_key(&id.into())
}
/// Retrieves the data currently set to the vertex attribute with the specified `name`.
#[inline]
pub fn attribute(
&self,
id: impl Into<MeshVertexAttributeId>,
) -> Option<&VertexAttributeValues> {
self.attributes.get(&id.into()).map(|data| &data.values)
}
/// Retrieves the data currently set to the vertex attribute with the specified `name` mutably.
#[inline]
pub fn attribute_mut(
&mut self,
id: impl Into<MeshVertexAttributeId>,
) -> Option<&mut VertexAttributeValues> {
self.attributes
.get_mut(&id.into())
.map(|data| &mut data.values)
}
/// Returns an iterator that yields references to the data of each vertex attribute.
pub fn attributes(
&self,
) -> impl Iterator<Item = (&MeshVertexAttribute, &VertexAttributeValues)> {
self.attributes
.values()
.map(|data| (&data.attribute, &data.values))
}
/// Returns an iterator that yields mutable references to the data of each vertex attribute.
pub fn attributes_mut(
&mut self,
) -> impl Iterator<Item = (&MeshVertexAttribute, &mut VertexAttributeValues)> {
self.attributes
.values_mut()
.map(|data| (&data.attribute, &mut data.values))
}
/// Sets the vertex indices of the mesh. They describe how triangles are constructed out of the
/// vertex attributes and are therefore only useful for the [`PrimitiveTopology`] variants
/// that use triangles.
#[inline]
pub fn insert_indices(&mut self, indices: Indices) {
self.indices = Some(indices);
}
/// Consumes the mesh and returns a mesh with the given vertex indices. They describe how triangles
/// are constructed out of the vertex attributes and are therefore only useful for the
/// [`PrimitiveTopology`] variants that use triangles.
///
/// (Alternatively, you can use [`Mesh::insert_indices`] to mutate an existing mesh in-place)
#[must_use]
#[inline]
pub fn with_inserted_indices(mut self, indices: Indices) -> Self {
self.insert_indices(indices);
self
}
/// Retrieves the vertex `indices` of the mesh.
#[inline]
pub fn indices(&self) -> Option<&Indices> {
self.indices.as_ref()
}
/// Retrieves the vertex `indices` of the mesh mutably.
#[inline]
pub fn indices_mut(&mut self) -> Option<&mut Indices> {
self.indices.as_mut()
}
/// Removes the vertex `indices` from the mesh and returns them.
#[inline]
pub fn remove_indices(&mut self) -> Option<Indices> {
core::mem::take(&mut self.indices)
}
/// Consumes the mesh and returns a mesh without the vertex `indices` of the mesh.
///
/// (Alternatively, you can use [`Mesh::remove_indices`] to mutate an existing mesh in-place)
#[must_use]
pub fn with_removed_indices(mut self) -> Self {
self.remove_indices();
self
}
/// Returns the size of a vertex in bytes.
pub fn get_vertex_size(&self) -> u64 {
self.attributes
.values()
.map(|data| data.attribute.format.get_size())
.sum()
}
/// Returns the size required for the vertex buffer in bytes.
pub fn get_vertex_buffer_size(&self) -> usize {
let vertex_size = self.get_vertex_size() as usize;
let vertex_count = self.count_vertices();
vertex_count * vertex_size
}
/// Computes and returns the index data of the mesh as bytes.
/// This is used to transform the index data into a GPU friendly format.
pub fn get_index_buffer_bytes(&self) -> Option<&[u8]> {
self.indices.as_ref().map(|indices| match &indices {
Indices::U16(indices) => cast_slice(&indices[..]),
Indices::U32(indices) => cast_slice(&indices[..]),
})
}
/// Get this `Mesh`'s [`MeshVertexBufferLayout`], used in `SpecializedMeshPipeline`.
pub fn get_mesh_vertex_buffer_layout(
&self,
mesh_vertex_buffer_layouts: &mut MeshVertexBufferLayouts,
) -> MeshVertexBufferLayoutRef {
let mut attributes = Vec::with_capacity(self.attributes.len());
let mut attribute_ids = Vec::with_capacity(self.attributes.len());
let mut accumulated_offset = 0;
for (index, data) in self.attributes.values().enumerate() {
attribute_ids.push(data.attribute.id);
attributes.push(VertexAttribute {
offset: accumulated_offset,
format: data.attribute.format,
shader_location: index as u32,
});
accumulated_offset += data.attribute.format.get_size();
}
let layout = MeshVertexBufferLayout {
layout: VertexBufferLayout {
array_stride: accumulated_offset,
step_mode: VertexStepMode::Vertex,
attributes,
},
attribute_ids,
};
mesh_vertex_buffer_layouts.insert(layout)
}
/// Counts all vertices of the mesh.
///
/// If the attributes have different vertex counts, the smallest is returned.
pub fn count_vertices(&self) -> usize {
let mut vertex_count: Option<usize> = None;
for (attribute_id, attribute_data) in &self.attributes {
let attribute_len = attribute_data.values.len();
if let Some(previous_vertex_count) = vertex_count {
if previous_vertex_count != attribute_len {
let name = self
.attributes
.get(attribute_id)
.map(|data| data.attribute.name.to_string())
.unwrap_or_else(|| format!("{attribute_id:?}"));
warn!("{name} has a different vertex count ({attribute_len}) than other attributes ({previous_vertex_count}) in this mesh, \
all attributes will be truncated to match the smallest.");
vertex_count = Some(core::cmp::min(previous_vertex_count, attribute_len));
}
} else {
vertex_count = Some(attribute_len);
}
}
vertex_count.unwrap_or(0)
}
/// Computes and returns the vertex data of the mesh as bytes.
/// Therefore the attributes are located in the order of their [`MeshVertexAttribute::id`].
/// This is used to transform the vertex data into a GPU friendly format.
///
/// If the vertex attributes have different lengths, they are all truncated to
/// the length of the smallest.
///
/// This is a convenience method which allocates a Vec.
/// Prefer pre-allocating and using [`Mesh::write_packed_vertex_buffer_data`] when possible.
pub fn create_packed_vertex_buffer_data(&self) -> Vec<u8> {
let mut attributes_interleaved_buffer = vec![0; self.get_vertex_buffer_size()];
self.write_packed_vertex_buffer_data(&mut attributes_interleaved_buffer);
attributes_interleaved_buffer
}
/// Computes and write the vertex data of the mesh into a mutable byte slice.
/// The attributes are located in the order of their [`MeshVertexAttribute::id`].
/// This is used to transform the vertex data into a GPU friendly format.
///
/// If the vertex attributes have different lengths, they are all truncated to
/// the length of the smallest.
pub fn write_packed_vertex_buffer_data(&self, slice: &mut [u8]) {
let vertex_size = self.get_vertex_size() as usize;
let vertex_count = self.count_vertices();
// bundle into interleaved buffers
let mut attribute_offset = 0;
for attribute_data in self.attributes.values() {
let attribute_size = attribute_data.attribute.format.get_size() as usize;
let attributes_bytes = attribute_data.values.get_bytes();
for (vertex_index, attribute_bytes) in attributes_bytes
.chunks_exact(attribute_size)
.take(vertex_count)
.enumerate()
{
let offset = vertex_index * vertex_size + attribute_offset;
slice[offset..offset + attribute_size].copy_from_slice(attribute_bytes);
}
attribute_offset += attribute_size;
}
}
/// Duplicates the vertex attributes so that no vertices are shared.
///
/// This can dramatically increase the vertex count, so make sure this is what you want.
/// Does nothing if no [Indices] are set.
#[allow(clippy::match_same_arms)]
pub fn duplicate_vertices(&mut self) {
fn duplicate<T: Copy>(values: &[T], indices: impl Iterator<Item = usize>) -> Vec<T> {
indices.map(|i| values[i]).collect()
}
let Some(indices) = self.indices.take() else {
return;
};
for attributes in self.attributes.values_mut() {
let indices = indices.iter();
match &mut attributes.values {
VertexAttributeValues::Float32(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint32(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint32(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Float32x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint32x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint32x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Float32x3(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint32x3(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint32x3(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint32x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint32x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Float32x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint16x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Snorm16x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint16x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Unorm16x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint16x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Snorm16x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint16x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Unorm16x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint8x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Snorm8x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint8x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Unorm8x2(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Sint8x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Snorm8x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Uint8x4(vec) => *vec = duplicate(vec, indices),
VertexAttributeValues::Unorm8x4(vec) => *vec = duplicate(vec, indices),
}
}
}
/// Consumes the mesh and returns a mesh with no shared vertices.
///
/// This can dramatically increase the vertex count, so make sure this is what you want.
/// Does nothing if no [`Indices`] are set.
///
/// (Alternatively, you can use [`Mesh::duplicate_vertices`] to mutate an existing mesh in-place)
#[must_use]
pub fn with_duplicated_vertices(mut self) -> Self {
self.duplicate_vertices();
self
}
/// Inverts the winding of the indices such that all counter-clockwise triangles are now
/// clockwise and vice versa.
/// For lines, their start and end indices are flipped.
///
/// Does nothing if no [`Indices`] are set.
/// If this operation succeeded, an [`Ok`] result is returned.
pub fn invert_winding(&mut self) -> Result<(), MeshWindingInvertError> {
fn invert<I>(
indices: &mut [I],
topology: PrimitiveTopology,
) -> Result<(), MeshWindingInvertError> {
match topology {
PrimitiveTopology::TriangleList => {
// Early return if the index count doesn't match
if indices.len() % 3 != 0 {
return Err(MeshWindingInvertError::AbruptIndicesEnd);
}
for chunk in indices.chunks_mut(3) {
// This currently can only be optimized away with unsafe, rework this when `feature(slice_as_chunks)` gets stable.
let [_, b, c] = chunk else {
return Err(MeshWindingInvertError::AbruptIndicesEnd);
};
core::mem::swap(b, c);
}
Ok(())
}
PrimitiveTopology::LineList => {
// Early return if the index count doesn't match
if indices.len() % 2 != 0 {
return Err(MeshWindingInvertError::AbruptIndicesEnd);
}
indices.reverse();
Ok(())
}
PrimitiveTopology::TriangleStrip | PrimitiveTopology::LineStrip => {
indices.reverse();
Ok(())
}
_ => Err(MeshWindingInvertError::WrongTopology),
}
}
match &mut self.indices {
Some(Indices::U16(vec)) => invert(vec, self.primitive_topology),
Some(Indices::U32(vec)) => invert(vec, self.primitive_topology),
None => Ok(()),
}
}
/// Consumes the mesh and returns a mesh with inverted winding of the indices such
/// that all counter-clockwise triangles are now clockwise and vice versa.
///
/// Does nothing if no [`Indices`] are set.
pub fn with_inverted_winding(mut self) -> Result<Self, MeshWindingInvertError> {
self.invert_winding().map(|_| self)
}
/// Calculates the [`Mesh::ATTRIBUTE_NORMAL`] of a mesh.
/// If the mesh is indexed, this defaults to smooth normals. Otherwise, it defaults to flat
/// normals.
///
/// # Panics
/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
///
/// FIXME: This should handle more cases since this is called as a part of gltf
/// mesh loading where we can't really blame users for loading meshes that might
/// not conform to the limitations here!
pub fn compute_normals(&mut self) {
assert!(
matches!(self.primitive_topology, PrimitiveTopology::TriangleList),
"`compute_normals` can only work on `TriangleList`s"
);
if self.indices().is_none() {
self.compute_flat_normals();
} else {
self.compute_smooth_normals();
}
}
/// Calculates the [`Mesh::ATTRIBUTE_NORMAL`] of a mesh.
///
/// # Panics
/// Panics if [`Indices`] are set or [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
/// Consider calling [`Mesh::duplicate_vertices`] or exporting your mesh with normal
/// attributes.
///
/// FIXME: This should handle more cases since this is called as a part of gltf
/// mesh loading where we can't really blame users for loading meshes that might
/// not conform to the limitations here!
pub fn compute_flat_normals(&mut self) {
assert!(
self.indices().is_none(),
"`compute_flat_normals` can't work on indexed geometry. Consider calling either `Mesh::compute_smooth_normals` or `Mesh::duplicate_vertices` followed by `Mesh::compute_flat_normals`."
);
assert!(
matches!(self.primitive_topology, PrimitiveTopology::TriangleList),
"`compute_flat_normals` can only work on `TriangleList`s"
);
let positions = self
.attribute(Mesh::ATTRIBUTE_POSITION)
.unwrap()
.as_float3()
.expect("`Mesh::ATTRIBUTE_POSITION` vertex attributes should be of type `float3`");
let normals: Vec<_> = positions
.chunks_exact(3)
.map(|p| face_normal(p[0], p[1], p[2]))
.flat_map(|normal| [normal; 3])
.collect();
self.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
}
/// Calculates the [`Mesh::ATTRIBUTE_NORMAL`] of an indexed mesh, smoothing normals for shared
/// vertices.
///
/// # Panics
/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
/// Panics if the mesh does not have indices defined.
///
/// FIXME: This should handle more cases since this is called as a part of gltf
/// mesh loading where we can't really blame users for loading meshes that might
/// not conform to the limitations here!
pub fn compute_smooth_normals(&mut self) {
assert!(
matches!(self.primitive_topology, PrimitiveTopology::TriangleList),
"`compute_smooth_normals` can only work on `TriangleList`s"
);
assert!(
self.indices().is_some(),
"`compute_smooth_normals` can only work on indexed meshes"
);
let positions = self
.attribute(Mesh::ATTRIBUTE_POSITION)
.unwrap()
.as_float3()
.expect("`Mesh::ATTRIBUTE_POSITION` vertex attributes should be of type `float3`");
let mut normals = vec![Vec3::ZERO; positions.len()];
self.indices()
.unwrap()
.iter()
.collect::<Vec<usize>>()
.chunks_exact(3)
.for_each(|face| {
let [a, b, c] = [face[0], face[1], face[2]];
let normal = Vec3::from(face_normal(positions[a], positions[b], positions[c]));
[a, b, c].iter().for_each(|pos| {
normals[*pos] += normal;
});
});
// average (smooth) normals for shared vertices...
// TODO: support different methods of weighting the average
for normal in &mut normals {
*normal = normal.try_normalize().unwrap_or(Vec3::ZERO);
}
self.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
}
/// Consumes the mesh and returns a mesh with calculated [`Mesh::ATTRIBUTE_NORMAL`].
/// If the mesh is indexed, this defaults to smooth normals. Otherwise, it defaults to flat
/// normals.
///
/// (Alternatively, you can use [`Mesh::compute_normals`] to mutate an existing mesh in-place)
///
/// # Panics
/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
#[must_use]
pub fn with_computed_normals(mut self) -> Self {
self.compute_normals();
self
}
/// Consumes the mesh and returns a mesh with calculated [`Mesh::ATTRIBUTE_NORMAL`].
///
/// (Alternatively, you can use [`Mesh::compute_flat_normals`] to mutate an existing mesh in-place)
///
/// # Panics
/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
/// Panics if the mesh has indices defined
#[must_use]
pub fn with_computed_flat_normals(mut self) -> Self {
self.compute_flat_normals();
self
}
/// Consumes the mesh and returns a mesh with calculated [`Mesh::ATTRIBUTE_NORMAL`].
///
/// (Alternatively, you can use [`Mesh::compute_smooth_normals`] to mutate an existing mesh in-place)
///
/// # Panics
/// Panics if [`Mesh::ATTRIBUTE_POSITION`] is not of type `float3`.
/// Panics if the mesh has any other topology than [`PrimitiveTopology::TriangleList`].
/// Panics if the mesh does not have indices defined.
#[must_use]
pub fn with_computed_smooth_normals(mut self) -> Self {
self.compute_smooth_normals();
self
}
/// Generate tangents for the mesh using the `mikktspace` algorithm.
///
/// Sets the [`Mesh::ATTRIBUTE_TANGENT`] attribute if successful.
/// Requires a [`PrimitiveTopology::TriangleList`] topology and the [`Mesh::ATTRIBUTE_POSITION`], [`Mesh::ATTRIBUTE_NORMAL`] and [`Mesh::ATTRIBUTE_UV_0`] attributes set.
pub fn generate_tangents(&mut self) -> Result<(), GenerateTangentsError> {
let tangents = generate_tangents_for_mesh(self)?;
self.insert_attribute(Mesh::ATTRIBUTE_TANGENT, tangents);
Ok(())
}
/// Consumes the mesh and returns a mesh with tangents generated using the `mikktspace` algorithm.
///
/// The resulting mesh will have the [`Mesh::ATTRIBUTE_TANGENT`] attribute if successful.
///
/// (Alternatively, you can use [`Mesh::generate_tangents`] to mutate an existing mesh in-place)
///
/// Requires a [`PrimitiveTopology::TriangleList`] topology and the [`Mesh::ATTRIBUTE_POSITION`], [`Mesh::ATTRIBUTE_NORMAL`] and [`Mesh::ATTRIBUTE_UV_0`] attributes set.
pub fn with_generated_tangents(mut self) -> Result<Mesh, GenerateTangentsError> {
self.generate_tangents()?;
Ok(self)
}
/// Merges the [`Mesh`] data of `other` with `self`. The attributes and indices of `other` will be appended to `self`.
///
/// 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 if the vertex attribute values of `other` are incompatible with `self`.
/// For example, [`VertexAttributeValues::Float32`] is incompatible with [`VertexAttributeValues::Float32x3`].
#[allow(clippy::match_same_arms)]
pub fn merge(&mut self, other: &Mesh) {
use VertexAttributeValues::*;
// The indices of `other` should start after the last vertex of `self`.
let index_offset = self
.attribute(Mesh::ATTRIBUTE_POSITION)
.get_or_insert(&Float32x3(Vec::default()))
.len();
// Extend attributes of `self` with attributes of `other`.
for (attribute, values) in self.attributes_mut() {
let enum_variant_name = values.enum_variant_name();
if let Some(other_values) = other.attribute(attribute.id) {
match (values, other_values) {
(Float32(vec1), Float32(vec2)) => vec1.extend(vec2),
(Sint32(vec1), Sint32(vec2)) => vec1.extend(vec2),
(Uint32(vec1), Uint32(vec2)) => vec1.extend(vec2),
(Float32x2(vec1), Float32x2(vec2)) => vec1.extend(vec2),
(Sint32x2(vec1), Sint32x2(vec2)) => vec1.extend(vec2),
(Uint32x2(vec1), Uint32x2(vec2)) => vec1.extend(vec2),
(Float32x3(vec1), Float32x3(vec2)) => vec1.extend(vec2),
(Sint32x3(vec1), Sint32x3(vec2)) => vec1.extend(vec2),
(Uint32x3(vec1), Uint32x3(vec2)) => vec1.extend(vec2),
(Sint32x4(vec1), Sint32x4(vec2)) => vec1.extend(vec2),
(Uint32x4(vec1), Uint32x4(vec2)) => vec1.extend(vec2),
(Float32x4(vec1), Float32x4(vec2)) => vec1.extend(vec2),
(Sint16x2(vec1), Sint16x2(vec2)) => vec1.extend(vec2),
(Snorm16x2(vec1), Snorm16x2(vec2)) => vec1.extend(vec2),
(Uint16x2(vec1), Uint16x2(vec2)) => vec1.extend(vec2),
(Unorm16x2(vec1), Unorm16x2(vec2)) => vec1.extend(vec2),
(Sint16x4(vec1), Sint16x4(vec2)) => vec1.extend(vec2),
(Snorm16x4(vec1), Snorm16x4(vec2)) => vec1.extend(vec2),
(Uint16x4(vec1), Uint16x4(vec2)) => vec1.extend(vec2),
(Unorm16x4(vec1), Unorm16x4(vec2)) => vec1.extend(vec2),
(Sint8x2(vec1), Sint8x2(vec2)) => vec1.extend(vec2),
(Snorm8x2(vec1), Snorm8x2(vec2)) => vec1.extend(vec2),
(Uint8x2(vec1), Uint8x2(vec2)) => vec1.extend(vec2),
(Unorm8x2(vec1), Unorm8x2(vec2)) => vec1.extend(vec2),
(Sint8x4(vec1), Sint8x4(vec2)) => vec1.extend(vec2),
(Snorm8x4(vec1), Snorm8x4(vec2)) => vec1.extend(vec2),
(Uint8x4(vec1), Uint8x4(vec2)) => vec1.extend(vec2),
(Unorm8x4(vec1), Unorm8x4(vec2)) => vec1.extend(vec2),
_ => panic!(
"Incompatible vertex attribute types {} and {}",
enum_variant_name,
other_values.enum_variant_name()
),
}
}
}
// Extend indices of `self` with indices of `other`.
if let (Some(indices), Some(other_indices)) = (self.indices_mut(), other.indices()) {
match (indices, other_indices) {
(Indices::U16(i1), Indices::U16(i2)) => {
i1.extend(i2.iter().map(|i| *i + index_offset as u16));
}
(Indices::U32(i1), Indices::U32(i2)) => {
i1.extend(i2.iter().map(|i| *i + index_offset as u32));
}
(Indices::U16(i1), Indices::U32(i2)) => {
i1.extend(i2.iter().map(|i| *i as u16 + index_offset as u16));
}
(Indices::U32(i1), Indices::U16(i2)) => {
i1.extend(i2.iter().map(|i| *i as u32 + index_offset as u32));
}
}
}
}
/// 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 {
self.transform_by(transform);
self
}
/// 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) {
// Needed when transforming normals and tangents
let scale_recip = 1. / transform.scale;
debug_assert!(
transform.scale.yzx() * transform.scale.zxy() != Vec3::ZERO,
"mesh transform scale cannot be zero on more than one axis"
);
if let Some(VertexAttributeValues::Float32x3(ref mut positions)) =
self.attribute_mut(Mesh::ATTRIBUTE_POSITION)
{
// Apply scale, rotation, and translation to vertex positions
positions
.iter_mut()
.for_each(|pos| *pos = transform.transform_point(Vec3::from_slice(pos)).to_array());
}
// No need to transform normals or tangents if rotation is near identity and scale is uniform
if transform.rotation.is_near_identity()
&& transform.scale.x == transform.scale.y
&& transform.scale.y == transform.scale.z
{
return;
}
if let Some(VertexAttributeValues::Float32x3(ref mut normals)) =
self.attribute_mut(Mesh::ATTRIBUTE_NORMAL)
{
// Transform normals, taking into account non-uniform scaling and rotation
normals.iter_mut().for_each(|normal| {
*normal = (transform.rotation
* scale_normal(Vec3::from_array(*normal), scale_recip))
.to_array();
});
}
if let Some(VertexAttributeValues::Float32x3(ref mut tangents)) =
self.attribute_mut(Mesh::ATTRIBUTE_TANGENT)
{
// Transform tangents, taking into account non-uniform scaling and rotation
tangents.iter_mut().for_each(|tangent| {
let scaled_tangent = Vec3::from_slice(tangent) * transform.scale;
*tangent = (transform.rotation * scaled_tangent.normalize_or_zero()).to_array();
});
}
}
/// 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 {
self.translate_by(translation);
self
}
/// 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) {
if translation == Vec3::ZERO {
return;
}
if let Some(VertexAttributeValues::Float32x3(ref mut positions)) =
self.attribute_mut(Mesh::ATTRIBUTE_POSITION)
{
// Apply translation to vertex positions
positions
.iter_mut()
.for_each(|pos| *pos = (Vec3::from_slice(pos) + translation).to_array());
}
}
/// 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 {
self.rotate_by(rotation);
self
}
/// 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) {
if let Some(VertexAttributeValues::Float32x3(ref mut positions)) =
self.attribute_mut(Mesh::ATTRIBUTE_POSITION)
{
// Apply rotation to vertex positions
positions
.iter_mut()
.for_each(|pos| *pos = (rotation * Vec3::from_slice(pos)).to_array());
}
// No need to transform normals or tangents if rotation is near identity
if rotation.is_near_identity() {
return;
}
if let Some(VertexAttributeValues::Float32x3(ref mut normals)) =
self.attribute_mut(Mesh::ATTRIBUTE_NORMAL)
{
// Transform normals
normals.iter_mut().for_each(|normal| {
*normal = (rotation * Vec3::from_slice(normal).normalize_or_zero()).to_array();
});
}
if let Some(VertexAttributeValues::Float32x3(ref mut tangents)) =
self.attribute_mut(Mesh::ATTRIBUTE_TANGENT)
{
// Transform tangents
tangents.iter_mut().for_each(|tangent| {
*tangent = (rotation * Vec3::from_slice(tangent).normalize_or_zero()).to_array();
});
}
}
/// 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 {
self.scale_by(scale);
self
}
/// 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) {
// Needed when transforming normals and tangents
let scale_recip = 1. / scale;
debug_assert!(
scale.yzx() * scale.zxy() != Vec3::ZERO,
"mesh transform scale cannot be zero on more than one axis"
);
if let Some(VertexAttributeValues::Float32x3(ref mut positions)) =
self.attribute_mut(Mesh::ATTRIBUTE_POSITION)
{
// Apply scale to vertex positions
positions
.iter_mut()
.for_each(|pos| *pos = (scale * Vec3::from_slice(pos)).to_array());
}
// No need to transform normals or tangents if scale is uniform
if scale.x == scale.y && scale.y == scale.z {
return;
}
if let Some(VertexAttributeValues::Float32x3(ref mut normals)) =
self.attribute_mut(Mesh::ATTRIBUTE_NORMAL)
{
// Transform normals, taking into account non-uniform scaling
normals.iter_mut().for_each(|normal| {
*normal = scale_normal(Vec3::from_array(*normal), scale_recip).to_array();
});
}
if let Some(VertexAttributeValues::Float32x3(ref mut tangents)) =
self.attribute_mut(Mesh::ATTRIBUTE_TANGENT)
{
// Transform tangents, taking into account non-uniform scaling
tangents.iter_mut().for_each(|tangent| {
let scaled_tangent = Vec3::from_slice(tangent) * scale;
*tangent = scaled_tangent.normalize_or_zero().to_array();
});
}
}
/// Whether this mesh has morph targets.
pub fn has_morph_targets(&self) -> bool {
self.morph_targets.is_some()
}
/// Set [morph targets] image for this mesh. This requires a "morph target image". See [`MorphTargetImage`](crate::morph::MorphTargetImage) for info.
///
/// [morph targets]: https://en.wikipedia.org/wiki/Morph_target_animation
pub fn set_morph_targets(&mut self, morph_targets: Handle<Image>) {
self.morph_targets = Some(morph_targets);
}
pub fn morph_targets(&self) -> Option<&Handle<Image>> {
self.morph_targets.as_ref()
}
/// Consumes the mesh and returns a mesh with the given [morph targets].
///
/// This requires a "morph target image". See [`MorphTargetImage`](crate::morph::MorphTargetImage) for info.
///
/// (Alternatively, you can use [`Mesh::set_morph_targets`] to mutate an existing mesh in-place)
///
/// [morph targets]: https://en.wikipedia.org/wiki/Morph_target_animation
#[must_use]
pub fn with_morph_targets(mut self, morph_targets: Handle<Image>) -> Self {
self.set_morph_targets(morph_targets);
self
}
/// Sets the names of each morph target. This should correspond to the order of the morph targets in `set_morph_targets`.
pub fn set_morph_target_names(&mut self, names: Vec<String>) {
self.morph_target_names = Some(names);
}
/// Consumes the mesh and returns a mesh with morph target names.
/// Names should correspond to the order of the morph targets in `set_morph_targets`.
///
/// (Alternatively, you can use [`Mesh::set_morph_target_names`] to mutate an existing mesh in-place)
#[must_use]
pub fn with_morph_target_names(mut self, names: Vec<String>) -> Self {
self.set_morph_target_names(names);
self
}
/// Gets a list of all morph target names, if they exist.
pub fn morph_target_names(&self) -> Option<&[String]> {
self.morph_target_names.as_deref()
}
/// Normalize joint weights so they sum to 1.
pub fn normalize_joint_weights(&mut self) {
if let Some(joints) = self.attribute_mut(Self::ATTRIBUTE_JOINT_WEIGHT) {
let VertexAttributeValues::Float32x4(ref mut joints) = joints else {
panic!("unexpected joint weight format");
};
for weights in joints.iter_mut() {
// force negative weights to zero
weights.iter_mut().for_each(|w| *w = w.max(0.0));
let sum: f32 = weights.iter().sum();
if sum == 0.0 {
// all-zero weights are invalid
weights[0] = 1.0;
} else {
let recip = sum.recip();
for weight in weights.iter_mut() {
*weight *= recip;
}
}
}
}
}
/// Get a list of this Mesh's [triangles] as an iterator if possible.
///
/// Returns an error if any of the following conditions are met (see [`MeshTrianglesError`]):
/// * The Mesh's [primitive topology] is not `TriangleList` or `TriangleStrip`.
/// * The Mesh is missing position or index data.
/// * The Mesh's position data has the wrong format (not `Float32x3`).
///
/// [primitive topology]: PrimitiveTopology
/// [triangles]: Triangle3d
pub fn triangles(&self) -> Result<impl Iterator<Item = Triangle3d> + '_, MeshTrianglesError> {
let Some(position_data) = self.attribute(Mesh::ATTRIBUTE_POSITION) else {
return Err(MeshTrianglesError::MissingPositions);
};
let Some(vertices) = position_data.as_float3() else {
return Err(MeshTrianglesError::PositionsFormat);
};
let Some(indices) = self.indices() else {
return Err(MeshTrianglesError::MissingIndices);
};
match self.primitive_topology {
PrimitiveTopology::TriangleList => {
// When indices reference out-of-bounds vertex data, the triangle is omitted.
// This implicitly truncates the indices to a multiple of 3.
let iterator = match indices {
Indices::U16(vec) => FourIterators::First(
vec.as_slice()
.chunks_exact(3)
.flat_map(move |indices| indices_to_triangle(vertices, indices)),
),
Indices::U32(vec) => FourIterators::Second(
vec.as_slice()
.chunks_exact(3)
.flat_map(move |indices| indices_to_triangle(vertices, indices)),
),
};
return Ok(iterator);
}
PrimitiveTopology::TriangleStrip => {
// When indices reference out-of-bounds vertex data, the triangle is omitted.
// If there aren't enough indices to make a triangle, then an empty vector will be
// returned.
let iterator = match indices {
Indices::U16(vec) => FourIterators::Third(
vec.as_slice()
.windows(3)
.flat_map(move |indices| indices_to_triangle(vertices, indices)),
),
Indices::U32(vec) => FourIterators::Fourth(
vec.as_slice()
.windows(3)
.flat_map(move |indices| indices_to_triangle(vertices, indices)),
),
};
return Ok(iterator);
}
_ => {
return Err(MeshTrianglesError::WrongTopology);
}
};
fn indices_to_triangle<T: TryInto<usize> + Copy>(
vertices: &[[f32; 3]],
indices: &[T],
) -> Option<Triangle3d> {
let vert0: Vec3 = Vec3::from(*vertices.get(indices[0].try_into().ok()?)?);
let vert1: Vec3 = Vec3::from(*vertices.get(indices[1].try_into().ok()?)?);
let vert2: Vec3 = Vec3::from(*vertices.get(indices[2].try_into().ok()?)?);
Some(Triangle3d {
vertices: [vert0, vert1, vert2],
})
}
}
}
impl core::ops::Mul<Mesh> for Transform {
type Output = Mesh;
fn mul(self, rhs: Mesh) -> Self::Output {
rhs.transformed_by(self)
}
}
#[cfg(test)]
mod tests {
use super::Mesh;
use crate::mesh::{Indices, MeshWindingInvertError, VertexAttributeValues};
use bevy_asset::RenderAssetUsages;
use bevy_math::Vec3;
use bevy_transform::components::Transform;
use wgpu::PrimitiveTopology;
#[test]
#[should_panic]
fn panic_invalid_format() {
let _mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vec![[0.0, 0.0, 0.0]]);
}
#[test]
fn transform_mesh() {
let mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_attribute(
Mesh::ATTRIBUTE_POSITION,
vec![[-1., -1., 2.], [1., -1., 2.], [0., 1., 2.]],
)
.with_inserted_attribute(
Mesh::ATTRIBUTE_NORMAL,
vec![
Vec3::new(-1., -1., 1.).normalize().to_array(),
Vec3::new(1., -1., 1.).normalize().to_array(),
[0., 0., 1.],
],
)
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, vec![[0., 0.], [1., 0.], [0.5, 1.]]);
let mesh = mesh.transformed_by(
Transform::from_translation(Vec3::splat(-2.)).with_scale(Vec3::new(2., 0., -1.)),
);
if let Some(VertexAttributeValues::Float32x3(positions)) =
mesh.attribute(Mesh::ATTRIBUTE_POSITION)
{
// All positions are first scaled resulting in `vec![[-2, 0., -2.], [2., 0., -2.], [0., 0., -2.]]`
// and then shifted by `-2.` along each axis
assert_eq!(
positions,
&vec![[-4.0, -2.0, -4.0], [0.0, -2.0, -4.0], [-2.0, -2.0, -4.0]]
);
} else {
panic!("Mesh does not have a position attribute");
}
if let Some(VertexAttributeValues::Float32x3(normals)) =
mesh.attribute(Mesh::ATTRIBUTE_NORMAL)
{
assert_eq!(normals, &vec![[0., -1., 0.], [0., -1., 0.], [0., 0., -1.]]);
} else {
panic!("Mesh does not have a normal attribute");
}
if let Some(VertexAttributeValues::Float32x2(uvs)) = mesh.attribute(Mesh::ATTRIBUTE_UV_0) {
assert_eq!(uvs, &vec![[0., 0.], [1., 0.], [0.5, 1.]]);
} else {
panic!("Mesh does not have a uv attribute");
}
}
#[test]
fn point_list_mesh_invert_winding() {
let mesh = Mesh::new(PrimitiveTopology::PointList, RenderAssetUsages::default())
.with_inserted_indices(Indices::U32(vec![]));
assert!(matches!(
mesh.with_inverted_winding(),
Err(MeshWindingInvertError::WrongTopology)
));
}
#[test]
fn line_list_mesh_invert_winding() {
let mesh = Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::default())
.with_inserted_indices(Indices::U32(vec![0, 1, 1, 2, 2, 3]));
let mesh = mesh.with_inverted_winding().unwrap();
assert_eq!(
mesh.indices().unwrap().iter().collect::<Vec<usize>>(),
vec![3, 2, 2, 1, 1, 0]
);
}
#[test]
fn line_list_mesh_invert_winding_fail() {
let mesh = Mesh::new(PrimitiveTopology::LineList, RenderAssetUsages::default())
.with_inserted_indices(Indices::U32(vec![0, 1, 1]));
assert!(matches!(
mesh.with_inverted_winding(),
Err(MeshWindingInvertError::AbruptIndicesEnd)
));
}
#[test]
fn line_strip_mesh_invert_winding() {
let mesh = Mesh::new(PrimitiveTopology::LineStrip, RenderAssetUsages::default())
.with_inserted_indices(Indices::U32(vec![0, 1, 2, 3]));
let mesh = mesh.with_inverted_winding().unwrap();
assert_eq!(
mesh.indices().unwrap().iter().collect::<Vec<usize>>(),
vec![3, 2, 1, 0]
);
}
#[test]
fn triangle_list_mesh_invert_winding() {
let mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_indices(Indices::U32(vec![
0, 3, 1, // First triangle
1, 3, 2, // Second triangle
]));
let mesh = mesh.with_inverted_winding().unwrap();
assert_eq!(
mesh.indices().unwrap().iter().collect::<Vec<usize>>(),
vec![
0, 1, 3, // First triangle
1, 2, 3, // Second triangle
]
);
}
#[test]
fn triangle_list_mesh_invert_winding_fail() {
let mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_indices(Indices::U32(vec![0, 3, 1, 2]));
assert!(matches!(
mesh.with_inverted_winding(),
Err(MeshWindingInvertError::AbruptIndicesEnd)
));
}
#[test]
fn triangle_strip_mesh_invert_winding() {
let mesh = Mesh::new(
PrimitiveTopology::TriangleStrip,
RenderAssetUsages::default(),
)
.with_inserted_indices(Indices::U32(vec![0, 1, 2, 3]));
let mesh = mesh.with_inverted_winding().unwrap();
assert_eq!(
mesh.indices().unwrap().iter().collect::<Vec<usize>>(),
vec![3, 2, 1, 0]
);
}
#[test]
fn compute_smooth_normals() {
let mut mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
);
// z y
// | /
// 3---2
// | / \
// 0-----1--x
mesh.insert_attribute(
Mesh::ATTRIBUTE_POSITION,
vec![[0., 0., 0.], [1., 0., 0.], [0., 1., 0.], [0., 0., 1.]],
);
mesh.insert_indices(Indices::U16(vec![0, 1, 2, 0, 2, 3]));
mesh.compute_smooth_normals();
let normals = mesh
.attribute(Mesh::ATTRIBUTE_NORMAL)
.unwrap()
.as_float3()
.unwrap();
assert_eq!(4, normals.len());
// 0
assert_eq!(Vec3::new(1., 0., 1.).normalize().to_array(), normals[0]);
// 1
assert_eq!([0., 0., 1.], normals[1]);
// 2
assert_eq!(Vec3::new(1., 0., 1.).normalize().to_array(), normals[2]);
// 3
assert_eq!([1., 0., 0.], normals[3]);
}
}