
# 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`
1402 lines
58 KiB
Rust
1402 lines
58 KiB
Rust
use bevy_transform::components::Transform;
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pub use wgpu::PrimitiveTopology;
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use super::{
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face_normal, generate_tangents_for_mesh, scale_normal, FourIterators, GenerateTangentsError,
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Indices, MeshAttributeData, MeshTrianglesError, MeshVertexAttribute, MeshVertexAttributeId,
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MeshVertexBufferLayout, MeshVertexBufferLayoutRef, MeshVertexBufferLayouts,
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MeshWindingInvertError, VertexAttributeValues, VertexBufferLayout, VertexFormatSize,
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};
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use alloc::collections::BTreeMap;
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use bevy_asset::{Asset, Handle, RenderAssetUsages};
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use bevy_image::Image;
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use bevy_math::{primitives::Triangle3d, *};
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use bevy_reflect::Reflect;
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use bevy_utils::tracing::warn;
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use bytemuck::cast_slice;
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use wgpu::{VertexAttribute, VertexFormat, VertexStepMode};
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pub const INDEX_BUFFER_ASSET_INDEX: u64 = 0;
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pub const VERTEX_ATTRIBUTE_BUFFER_ID: u64 = 10;
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/// A 3D object made out of vertices representing triangles, lines, or points,
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/// with "attribute" values for each vertex.
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///
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/// Meshes can be automatically generated by a bevy `AssetLoader` (generally by loading a `Gltf` file),
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/// or by converting a [primitive](bevy_math::primitives) using [`into`](Into).
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/// It is also possible to create one manually. They can be edited after creation.
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///
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/// Meshes can be rendered with a `Mesh2d` and `MeshMaterial2d`
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/// or `Mesh3d` and `MeshMaterial3d` for 2D and 3D respectively.
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///
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/// A [`Mesh`] in Bevy is equivalent to a "primitive" in the glTF format, for a
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/// glTF Mesh representation, see `GltfMesh`.
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///
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/// ## Manual creation
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///
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/// The following function will construct a flat mesh, to be rendered with a
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/// `StandardMaterial` or `ColorMaterial`:
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///
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/// ```
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/// # use bevy_mesh::{Mesh, Indices, PrimitiveTopology};
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/// # use bevy_asset::RenderAssetUsages;
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/// fn create_simple_parallelogram() -> Mesh {
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/// // Create a new mesh using a triangle list topology, where each set of 3 vertices composes a triangle.
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/// Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::default())
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/// // Add 4 vertices, each with its own position attribute (coordinate in
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/// // 3D space), for each of the corners of the parallelogram.
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/// .with_inserted_attribute(
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/// Mesh::ATTRIBUTE_POSITION,
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/// 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]]
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/// )
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/// // Assign a UV coordinate to each vertex.
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/// .with_inserted_attribute(
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/// Mesh::ATTRIBUTE_UV_0,
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/// vec![[0.0, 1.0], [0.5, 0.0], [1.0, 0.0], [0.5, 1.0]]
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/// )
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/// // Assign normals (everything points outwards)
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/// .with_inserted_attribute(
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/// Mesh::ATTRIBUTE_NORMAL,
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/// 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]]
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/// )
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/// // After defining all the vertices and their attributes, build each triangle using the
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/// // indices of the vertices that make it up in a counter-clockwise order.
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/// .with_inserted_indices(Indices::U32(vec![
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/// // First triangle
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/// 0, 3, 1,
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/// // Second triangle
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/// 1, 3, 2
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/// ]))
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/// }
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/// ```
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///
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/// You can see how it looks like [here](https://github.com/bevyengine/bevy/blob/main/assets/docs/Mesh.png),
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/// used in a `Mesh3d` with a square bevy logo texture, with added axis, points,
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/// lines and text for clarity.
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///
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/// ## Other examples
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///
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/// For further visualization, explanation, and examples, see the built-in Bevy examples,
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/// and the [implementation of the built-in shapes](https://github.com/bevyengine/bevy/tree/main/crates/bevy_mesh/src/primitives).
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/// In particular, [generate_custom_mesh](https://github.com/bevyengine/bevy/blob/main/examples/3d/generate_custom_mesh.rs)
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/// teaches you to access and modify the attributes of a [`Mesh`] after creating it.
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///
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/// ## Common points of confusion
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///
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/// - UV maps in Bevy start at the top-left, see [`ATTRIBUTE_UV_0`](Mesh::ATTRIBUTE_UV_0),
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/// other APIs can have other conventions, `OpenGL` starts at bottom-left.
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/// - It is possible and sometimes useful for multiple vertices to have the same
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/// [position attribute](Mesh::ATTRIBUTE_POSITION) value,
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/// it's a common technique in 3D modeling for complex UV mapping or other calculations.
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/// - Bevy performs frustum culling based on the `Aabb` of meshes, which is calculated
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/// and added automatically for new meshes only. If a mesh is modified, the entity's `Aabb`
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/// needs to be updated manually or deleted so that it is re-calculated.
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///
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/// ## Use with `StandardMaterial`
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///
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/// To render correctly with `StandardMaterial`, a mesh needs to have properly defined:
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/// - [`UVs`](Mesh::ATTRIBUTE_UV_0): Bevy needs to know how to map a texture onto the mesh
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/// (also true for `ColorMaterial`).
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/// - [`Normals`](Mesh::ATTRIBUTE_NORMAL): Bevy needs to know how light interacts with your mesh.
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/// [0.0, 0.0, 1.0] is very common for simple flat meshes on the XY plane,
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/// because simple meshes are smooth and they don't require complex light calculations.
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/// - Vertex winding order: by default, `StandardMaterial.cull_mode` is `Some(Face::Back)`,
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/// which means that Bevy would *only* render the "front" of each triangle, which
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/// is the side of the triangle from where the vertices appear in a *counter-clockwise* order.
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#[derive(Asset, Debug, Clone, Reflect)]
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pub struct Mesh {
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#[reflect(ignore)]
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primitive_topology: PrimitiveTopology,
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/// `std::collections::BTreeMap` with all defined vertex attributes (Positions, Normals, ...)
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/// for this mesh. Attribute ids to attribute values.
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/// Uses a [`BTreeMap`] because, unlike `HashMap`, it has a defined iteration order,
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/// which allows easy stable `VertexBuffers` (i.e. same buffer order)
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#[reflect(ignore)]
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attributes: BTreeMap<MeshVertexAttributeId, MeshAttributeData>,
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indices: Option<Indices>,
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morph_targets: Option<Handle<Image>>,
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morph_target_names: Option<Vec<String>>,
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pub asset_usage: RenderAssetUsages,
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}
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impl Mesh {
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/// Where the vertex is located in space. Use in conjunction with [`Mesh::insert_attribute`]
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/// or [`Mesh::with_inserted_attribute`].
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///
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/// The format of this attribute is [`VertexFormat::Float32x3`].
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pub const ATTRIBUTE_POSITION: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3);
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/// The direction the vertex normal is facing in.
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/// Use in conjunction with [`Mesh::insert_attribute`] or [`Mesh::with_inserted_attribute`].
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///
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/// The format of this attribute is [`VertexFormat::Float32x3`].
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pub const ATTRIBUTE_NORMAL: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Normal", 1, VertexFormat::Float32x3);
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/// Texture coordinates for the vertex. Use in conjunction with [`Mesh::insert_attribute`]
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/// or [`Mesh::with_inserted_attribute`].
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///
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/// Generally `[0.,0.]` is mapped to the top left of the texture, and `[1.,1.]` to the bottom-right.
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///
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/// By default values outside will be clamped per pixel not for the vertex,
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/// "stretching" the borders of the texture.
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/// This behavior can be useful in some cases, usually when the borders have only
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/// one color, for example a logo, and you want to "extend" those borders.
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///
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/// For different mapping outside of `0..=1` range,
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/// see [`ImageAddressMode`](bevy_image::ImageAddressMode).
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///
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/// The format of this attribute is [`VertexFormat::Float32x2`].
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pub const ATTRIBUTE_UV_0: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Uv", 2, VertexFormat::Float32x2);
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/// Alternate texture coordinates for the vertex. Use in conjunction with
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/// [`Mesh::insert_attribute`] or [`Mesh::with_inserted_attribute`].
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///
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/// Typically, these are used for lightmaps, textures that provide
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/// precomputed illumination.
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///
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/// The format of this attribute is [`VertexFormat::Float32x2`].
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pub const ATTRIBUTE_UV_1: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Uv_1", 3, VertexFormat::Float32x2);
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/// The direction of the vertex tangent. Used for normal mapping.
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/// Usually generated with [`generate_tangents`](Mesh::generate_tangents) or
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/// [`with_generated_tangents`](Mesh::with_generated_tangents).
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///
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/// The format of this attribute is [`VertexFormat::Float32x4`].
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pub const ATTRIBUTE_TANGENT: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Tangent", 4, VertexFormat::Float32x4);
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/// Per vertex coloring. Use in conjunction with [`Mesh::insert_attribute`]
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/// or [`Mesh::with_inserted_attribute`].
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///
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/// The format of this attribute is [`VertexFormat::Float32x4`].
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pub const ATTRIBUTE_COLOR: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Color", 5, VertexFormat::Float32x4);
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/// Per vertex joint transform matrix weight. Use in conjunction with [`Mesh::insert_attribute`]
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/// or [`Mesh::with_inserted_attribute`].
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///
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/// The format of this attribute is [`VertexFormat::Float32x4`].
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pub const ATTRIBUTE_JOINT_WEIGHT: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_JointWeight", 6, VertexFormat::Float32x4);
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/// Per vertex joint transform matrix index. Use in conjunction with [`Mesh::insert_attribute`]
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/// or [`Mesh::with_inserted_attribute`].
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///
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/// The format of this attribute is [`VertexFormat::Uint16x4`].
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pub const ATTRIBUTE_JOINT_INDEX: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_JointIndex", 7, VertexFormat::Uint16x4);
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/// Construct a new mesh. You need to provide a [`PrimitiveTopology`] so that the
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/// renderer knows how to treat the vertex data. Most of the time this will be
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/// [`PrimitiveTopology::TriangleList`].
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pub fn new(primitive_topology: PrimitiveTopology, asset_usage: RenderAssetUsages) -> Self {
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Mesh {
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primitive_topology,
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attributes: Default::default(),
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indices: None,
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morph_targets: None,
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morph_target_names: None,
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asset_usage,
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}
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}
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/// Returns the topology of the mesh.
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pub fn primitive_topology(&self) -> PrimitiveTopology {
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self.primitive_topology
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}
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/// Sets the data for a vertex attribute (position, normal, etc.). The name will
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/// often be one of the associated constants such as [`Mesh::ATTRIBUTE_POSITION`].
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///
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/// `Aabb` of entities with modified mesh are not updated automatically.
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///
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/// # Panics
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/// Panics when the format of the values does not match the attribute's format.
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#[inline]
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pub fn insert_attribute(
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&mut self,
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attribute: MeshVertexAttribute,
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values: impl Into<VertexAttributeValues>,
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) {
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let values = values.into();
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let values_format = VertexFormat::from(&values);
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if values_format != attribute.format {
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panic!(
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"Failed to insert attribute. Invalid attribute format for {}. Given format is {values_format:?} but expected {:?}",
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attribute.name, attribute.format
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);
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}
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self.attributes
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.insert(attribute.id, MeshAttributeData { attribute, values });
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}
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/// Consumes the mesh and returns a mesh with data set for a vertex attribute (position, normal, etc.).
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/// The name will often be one of the associated constants such as [`Mesh::ATTRIBUTE_POSITION`].
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///
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/// (Alternatively, you can use [`Mesh::insert_attribute`] to mutate an existing mesh in-place)
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///
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/// `Aabb` of entities with modified mesh are not updated automatically.
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///
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/// # Panics
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/// Panics when the format of the values does not match the attribute's format.
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#[must_use]
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#[inline]
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pub fn with_inserted_attribute(
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mut self,
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attribute: MeshVertexAttribute,
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values: impl Into<VertexAttributeValues>,
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) -> Self {
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self.insert_attribute(attribute, values);
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self
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}
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/// Removes the data for a vertex attribute
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pub fn remove_attribute(
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&mut self,
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attribute: impl Into<MeshVertexAttributeId>,
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) -> Option<VertexAttributeValues> {
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self.attributes
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.remove(&attribute.into())
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.map(|data| data.values)
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}
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/// Consumes the mesh and returns a mesh without the data for a vertex attribute
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///
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/// (Alternatively, you can use [`Mesh::remove_attribute`] to mutate an existing mesh in-place)
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#[must_use]
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pub fn with_removed_attribute(mut self, attribute: impl Into<MeshVertexAttributeId>) -> Self {
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self.remove_attribute(attribute);
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self
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}
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#[inline]
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pub fn contains_attribute(&self, id: impl Into<MeshVertexAttributeId>) -> bool {
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self.attributes.contains_key(&id.into())
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}
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/// Retrieves the data currently set to the vertex attribute with the specified `name`.
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#[inline]
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pub fn attribute(
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&self,
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id: impl Into<MeshVertexAttributeId>,
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) -> Option<&VertexAttributeValues> {
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self.attributes.get(&id.into()).map(|data| &data.values)
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}
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/// Retrieves the data currently set to the vertex attribute with the specified `name` mutably.
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#[inline]
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pub fn attribute_mut(
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&mut self,
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id: impl Into<MeshVertexAttributeId>,
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) -> Option<&mut VertexAttributeValues> {
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self.attributes
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.get_mut(&id.into())
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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 = (&MeshVertexAttribute, &VertexAttributeValues)> {
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self.attributes
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.values()
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.map(|data| (&data.attribute, &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 = (&MeshVertexAttribute, &mut VertexAttributeValues)> {
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self.attributes
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.values_mut()
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.map(|data| (&data.attribute, &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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#[inline]
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pub fn insert_indices(&mut self, indices: Indices) {
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self.indices = Some(indices);
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}
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/// Consumes the mesh and returns a mesh with the given vertex indices. They describe how triangles
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/// are constructed out of the vertex attributes and are therefore only useful for the
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/// [`PrimitiveTopology`] variants that use triangles.
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///
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/// (Alternatively, you can use [`Mesh::insert_indices`] to mutate an existing mesh in-place)
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#[must_use]
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#[inline]
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pub fn with_inserted_indices(mut self, indices: Indices) -> Self {
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self.insert_indices(indices);
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self
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}
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/// Retrieves the vertex `indices` of the mesh.
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#[inline]
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pub fn indices(&self) -> Option<&Indices> {
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self.indices.as_ref()
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}
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/// Retrieves the vertex `indices` of the mesh mutably.
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#[inline]
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pub fn indices_mut(&mut self) -> Option<&mut Indices> {
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self.indices.as_mut()
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}
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/// Removes the vertex `indices` from the mesh and returns them.
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#[inline]
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pub fn remove_indices(&mut self) -> Option<Indices> {
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core::mem::take(&mut self.indices)
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}
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/// Consumes the mesh and returns a mesh without the vertex `indices` of the mesh.
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///
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/// (Alternatively, you can use [`Mesh::remove_indices`] to mutate an existing mesh in-place)
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#[must_use]
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pub fn with_removed_indices(mut self) -> Self {
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self.remove_indices();
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self
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}
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/// Returns the size of a vertex in bytes.
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pub fn get_vertex_size(&self) -> u64 {
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self.attributes
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.values()
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.map(|data| data.attribute.format.get_size())
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.sum()
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}
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/// Returns the size required for the vertex buffer in bytes.
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pub fn get_vertex_buffer_size(&self) -> usize {
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let vertex_size = self.get_vertex_size() as usize;
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let vertex_count = self.count_vertices();
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vertex_count * vertex_size
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}
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/// Computes and returns the index data of the mesh as bytes.
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/// This is used to transform the index data into a GPU friendly format.
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pub fn get_index_buffer_bytes(&self) -> Option<&[u8]> {
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self.indices.as_ref().map(|indices| match &indices {
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Indices::U16(indices) => cast_slice(&indices[..]),
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Indices::U32(indices) => cast_slice(&indices[..]),
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})
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}
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/// Get this `Mesh`'s [`MeshVertexBufferLayout`], used in `SpecializedMeshPipeline`.
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pub fn get_mesh_vertex_buffer_layout(
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&self,
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mesh_vertex_buffer_layouts: &mut MeshVertexBufferLayouts,
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) -> MeshVertexBufferLayoutRef {
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let mut attributes = Vec::with_capacity(self.attributes.len());
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let mut attribute_ids = Vec::with_capacity(self.attributes.len());
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let mut accumulated_offset = 0;
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for (index, data) in self.attributes.values().enumerate() {
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attribute_ids.push(data.attribute.id);
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attributes.push(VertexAttribute {
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offset: accumulated_offset,
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format: data.attribute.format,
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shader_location: index as u32,
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});
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accumulated_offset += data.attribute.format.get_size();
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}
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let layout = MeshVertexBufferLayout {
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layout: VertexBufferLayout {
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array_stride: accumulated_offset,
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step_mode: VertexStepMode::Vertex,
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attributes,
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},
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attribute_ids,
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};
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mesh_vertex_buffer_layouts.insert(layout)
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}
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/// Counts all vertices of the mesh.
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///
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/// If the attributes have different vertex counts, the smallest is returned.
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pub fn count_vertices(&self) -> usize {
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let mut vertex_count: Option<usize> = None;
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for (attribute_id, attribute_data) in &self.attributes {
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let attribute_len = attribute_data.values.len();
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if let Some(previous_vertex_count) = vertex_count {
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if previous_vertex_count != attribute_len {
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let name = self
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.attributes
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.get(attribute_id)
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.map(|data| data.attribute.name.to_string())
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.unwrap_or_else(|| format!("{attribute_id:?}"));
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|
|
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]);
|
|
}
|
|
}
|