
# Objective - bevy_render is gargantuan ## Solution - Split out bevy_mesh ## Testing - Ran some examples, everything looks fine ## Migration Guide `bevy_render::mesh::morph::inherit_weights` is now `bevy_render::mesh::inherit_weights` if you were using `Mesh::compute_aabb`, you will need to `use bevy_render::mesh::MeshAabb;` now --------- Co-authored-by: Joona Aalto <jondolf.dev@gmail.com>
65 lines
2.0 KiB
Rust
65 lines
2.0 KiB
Rust
use super::triangle3d;
|
|
use crate::{Indices, Mesh, MeshBuilder, Meshable};
|
|
use bevy_asset::RenderAssetUsages;
|
|
use bevy_math::primitives::{Tetrahedron, Triangle3d};
|
|
use wgpu::PrimitiveTopology;
|
|
|
|
/// A builder used for creating a [`Mesh`] with a [`Tetrahedron`] shape.
|
|
pub struct TetrahedronMeshBuilder {
|
|
tetrahedron: Tetrahedron,
|
|
}
|
|
|
|
impl MeshBuilder for TetrahedronMeshBuilder {
|
|
fn build(&self) -> Mesh {
|
|
let mut faces: Vec<_> = self.tetrahedron.faces().into();
|
|
|
|
// If the tetrahedron has negative orientation, reverse all the triangles so that
|
|
// they still face outward.
|
|
if self.tetrahedron.signed_volume().is_sign_negative() {
|
|
faces.iter_mut().for_each(Triangle3d::reverse);
|
|
}
|
|
|
|
let mut positions = vec![];
|
|
let mut normals = vec![];
|
|
let mut uvs = vec![];
|
|
|
|
// Each face is meshed as a `Triangle3d`, and we just shove the data into the
|
|
// vertex attributes sequentially.
|
|
for face in faces {
|
|
positions.extend(face.vertices);
|
|
|
|
let face_normal = triangle3d::normal_vec(&face);
|
|
normals.extend(vec![face_normal; 3]);
|
|
|
|
let face_uvs = triangle3d::uv_coords(&face);
|
|
uvs.extend(face_uvs);
|
|
}
|
|
|
|
// There are four faces and none of them share vertices.
|
|
let indices = Indices::U32(vec![0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11]);
|
|
|
|
Mesh::new(
|
|
PrimitiveTopology::TriangleList,
|
|
RenderAssetUsages::default(),
|
|
)
|
|
.with_inserted_indices(indices)
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, positions)
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, normals)
|
|
.with_inserted_attribute(Mesh::ATTRIBUTE_UV_0, uvs)
|
|
}
|
|
}
|
|
|
|
impl Meshable for Tetrahedron {
|
|
type Output = TetrahedronMeshBuilder;
|
|
|
|
fn mesh(&self) -> Self::Output {
|
|
TetrahedronMeshBuilder { tetrahedron: *self }
|
|
}
|
|
}
|
|
|
|
impl From<Tetrahedron> for Mesh {
|
|
fn from(tetrahedron: Tetrahedron) -> Self {
|
|
tetrahedron.mesh().build()
|
|
}
|
|
}
|