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Improve Mesh
documentation (#9061)
# Objective This PR continues https://github.com/bevyengine/bevy/pull/8885 It aims to improve the `Mesh` documentation in the following ways: - Put everything at the "top level" instead of the "impl". - Explain better what is a Mesh, how it can be created, and that it can be edited. - Explain it can be used with a `Material`, and mention `StandardMaterial`, `PbrBundle`, `ColorMaterial`, and `ColorMesh2dBundle` since those cover most cases - Mention the glTF/Bevy vocabulary discrepancy for "Mesh" - Add an image for the example - Various nitpicky modifications ## Note - The image I added is 90.3ko which I think is small enough? - Since rustdoc doesn't allow cross-reference not in dependencies of a subcrate [yet](https://github.com/rust-lang/rust/issues/74481), I have a lot of backtick references that are not links :( - Since rustdoc doesn't allow linking to code in the crate (?) I put link to github directly. - Since rustdoc doesn't allow embed images in doc [yet](https://github.com/rust-lang/rust/issues/32104), maybe [soon](https://github.com/rust-lang/rfcs/pull/3397), I had to put only a link to the image. I don't think it's worth adding [embed_doc_image](https://docs.rs/embed-doc-image/latest/embed_doc_image/) as a dependency for this.
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4 changed files with 81 additions and 44 deletions
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assets/docs/Mesh.png
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@ -14,8 +14,8 @@ use std::path::Path;
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/// A loader for an asset source.
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/// A loader for an asset source.
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///
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///
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/// Types implementing this trait are used by the asset server to load assets into their respective
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/// Types implementing this trait are used by the [`AssetServer`] to load assets
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/// asset storages.
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/// into their respective asset storages.
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pub trait AssetLoader: Send + Sync + 'static {
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pub trait AssetLoader: Send + Sync + 'static {
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/// Processes the asset in an asynchronous closure.
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/// Processes the asset in an asynchronous closure.
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fn load<'a>(
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fn load<'a>(
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@ -60,7 +60,8 @@ impl Plugin for GltfPlugin {
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}
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}
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}
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}
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/// Representation of a loaded glTF file.
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/// Representation of a loaded glTF file
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/// (file loaded via the `AssetServer` with the extension `.glb` or `.gltf`).
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#[derive(Debug, TypeUuid, TypePath)]
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#[derive(Debug, TypeUuid, TypePath)]
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#[uuid = "5c7d5f8a-f7b0-4e45-a09e-406c0372fea2"]
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#[uuid = "5c7d5f8a-f7b0-4e45-a09e-406c0372fea2"]
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pub struct Gltf {
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pub struct Gltf {
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@ -26,28 +26,24 @@ use wgpu::{
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pub const INDEX_BUFFER_ASSET_INDEX: u64 = 0;
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pub const INDEX_BUFFER_ASSET_INDEX: u64 = 0;
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pub const VERTEX_ATTRIBUTE_BUFFER_ID: u64 = 10;
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pub const VERTEX_ATTRIBUTE_BUFFER_ID: u64 = 10;
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// TODO: allow values to be unloaded after been submitting to the GPU to conserve memory
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/// A 3D object made out of vertices representing triangles, lines, or points,
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#[derive(Debug, TypeUuid, TypePath, Clone)]
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/// with "attribute" values for each vertex.
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#[uuid = "8ecbac0f-f545-4473-ad43-e1f4243af51e"]
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pub struct Mesh {
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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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attributes: BTreeMap<MeshVertexAttributeId, MeshAttributeData>,
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indices: Option<Indices>,
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morph_targets: Option<Handle<Image>>,
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morph_target_names: Option<Vec<String>>,
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}
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/// Contains geometry in the form of a mesh.
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///
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///
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/// Often meshes are automatically generated by bevy's asset loaders or primitives, such as
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/// Meshes can be automatically generated by a bevy `AssetLoader` (generally by loading a `Gltf` file),
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/// [`shape::Cube`](crate::mesh::shape::Cube) or [`shape::Box`](crate::mesh::shape::Box), but you can also construct
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/// or by converting a primitive [`shape`](crate::mesh::shape) using [`into`](std::convert::Into).
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/// one yourself.
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/// It is also possible to create one manually.
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/// They can be edited after creation.
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///
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///
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/// Example of constructing a mesh (to be rendered with a `StandardMaterial`):
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/// Meshes can be rendered with a `Material`, like `StandardMaterial` in `PbrBundle`
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/// or `ColorMaterial` in `ColorMesh2dBundle`.
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///
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/// A [`Mesh`] in Bevy is equivalent to a "primitive" in the glTF format, for a
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/// glTF Mesh representation, see `GltfMesh`.
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///
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/// ## Manual creation
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///
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/// The following function will construct a flat mesh, to be rendered with a
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/// `StandardMaterial` or `ColorMaterial`:
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/// ```
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/// ```
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/// # use bevy_render::mesh::{Mesh, Indices};
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/// # use bevy_render::mesh::{Mesh, Indices};
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/// # use bevy_render::render_resource::PrimitiveTopology;
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/// # use bevy_render::render_resource::PrimitiveTopology;
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@ -78,50 +74,90 @@ pub struct Mesh {
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/// 1, 3, 2
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/// 1, 3, 2
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/// ])));
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/// ])));
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/// mesh
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/// mesh
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/// // For further visualization, explanation, and examples see the built-in Bevy examples
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/// // and the implementation of the built-in shapes.
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/// }
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/// }
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/// ```
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/// ```
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/// Common points of confusion:
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/// - UV maps in Bevy are "flipped", (0.0, 0.0) = Top-Left (not Bot-Left like `OpenGL`)
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/// - It is normal for multiple vertices to have the same position
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/// attribute - it's a common technique in 3D modelling for complex UV mapping or other calculations.
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///
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///
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/// To render correctly with `StandardMaterial` a mesh needs to have properly defined:
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/// You can see how it looks like [here](https://github.com/bevyengine/bevy/blob/main/assets/dovs/Mesh.png),
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/// - [`UVs`](Mesh::ATTRIBUTE_UV_0): Bevy needs to know how to map a texture onto the mesh.
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/// used in a `PbrBundle` with a square bevy logo texture, with added axis, points,
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/// - [`Normals`](Mesh::ATTRIBUTE_NORMAL): Bevy needs to know how light interacts with your mesh. ([0.0, 0.0, 1.0] is very
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/// lines and text for clarity.
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/// common for simple meshes because simple meshes are smooth, and they don't require complex light calculations.)
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/// - Vertex winding order -
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/// the default behavior is with `StandardMaterial.cull_mode` = Some([`Face::Front`](crate::render_resource::Face::Front)) which means
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/// that by default Bevy would *only* render the front of each triangle, and the front
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/// is the side of the triangle in which the vertices appear in a *counter-clockwise* order.
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///
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///
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/// ## Other examples
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///
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/// For further visualization, explanation, and examples, see the built-in Bevy examples,
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/// and the [implementation of the built-in shapes](https://github.com/bevyengine/bevy/tree/main/crates/bevy_render/src/mesh/shape).
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/// In particular, [generate_custom_mesh](https://github.com/bevyengine/bevy/blob/main/examples/3d/generate_custom_mesh.rs)
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/// teaches you to access modify a Mesh's attributes after creating it.
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///
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/// ## Common points of confusion
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///
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/// - UV maps in Bevy start at the top-left, see [`ATTRIBUTE_UV_0`](Mesh::ATTRIBUTE_UV_0),
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/// other APIs can have other conventions, `OpenGL` starts at bottom-left.
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/// - It is possible and sometimes useful for multiple vertices to have the same
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/// [position attribute](Mesh::ATTRIBUTE_POSITION) value,
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/// it's a common technique in 3D modelling for complex UV mapping or other calculations.
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///
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/// ## Use with `StandardMaterial`
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///
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/// To render correctly with `StandardMaterial`, a mesh needs to have properly defined:
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/// - [`UVs`](Mesh::ATTRIBUTE_UV_0): Bevy needs to know how to map a texture onto the mesh
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/// (also true for `ColorMaterial`).
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/// - [`Normals`](Mesh::ATTRIBUTE_NORMAL): Bevy needs to know how light interacts with your mesh.
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/// [0.0, 0.0, 1.0] is very common for simple flat meshes on the XY plane,
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/// because simple meshes are smooth and they don't require complex light calculations.
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/// - Vertex winding order: by default, `StandardMaterial.cull_mode` is [`Some(Face::Back)`](crate::render_resource::Face),
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/// which means that Bevy would *only* render the "front" of each triangle, which
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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(Debug, TypeUuid, TypePath, Clone)]
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#[uuid = "8ecbac0f-f545-4473-ad43-e1f4243af51e"]
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pub struct Mesh {
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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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attributes: BTreeMap<MeshVertexAttributeId, MeshAttributeData>,
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indices: Option<Indices>,
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morph_targets: Option<Handle<Image>>,
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morph_target_names: Option<Vec<String>>,
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}
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impl Mesh {
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impl Mesh {
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/// Where the vertex is located in space. Use in conjunction with [`Mesh::insert_attribute`]
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/// Where the vertex is located in space. Use in conjunction with [`Mesh::insert_attribute`].
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pub const ATTRIBUTE_POSITION: MeshVertexAttribute =
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pub const ATTRIBUTE_POSITION: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3);
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MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3);
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/// The direction the vertex normal is facing in.
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/// The direction the vertex normal is facing in.
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/// Use in conjunction with [`Mesh::insert_attribute`]
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/// Use in conjunction with [`Mesh::insert_attribute`].
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pub const ATTRIBUTE_NORMAL: MeshVertexAttribute =
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pub const ATTRIBUTE_NORMAL: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Normal", 1, VertexFormat::Float32x3);
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MeshVertexAttribute::new("Vertex_Normal", 1, VertexFormat::Float32x3);
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/// Texture coordinates for the vertex. Use in conjunction with [`Mesh::insert_attribute`]
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/// Texture coordinates for the vertex. Use in conjunction with [`Mesh::insert_attribute`].
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///
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/// Values are generally between 0. and 1., with `StandardMaterial` and `ColorMaterial`
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/// `[0.,0.]` is the top left of the texture, and [1.,1.] the bottom-right.
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/// You usually want to only use values in that range, values outside will be
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/// clamped per pixel not for the vertex, "stretching" the borders of the texture.
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/// This behavior can be useful in some cases, usually when the borders have only
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/// one color, for example a logo, and you want to "extend" those borders.
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pub const ATTRIBUTE_UV_0: MeshVertexAttribute =
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pub const ATTRIBUTE_UV_0: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Uv", 2, VertexFormat::Float32x2);
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MeshVertexAttribute::new("Vertex_Uv", 2, VertexFormat::Float32x2);
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/// The direction of the vertex tangent. Used for normal mapping
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/// The direction of the vertex tangent. Used for normal mapping.
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/// Usually generated with [`generate_tangents`](Mesh::generate_tangents).
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pub const ATTRIBUTE_TANGENT: MeshVertexAttribute =
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pub const ATTRIBUTE_TANGENT: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Tangent", 3, VertexFormat::Float32x4);
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MeshVertexAttribute::new("Vertex_Tangent", 3, VertexFormat::Float32x4);
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/// Per vertex coloring. Use in conjunction with [`Mesh::insert_attribute`]
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/// Per vertex coloring. Use in conjunction with [`Mesh::insert_attribute`].
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pub const ATTRIBUTE_COLOR: MeshVertexAttribute =
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pub const ATTRIBUTE_COLOR: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_Color", 4, VertexFormat::Float32x4);
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MeshVertexAttribute::new("Vertex_Color", 4, VertexFormat::Float32x4);
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/// Per vertex joint transform matrix weight. Use in conjunction with [`Mesh::insert_attribute`]
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/// Per vertex joint transform matrix weight. Use in conjunction with [`Mesh::insert_attribute`].
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pub const ATTRIBUTE_JOINT_WEIGHT: MeshVertexAttribute =
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pub const ATTRIBUTE_JOINT_WEIGHT: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_JointWeight", 5, VertexFormat::Float32x4);
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MeshVertexAttribute::new("Vertex_JointWeight", 5, VertexFormat::Float32x4);
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/// Per vertex joint transform matrix index. Use in conjunction with [`Mesh::insert_attribute`]
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/// Per vertex joint transform matrix index. Use in conjunction with [`Mesh::insert_attribute`].
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pub const ATTRIBUTE_JOINT_INDEX: MeshVertexAttribute =
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pub const ATTRIBUTE_JOINT_INDEX: MeshVertexAttribute =
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MeshVertexAttribute::new("Vertex_JointIndex", 6, VertexFormat::Uint16x4);
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MeshVertexAttribute::new("Vertex_JointIndex", 6, VertexFormat::Uint16x4);
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