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Add Mesh
transformation (#11454)
# Objective It can sometimes be useful to transform actual `Mesh` data without needing to change the `Transform` of an entity. For example, one might want to spawn a circle mesh facing up instead of facing Z, or to spawn a mesh slightly offset without needing child entities. ## Solution Add `transform_by` and `transformed_by` methods to `Mesh`. They take a `Transform` and apply the translation, rotation, and scale to vertex positions, and the rotation to normals and tangents. In the `load_gltf` example, with this system: ```rust fn transform(time: Res<Time>, mut q: Query<&mut Handle<Mesh>>, mut meshes: ResMut<Assets<Mesh>>) { let sin = 0.0025 * time.elapsed_seconds().sin(); for mesh_handle in &mut q { if let Some(mesh) = meshes.get_mut(mesh_handle.clone_weak()) { let transform = Transform::from_rotation(Quat::from_rotation_y(0.75 * time.delta_seconds())) .with_scale(Vec3::splat(1.0 + sin)); mesh.transform_by(transform); } } } ``` it looks like this: https://github.com/bevyengine/bevy/assets/57632562/60432456-6d28-4d06-9c94-2f4148f5acd5
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@ -1,5 +1,6 @@
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mod conversions;
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mod conversions;
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pub mod skinning;
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pub mod skinning;
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use bevy_transform::components::Transform;
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pub use wgpu::PrimitiveTopology;
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pub use wgpu::PrimitiveTopology;
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use crate::{
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use crate::{
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@ -561,6 +562,60 @@ impl Mesh {
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Ok(self)
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Ok(self)
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}
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}
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/// Transforms the vertex positions, normals, and tangents of the mesh by the given [`Transform`].
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pub fn transformed_by(mut self, transform: Transform) -> Self {
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self.transform_by(transform);
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self
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}
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/// Transforms the vertex positions, normals, and tangents of the mesh in place by the given [`Transform`].
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pub fn transform_by(&mut self, transform: Transform) {
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// Needed when transforming normals and tangents
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let covector_scale = transform.scale.yzx() * transform.scale.zxy();
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debug_assert!(
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covector_scale != Vec3::ZERO,
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"mesh transform scale cannot be zero on more than one axis"
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);
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if let Some(VertexAttributeValues::Float32x3(ref mut positions)) =
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self.attribute_mut(Mesh::ATTRIBUTE_POSITION)
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{
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// Apply scale, rotation, and translation to vertex positions
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positions
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.iter_mut()
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.for_each(|pos| *pos = transform.transform_point(Vec3::from_slice(pos)).to_array());
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}
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// No need to transform normals or tangents if rotation is near identity and scale is uniform
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if transform.rotation.is_near_identity()
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&& transform.scale.x == transform.scale.y
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&& transform.scale.y == transform.scale.z
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{
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return;
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}
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if let Some(VertexAttributeValues::Float32x3(ref mut normals)) =
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self.attribute_mut(Mesh::ATTRIBUTE_NORMAL)
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{
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// Transform normals, taking into account non-uniform scaling and rotation
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normals.iter_mut().for_each(|normal| {
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let scaled_normal = Vec3::from_slice(normal) * covector_scale;
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*normal = (transform.rotation * scaled_normal.normalize_or_zero()).to_array();
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});
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}
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if let Some(VertexAttributeValues::Float32x3(ref mut tangents)) =
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self.attribute_mut(Mesh::ATTRIBUTE_TANGENT)
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{
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// Transform tangents, taking into account non-uniform scaling and rotation
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tangents.iter_mut().for_each(|tangent| {
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let scaled_tangent = Vec3::from_slice(tangent) * covector_scale;
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*tangent = (transform.rotation * scaled_tangent.normalize_or_zero()).to_array();
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});
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}
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}
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/// Compute the Axis-Aligned Bounding Box of the mesh vertices in model space
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/// Compute the Axis-Aligned Bounding Box of the mesh vertices in model space
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///
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///
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/// Returns `None` if `self` doesn't have [`Mesh::ATTRIBUTE_POSITION`] of
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/// Returns `None` if `self` doesn't have [`Mesh::ATTRIBUTE_POSITION`] of
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@ -646,6 +701,14 @@ impl Mesh {
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}
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}
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}
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}
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impl core::ops::Mul<Mesh> for Transform {
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type Output = Mesh;
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fn mul(self, rhs: Mesh) -> Self::Output {
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rhs.transformed_by(self)
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}
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}
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone)]
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pub struct MeshVertexAttribute {
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pub struct MeshVertexAttribute {
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/// The friendly name of the vertex attribute
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/// The friendly name of the vertex attribute
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