bevy/crates/bevy_mikktspace/src/lib.rs
JoJoJet 3ead10a3e0
Suppress the clippy::type_complexity lint (#8313)
# Objective

The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.

As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.

## Solution

Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.

The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.

### Unresolved issues

Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
2023-04-06 21:27:36 +00:00

86 lines
2.7 KiB
Rust

#![allow(clippy::type_complexity)]
#![allow(clippy::all)]
use glam::{Vec2, Vec3};
mod generated;
/// The interface by which mikktspace interacts with your geometry.
pub trait Geometry {
/// Returns the number of faces.
fn num_faces(&self) -> usize;
/// Returns the number of vertices of a face.
fn num_vertices_of_face(&self, face: usize) -> usize;
/// Returns the position of a vertex.
fn position(&self, face: usize, vert: usize) -> [f32; 3];
/// Returns the normal of a vertex.
fn normal(&self, face: usize, vert: usize) -> [f32; 3];
/// Returns the texture coordinate of a vertex.
fn tex_coord(&self, face: usize, vert: usize) -> [f32; 2];
/// Sets the generated tangent for a vertex.
/// Leave this function unimplemented if you are implementing
/// `set_tangent_encoded`.
fn set_tangent(
&mut self,
tangent: [f32; 3],
_bi_tangent: [f32; 3],
_f_mag_s: f32,
_f_mag_t: f32,
bi_tangent_preserves_orientation: bool,
face: usize,
vert: usize,
) {
let sign = if bi_tangent_preserves_orientation {
1.0
} else {
-1.0
};
self.set_tangent_encoded([tangent[0], tangent[1], tangent[2], sign], face, vert);
}
/// Sets the generated tangent for a vertex with its bi-tangent encoded as the 'W' (4th)
/// component in the tangent. The 'W' component marks if the bi-tangent is flipped. This
/// is called by the default implementation of `set_tangent`; therefore, this function will
/// not be called by the crate unless `set_tangent` is unimplemented.
fn set_tangent_encoded(&mut self, _tangent: [f32; 4], _face: usize, _vert: usize) {}
}
/// Generates tangents for the input geometry.
///
/// # Errors
///
/// Returns `false` if the geometry is unsuitable for tangent generation including,
/// but not limited to, lack of vertices.
pub fn generate_tangents<I: Geometry>(geometry: &mut I) -> bool {
unsafe { generated::genTangSpace(geometry, 180.0) }
}
fn get_position<I: Geometry>(geometry: &mut I, index: usize) -> Vec3 {
let (face, vert) = index_to_face_vert(index);
geometry.position(face, vert).into()
}
fn get_tex_coord<I: Geometry>(geometry: &mut I, index: usize) -> Vec3 {
let (face, vert) = index_to_face_vert(index);
let tex_coord: Vec2 = geometry.tex_coord(face, vert).into();
let val = tex_coord.extend(1.0);
val
}
fn get_normal<I: Geometry>(geometry: &mut I, index: usize) -> Vec3 {
let (face, vert) = index_to_face_vert(index);
geometry.normal(face, vert).into()
}
fn index_to_face_vert(index: usize) -> (usize, usize) {
(index >> 2, index & 0x3)
}
fn face_vert_to_index(face: usize, vert: usize) -> usize {
face << 2 | vert & 0x3
}