
# Objective - Fixes #17960 ## Solution - Followed the [edition upgrade guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html) ## Testing - CI --- ## Summary of Changes ### Documentation Indentation When using lists in documentation, proper indentation is now linted for. This means subsequent lines within the same list item must start at the same indentation level as the item. ```rust /* Valid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; /* Invalid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; ``` ### Implicit `!` to `()` Conversion `!` (the never return type, returned by `panic!`, etc.) no longer implicitly converts to `()`. This is particularly painful for systems with `todo!` or `panic!` statements, as they will no longer be functions returning `()` (or `Result<()>`), making them invalid systems for functions like `add_systems`. The ideal fix would be to accept functions returning `!` (or rather, _not_ returning), but this is blocked on the [stabilisation of the `!` type itself](https://doc.rust-lang.org/std/primitive.never.html), which is not done. The "simple" fix would be to add an explicit `-> ()` to system signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`). However, this is _also_ banned, as there is an existing lint which (IMO, incorrectly) marks this as an unnecessary annotation. So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ... }` closuers into variables and give the variable an explicit type (e.g., `fn()`). ```rust // Valid let system: fn() = || todo!("Not implemented yet!"); app.add_systems(..., system); // Invalid app.add_systems(..., || todo!("Not implemented yet!")); ``` ### Temporary Variable Lifetimes The order in which temporary variables are dropped has changed. The simple fix here is _usually_ to just assign temporaries to a named variable before use. ### `gen` is a keyword We can no longer use the name `gen` as it is reserved for a future generator syntax. This involved replacing uses of the name `gen` with `r#gen` (the raw-identifier syntax). ### Formatting has changed Use statements have had the order of imports changed, causing a substantial +/-3,000 diff when applied. For now, I have opted-out of this change by amending `rustfmt.toml` ```toml style_edition = "2021" ``` This preserves the original formatting for now, reducing the size of this PR. It would be a simple followup to update this to 2024 and run `cargo fmt`. ### New `use<>` Opt-Out Syntax Lifetimes are now implicitly included in RPIT types. There was a handful of instances where it needed to be added to satisfy the borrow checker, but there may be more cases where it _should_ be added to avoid breakages in user code. ### `MyUnitStruct { .. }` is an invalid pattern Previously, you could match against unit structs (and unit enum variants) with a `{ .. }` destructuring. This is no longer valid. ### Pretty much every use of `ref` and `mut` are gone Pattern binding has changed to the point where these terms are largely unused now. They still serve a purpose, but it is far more niche now. ### `iter::repeat(...).take(...)` is bad New lint recommends using the more explicit `iter::repeat_n(..., ...)` instead. ## Migration Guide The lifetimes of functions using return-position impl-trait (RPIT) are likely _more_ conservative than they had been previously. If you encounter lifetime issues with such a function, please create an issue to investigate the addition of `+ use<...>`. ## Notes - Check the individual commits for a clearer breakdown for what _actually_ changed. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
254 lines
9.3 KiB
Rust
254 lines
9.3 KiB
Rust
use super::Mesh;
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use bevy_asset::{Handle, RenderAssetUsages};
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use bevy_ecs::prelude::*;
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use bevy_image::Image;
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use bevy_math::Vec3;
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use bevy_reflect::prelude::*;
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use bytemuck::{Pod, Zeroable};
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use thiserror::Error;
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use wgpu_types::{Extent3d, TextureDimension, TextureFormat};
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const MAX_TEXTURE_WIDTH: u32 = 2048;
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// NOTE: "component" refers to the element count of math objects,
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// Vec3 has 3 components, Mat2 has 4 components.
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const MAX_COMPONENTS: u32 = MAX_TEXTURE_WIDTH * MAX_TEXTURE_WIDTH;
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/// Max target count available for [morph targets](MorphWeights).
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pub const MAX_MORPH_WEIGHTS: usize = 64;
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#[derive(Error, Clone, Debug)]
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pub enum MorphBuildError {
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#[error(
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"Too many vertex×components in morph target, max is {MAX_COMPONENTS}, \
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got {vertex_count}×{component_count} = {}",
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*vertex_count * *component_count as usize
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)]
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TooManyAttributes {
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vertex_count: usize,
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component_count: u32,
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},
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#[error(
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"Bevy only supports up to {} morph targets (individual poses), tried to \
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create a model with {target_count} morph targets",
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MAX_MORPH_WEIGHTS
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)]
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TooManyTargets { target_count: usize },
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}
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/// An image formatted for use with [`MorphWeights`] for rendering the morph target.
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#[derive(Debug)]
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pub struct MorphTargetImage(pub Image);
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impl MorphTargetImage {
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/// Generate textures for each morph target.
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///
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/// This accepts an "iterator of [`MorphAttributes`] iterators". Each item iterated in the top level
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/// iterator corresponds "the attributes of a specific morph target".
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///
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/// Each pixel of the texture is a component of morph target animated
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/// attributes. So a set of 9 pixels is this morph's displacement for
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/// position, normal and tangents of a single vertex (each taking 3 pixels).
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pub fn new(
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targets: impl ExactSizeIterator<Item = impl Iterator<Item = MorphAttributes>>,
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vertex_count: usize,
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asset_usage: RenderAssetUsages,
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) -> Result<Self, MorphBuildError> {
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let max = MAX_TEXTURE_WIDTH;
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let target_count = targets.len();
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if target_count > MAX_MORPH_WEIGHTS {
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return Err(MorphBuildError::TooManyTargets { target_count });
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}
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let component_count = (vertex_count * MorphAttributes::COMPONENT_COUNT) as u32;
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let Some((Rect(width, height), padding)) = lowest_2d(component_count, max) else {
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return Err(MorphBuildError::TooManyAttributes {
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vertex_count,
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component_count,
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});
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};
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let data = targets
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.flat_map(|mut attributes| {
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let layer_byte_count = (padding + component_count) as usize * size_of::<f32>();
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let mut buffer = Vec::with_capacity(layer_byte_count);
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for _ in 0..vertex_count {
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let Some(to_add) = attributes.next() else {
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break;
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};
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buffer.extend_from_slice(bytemuck::bytes_of(&to_add));
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}
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// Pad each layer so that they fit width * height
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buffer.extend(core::iter::repeat_n(0, padding as usize * size_of::<f32>()));
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debug_assert_eq!(buffer.len(), layer_byte_count);
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buffer
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})
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.collect();
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let extents = Extent3d {
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width,
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height,
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depth_or_array_layers: target_count as u32,
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};
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let image = Image::new(
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extents,
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TextureDimension::D3,
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data,
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TextureFormat::R32Float,
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asset_usage,
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);
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Ok(MorphTargetImage(image))
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}
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}
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/// Controls the [morph targets] for all child `Mesh3d` entities. In most cases, [`MorphWeights`] should be considered
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/// the "source of truth" when writing morph targets for meshes. However you can choose to write child [`MeshMorphWeights`]
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/// if your situation requires more granularity. Just note that if you set [`MorphWeights`], it will overwrite child
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/// [`MeshMorphWeights`] values.
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///
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/// This exists because Bevy's [`Mesh`] corresponds to a _single_ surface / material, whereas morph targets
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/// as defined in the GLTF spec exist on "multi-primitive meshes" (where each primitive is its own surface with its own material).
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/// Therefore in Bevy [`MorphWeights`] an a parent entity are the "canonical weights" from a GLTF perspective, which then
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/// synchronized to child `Mesh3d` / [`MeshMorphWeights`] (which correspond to "primitives" / "surfaces" from a GLTF perspective).
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///
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/// Add this to the parent of one or more [`Entities`](`Entity`) with a `Mesh3d` with a [`MeshMorphWeights`].
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///
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/// [morph targets]: https://en.wikipedia.org/wiki/Morph_target_animation
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#[derive(Reflect, Default, Debug, Clone, Component)]
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#[reflect(Debug, Component, Default)]
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pub struct MorphWeights {
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weights: Vec<f32>,
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/// The first mesh primitive assigned to these weights
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first_mesh: Option<Handle<Mesh>>,
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}
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impl MorphWeights {
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pub fn new(
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weights: Vec<f32>,
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first_mesh: Option<Handle<Mesh>>,
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) -> Result<Self, MorphBuildError> {
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if weights.len() > MAX_MORPH_WEIGHTS {
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let target_count = weights.len();
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return Err(MorphBuildError::TooManyTargets { target_count });
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}
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Ok(MorphWeights {
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weights,
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first_mesh,
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})
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}
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/// The first child `Mesh3d` primitive controlled by these weights.
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/// This can be used to look up metadata information such as [`Mesh::morph_target_names`].
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pub fn first_mesh(&self) -> Option<&Handle<Mesh>> {
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self.first_mesh.as_ref()
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}
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pub fn weights(&self) -> &[f32] {
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&self.weights
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}
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pub fn weights_mut(&mut self) -> &mut [f32] {
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&mut self.weights
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}
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}
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/// Control a specific [`Mesh`] instance's [morph targets]. These control the weights of
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/// specific "mesh primitives" in scene formats like GLTF. They can be set manually, but
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/// in most cases they should "automatically" synced by setting the [`MorphWeights`] component
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/// on a parent entity.
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///
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/// See [`MorphWeights`] for more details on Bevy's morph target implementation.
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///
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/// Add this to an [`Entity`] with a `Mesh3d` with a [`MorphAttributes`] set
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/// to control individual weights of each morph target.
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///
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/// [morph targets]: https://en.wikipedia.org/wiki/Morph_target_animation
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#[derive(Reflect, Default, Debug, Clone, Component)]
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#[reflect(Debug, Component, Default)]
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pub struct MeshMorphWeights {
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weights: Vec<f32>,
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}
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impl MeshMorphWeights {
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pub fn new(weights: Vec<f32>) -> Result<Self, MorphBuildError> {
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if weights.len() > MAX_MORPH_WEIGHTS {
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let target_count = weights.len();
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return Err(MorphBuildError::TooManyTargets { target_count });
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}
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Ok(MeshMorphWeights { weights })
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}
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pub fn weights(&self) -> &[f32] {
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&self.weights
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}
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pub fn weights_mut(&mut self) -> &mut [f32] {
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&mut self.weights
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}
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pub fn clear_weights(&mut self) {
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self.weights.clear();
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}
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pub fn extend_weights(&mut self, weights: &[f32]) {
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self.weights.extend(weights);
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}
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}
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/// Attributes **differences** used for morph targets.
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///
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/// See [`MorphTargetImage`] for more information.
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#[derive(Copy, Clone, PartialEq, Pod, Zeroable, Default)]
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#[repr(C)]
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pub struct MorphAttributes {
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/// The vertex position difference between base mesh and this target.
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pub position: Vec3,
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/// The vertex normal difference between base mesh and this target.
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pub normal: Vec3,
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/// The vertex tangent difference between base mesh and this target.
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///
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/// Note that tangents are a `Vec4`, but only the `xyz` components are
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/// animated, as the `w` component is the sign and cannot be animated.
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pub tangent: Vec3,
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}
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impl From<[Vec3; 3]> for MorphAttributes {
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fn from([position, normal, tangent]: [Vec3; 3]) -> Self {
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MorphAttributes {
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position,
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normal,
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tangent,
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}
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}
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}
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impl MorphAttributes {
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/// How many components `MorphAttributes` has.
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///
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/// Each `Vec3` has 3 components, we have 3 `Vec3`, for a total of 9.
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pub const COMPONENT_COUNT: usize = 9;
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pub fn new(position: Vec3, normal: Vec3, tangent: Vec3) -> Self {
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MorphAttributes {
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position,
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normal,
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tangent,
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}
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}
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}
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struct Rect(u32, u32);
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/// Find the smallest rectangle of maximum edge size `max_edge` that contains
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/// at least `min_includes` cells. `u32` is how many extra cells the rectangle
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/// has.
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///
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/// The following rectangle contains 27 cells, and its longest edge is 9:
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/// ```text
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/// ----------------------------
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/// |1 |2 |3 |4 |5 |6 |7 |8 |9 |
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/// ----------------------------
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/// |2 | | | | | | | | |
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/// ----------------------------
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/// |3 | | | | | | | | |
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/// ----------------------------
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/// ```
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///
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/// Returns `None` if `max_edge` is too small to build a rectangle
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/// containing `min_includes` cells.
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fn lowest_2d(min_includes: u32, max_edge: u32) -> Option<(Rect, u32)> {
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(1..=max_edge)
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.filter_map(|a| {
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let b = min_includes.div_ceil(a);
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let diff = (a * b).checked_sub(min_includes)?;
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Some((Rect(a, b), diff))
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})
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.filter_map(|(rect, diff)| (rect.1 <= max_edge).then_some((rect, diff)))
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.min_by_key(|(_, diff)| *diff)
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}
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