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Implement Reflect
for Mesh
(#9779)
# Objective - I want to associate `TypeData` with `Mesh`, to make it editable/inspectable in my reflection-based editor. `Mesh` has to implement `Reflect` for that. The precise reflection behavior does not matter. ## Solution - `#[derive(Reflect)]`, ignore fields whose types aren't reflectable. - Call `App::register_asset_reflect` in the `MeshPlugin`. --- ## Changelog - `Mesh` now implements `Reflect`.
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2 changed files with 11 additions and 4 deletions
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@ -15,7 +15,7 @@ use bevy_derive::EnumVariantMeta;
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use bevy_ecs::system::{lifetimeless::SRes, SystemParamItem};
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use bevy_log::warn;
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use bevy_math::*;
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use bevy_reflect::TypePath;
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use bevy_reflect::Reflect;
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use bevy_utils::{tracing::error, Hashed};
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use std::{collections::BTreeMap, hash::Hash, iter::FusedIterator};
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use thiserror::Error;
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@ -110,13 +110,15 @@ pub const VERTEX_ATTRIBUTE_BUFFER_ID: u64 = 10;
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/// is the side of the triangle from where the vertices appear in a *counter-clockwise* order.
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///
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// TODO: allow values to be unloaded after been submitting to the GPU to conserve memory
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#[derive(Asset, Debug, TypePath, Clone)]
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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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@ -834,7 +836,7 @@ impl From<&VertexAttributeValues> for VertexFormat {
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/// An array of indices into the [`VertexAttributeValues`] for a mesh.
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///
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/// It describes the order in which the vertex attributes should be joined into faces.
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone, Reflect)]
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pub enum Indices {
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U16(Vec<u16>),
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U32(Vec<u32>),
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@ -8,7 +8,7 @@ pub use mesh::*;
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use crate::{prelude::Image, render_asset::RenderAssetPlugin};
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use bevy_app::{App, Plugin};
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use bevy_asset::AssetApp;
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use bevy_asset::{AssetApp, Handle};
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use bevy_ecs::entity::Entity;
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/// Adds the [`Mesh`] as an asset and makes sure that they are extracted and prepared for the GPU.
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@ -18,6 +18,11 @@ impl Plugin for MeshPlugin {
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fn build(&self, app: &mut App) {
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app.init_asset::<Mesh>()
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.init_asset::<skinning::SkinnedMeshInverseBindposes>()
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.register_asset_reflect::<Mesh>()
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.register_type::<Option<Handle<Image>>>()
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.register_type::<Option<Vec<String>>>()
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.register_type::<Option<Indices>>()
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.register_type::<Indices>()
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.register_type::<skinning::SkinnedMesh>()
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.register_type::<Vec<Entity>>()
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// 'Mesh' must be prepared after 'Image' as meshes rely on the morph target image being ready
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