bevy/crates/bevy_mesh/src/morph.rs
Gino Valente 9b32e09551
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective

Now that #13432 has been merged, it's important we update our reflected
types to properly opt into this feature. If we do not, then this could
cause issues for users downstream who want to make use of
reflection-based cloning.

## Solution

This PR is broken into 4 commits:

1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that
are also `Clone`. This is mandatory as these types would otherwise cause
the cloning operation to fail for any type that contains it at any
depth.
2. Update the reflection example to suggest adding `#[reflect(Clone)]`
on opaque types.
3. Add `#[reflect(clone)]` attributes on all fields marked
`#[reflect(ignore)]` that are also `Clone`. This prevents the ignored
field from causing the cloning operation to fail.
   
Note that some of the types that contain these fields are also `Clone`,
and thus can be marked `#[reflect(Clone)]`. This makes the
`#[reflect(clone)]` attribute redundant. However, I think it's safer to
keep it marked in the case that the `Clone` impl/derive is ever removed.
I'm open to removing them, though, if people disagree.
4. Finally, I added `#[reflect(Clone)]` on all types that are also
`Clone`. While not strictly necessary, it enables us to reduce the
generated output since we can just call `Clone::clone` directly instead
of calling `PartialReflect::reflect_clone` on each variant/field. It
also means we benefit from any optimizations or customizations made in
the `Clone` impl, including directly dereferencing `Copy` values and
increasing reference counters.

Along with that change I also took the liberty of adding any missing
registrations that I saw could be applied to the type as well, such as
`Default`, `PartialEq`, and `Hash`. There were hundreds of these to
edit, though, so it's possible I missed quite a few.

That last commit is **_massive_**. There were nearly 700 types to
update. So it's recommended to review the first three before moving onto
that last one.

Additionally, I can break the last commit off into its own PR or into
smaller PRs, but I figured this would be the easiest way of doing it
(and in a timely manner since I unfortunately don't have as much time as
I used to for code contributions).

## Testing

You can test locally with a `cargo check`:

```
cargo check --workspace --all-features
```
2025-03-17 18:32:35 +00:00

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