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bevy_render: Add attributes and attributes_mut methods to Mesh. (
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…bevyengine#3927)

# Use Case

Seems generally useful, but specifically motivated by my work on the [`bevy_datasize`](https://github.com/BGR360/bevy_datasize) crate.

For that project, I'm implementing "heap size estimators" for all of the Bevy internal types. To do this accurately for `Mesh`, I need to get the lengths of all of the mesh's attribute vectors.

Currently, in order to accomplish this, I am doing the following:

* Checking all of the attributes that are mentioned in the `Mesh` class ([see here](https://github.com/BGR360/bevy_datasize/blob/0531ec2d026085a31e937b12d5ecf4109005e737/src/builtins/render/mesh.rs#L46-L54))

* Providing the user with an option to configure additional attributes to check ([see here](https://github.com/BGR360/bevy_datasize/blob/0531ec2d026085a31e937b12d5ecf4109005e737/src/config.rs#L7-L21))

This is both overly complicated and a bit wasteful (since I have to check every attribute name that I know about in case there are attributes set for it).

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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BGR360 and cart committed Jun 15, 2022
1 parent dc950a4 commit 32cd989
Showing 1 changed file with 16 additions and 0 deletions.
16 changes: 16 additions & 0 deletions crates/bevy_render/src/mesh/mesh/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -141,6 +141,22 @@ impl Mesh {
.map(|data| &mut data.values)
}

/// Returns an iterator that yields references to the data of each vertex attribute.
pub fn attributes(
&self,
) -> impl Iterator<Item = (MeshVertexAttributeId, &VertexAttributeValues)> {
self.attributes.iter().map(|(id, data)| (*id, &data.values))
}

/// Returns an iterator that yields mutable references to the data of each vertex attribute.
pub fn attributes_mut(
&mut self,
) -> impl Iterator<Item = (MeshVertexAttributeId, &mut VertexAttributeValues)> {
self.attributes
.iter_mut()
.map(|(id, data)| (*id, &mut data.values))
}

/// Sets the vertex indices of the mesh. They describe how triangles are constructed out of the
/// vertex attributes and are therefore only useful for the [`PrimitiveTopology`] variants
/// that use triangles.
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