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attribute.rs
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use std::ops::Range;
use bevy::{
asset::AssetMut,
mesh::{Indices, MeshVertexAttribute, VertexAttributeValues},
prelude::*,
render::render_resource::VertexFormat,
};
use processing_core::error::{ProcessingError, Result};
use super::{Geometry, hash_attr_name};
fn clamp_range(range: Range<usize>, len: usize) -> Range<usize> {
range.start.min(len)..range.end.min(len)
}
fn get_mesh<'a>(
entity: Entity,
geometries: &Query<&Geometry>,
meshes: &'a Assets<Mesh>,
) -> Result<&'a Mesh> {
let geometry = geometries
.get(entity)
.map_err(|_| ProcessingError::GeometryNotFound)?;
meshes
.get(&geometry.handle)
.ok_or(ProcessingError::GeometryNotFound)
}
fn get_mesh_mut<'a>(
entity: Entity,
geometries: &Query<&Geometry>,
meshes: &'a mut Assets<Mesh>,
) -> Result<AssetMut<'a, Mesh>> {
let geometry = geometries
.get(entity)
.map_err(|_| ProcessingError::GeometryNotFound)?;
meshes
.get_mut(&geometry.handle)
.ok_or(ProcessingError::GeometryNotFound)
}
macro_rules! impl_getter {
($name:ident, $attr:expr, $variant:ident, $type:ty) => {
pub fn $name(
In((entity, range)): In<(Entity, Range<usize>)>,
geometries: Query<&Geometry>,
meshes: Res<Assets<Mesh>>,
) -> Result<Vec<$type>> {
let mesh = get_mesh(entity, &geometries, &meshes)?;
match mesh.attribute($attr) {
Some(VertexAttributeValues::$variant(data)) => {
Ok(data[clamp_range(range, data.len())].to_vec())
}
Some(_) => Err(ProcessingError::InvalidArgument(
concat!("Unexpected ", stringify!($name), " format").into(),
)),
None => Err(ProcessingError::GeometryNotFound),
}
}
};
}
impl_getter!(get_positions, Mesh::ATTRIBUTE_POSITION, Float32x3, [f32; 3]);
impl_getter!(get_normals, Mesh::ATTRIBUTE_NORMAL, Float32x3, [f32; 3]);
impl_getter!(get_colors, Mesh::ATTRIBUTE_COLOR, Float32x4, [f32; 4]);
impl_getter!(get_uvs, Mesh::ATTRIBUTE_UV_0, Float32x2, [f32; 2]);
pub fn get_indices(
In((entity, range)): In<(Entity, Range<usize>)>,
geometries: Query<&Geometry>,
meshes: Res<Assets<Mesh>>,
) -> Result<Vec<u32>> {
let mesh = get_mesh(entity, &geometries, &meshes)?;
match mesh.indices() {
Some(Indices::U32(data)) => Ok(data[clamp_range(range, data.len())].to_vec()),
Some(Indices::U16(data)) => {
let range = clamp_range(range, data.len());
Ok(data[range].iter().map(|&i| i as u32).collect())
}
None => Ok(Vec::new()),
}
}
macro_rules! impl_setter {
($name:ident, $attr:expr, $variant:ident, [$($arg:ident: $arg_ty:ty),+], $arr:expr) => {
pub fn $name(
In((entity, index, $($arg),+)): In<(Entity, u32, $($arg_ty),+)>,
geometries: Query<&Geometry>,
mut meshes: ResMut<Assets<Mesh>>,
) -> Result<()> {
let mut mesh = get_mesh_mut(entity, &geometries, &mut meshes)?;
match mesh.attribute_mut($attr) {
Some(VertexAttributeValues::$variant(data)) => {
let idx = index as usize;
if idx < data.len() {
data[idx] = $arr;
Ok(())
} else {
Err(ProcessingError::InvalidArgument(format!(
"Index {} out of bounds (count: {})", index, data.len()
)))
}
}
Some(_) => Err(ProcessingError::InvalidArgument(
concat!("Unexpected ", stringify!($name), " format").into(),
)),
None => Err(ProcessingError::InvalidArgument(
concat!("Geometry missing ", stringify!($attr)).into(),
)),
}
}
};
}
impl_setter!(set_vertex, Mesh::ATTRIBUTE_POSITION, Float32x3, [x: f32, y: f32, z: f32], [x, y, z]);
impl_setter!(set_normal, Mesh::ATTRIBUTE_NORMAL, Float32x3, [nx: f32, ny: f32, nz: f32], [nx, ny, nz]);
impl_setter!(set_color, Mesh::ATTRIBUTE_COLOR, Float32x4, [r: f32, g: f32, b: f32, a: f32], [r, g, b, a]);
impl_setter!(set_uv, Mesh::ATTRIBUTE_UV_0, Float32x2, [u: f32, v: f32], [u, v]);
#[derive(Clone, Debug)]
pub enum AttributeValue {
Float(f32),
Float2([f32; 2]),
Float3([f32; 3]),
Float4([f32; 4]),
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
#[repr(u8)]
pub enum AttributeFormat {
Float = 1,
Float2 = 2,
Float3 = 3,
Float4 = 4,
}
impl AttributeFormat {
pub fn to_vertex_format(self) -> VertexFormat {
match self {
Self::Float => VertexFormat::Float32,
Self::Float2 => VertexFormat::Float32x2,
Self::Float3 => VertexFormat::Float32x3,
Self::Float4 => VertexFormat::Float32x4,
}
}
pub fn from_u8(value: u8) -> Option<Self> {
match value {
1 => Some(Self::Float),
2 => Some(Self::Float2),
3 => Some(Self::Float3),
4 => Some(Self::Float4),
_ => None,
}
}
}
#[derive(Component, Clone)]
pub struct Attribute {
pub name: &'static str,
pub format: AttributeFormat,
pub(crate) inner: MeshVertexAttribute,
}
impl Attribute {
pub fn new(name: impl Into<String>, format: AttributeFormat) -> Self {
// we leak here to get a 'static str for the attribute name, but this is okay because
// we never expect to unload attributes during the lifetime of the application
// and attribute names are generally small in number
let name: &'static str = Box::leak(name.into().into_boxed_str());
let id = hash_attr_name(name);
let inner = MeshVertexAttribute::new(name, id, format.to_vertex_format());
Self {
name,
format,
inner,
}
}
pub fn from_builtin(inner: MeshVertexAttribute, format: AttributeFormat) -> Self {
Self {
name: inner.name,
format,
inner,
}
}
pub fn id(&self) -> u64 {
hash_attr_name(self.name)
}
}
#[derive(Resource)]
pub struct BuiltinAttributes {
pub position: Entity,
pub normal: Entity,
pub color: Entity,
pub uv: Entity,
}
impl FromWorld for BuiltinAttributes {
fn from_world(world: &mut World) -> Self {
let position = world
.spawn(Attribute::from_builtin(
Mesh::ATTRIBUTE_POSITION,
AttributeFormat::Float3,
))
.id();
let normal = world
.spawn(Attribute::from_builtin(
Mesh::ATTRIBUTE_NORMAL,
AttributeFormat::Float3,
))
.id();
let color = world
.spawn(Attribute::from_builtin(
Mesh::ATTRIBUTE_COLOR,
AttributeFormat::Float4,
))
.id();
let uv = world
.spawn(Attribute::from_builtin(
Mesh::ATTRIBUTE_UV_0,
AttributeFormat::Float2,
))
.id();
Self {
position,
normal,
color,
uv,
}
}
}
pub fn create(
In((name, format)): In<(String, AttributeFormat)>,
mut commands: Commands,
) -> Result<Entity> {
// TODO: validation?
Ok(commands.spawn(Attribute::new(name, format)).id())
}
pub fn destroy(In(entity): In<Entity>, mut commands: Commands) -> Result<()> {
commands.entity(entity).despawn();
Ok(())
}
pub fn get_attribute(
In((entity, attribute_id, index)): In<(Entity, MeshVertexAttribute, u32)>,
geometries: Query<&Geometry>,
meshes: Res<Assets<Mesh>>,
) -> Result<AttributeValue> {
let mesh = get_mesh(entity, &geometries, &meshes)?;
let idx = index as usize;
let attr = mesh.attribute(attribute_id).ok_or_else(|| {
ProcessingError::InvalidArgument(format!(
"Geometry does not have attribute {}",
attribute_id.name
))
})?;
macro_rules! get_idx {
($values:expr, $variant:ident) => {
if idx < $values.len() {
Ok(AttributeValue::$variant($values[idx]))
} else {
Err(ProcessingError::InvalidArgument(format!(
"Index {} out of bounds",
index,
)))
}
};
}
match attr {
VertexAttributeValues::Float32(v) => get_idx!(v, Float),
VertexAttributeValues::Float32x2(v) => get_idx!(v, Float2),
VertexAttributeValues::Float32x3(v) => get_idx!(v, Float3),
VertexAttributeValues::Float32x4(v) => get_idx!(v, Float4),
// TODO: handle other formats as needed
_ => Err(ProcessingError::InvalidArgument(
"Unsupported attribute format".into(),
)),
}
}
pub fn get_attributes(
In((entity, attribute_id, range)): In<(Entity, MeshVertexAttribute, Range<usize>)>,
geometries: Query<&Geometry>,
meshes: Res<Assets<Mesh>>,
) -> Result<Vec<AttributeValue>> {
let mesh = get_mesh(entity, &geometries, &meshes)?;
let attr = mesh.attribute(attribute_id).ok_or_else(|| {
ProcessingError::InvalidArgument(format!(
"Geometry does not have attribute {}",
attribute_id.name
))
})?;
match attr {
VertexAttributeValues::Float32(v) => Ok(v[clamp_range(range, v.len())]
.iter()
.map(|&x| AttributeValue::Float(x))
.collect()),
VertexAttributeValues::Float32x2(v) => Ok(v[clamp_range(range, v.len())]
.iter()
.map(|&x| AttributeValue::Float2(x))
.collect()),
VertexAttributeValues::Float32x3(v) => Ok(v[clamp_range(range, v.len())]
.iter()
.map(|&x| AttributeValue::Float3(x))
.collect()),
VertexAttributeValues::Float32x4(v) => Ok(v[clamp_range(range, v.len())]
.iter()
.map(|&x| AttributeValue::Float4(x))
.collect()),
_ => Err(ProcessingError::InvalidArgument(
"Unsupported attribute format".into(),
)),
}
}
pub fn set_attribute(
In((entity, attribute_id, index, value)): In<(
Entity,
MeshVertexAttribute,
u32,
AttributeValue,
)>,
geometries: Query<&Geometry>,
mut meshes: ResMut<Assets<Mesh>>,
) -> Result<()> {
let mut mesh = get_mesh_mut(entity, &geometries, &mut meshes)?;
let idx = index as usize;
let attr = mesh.attribute_mut(attribute_id).ok_or_else(|| {
ProcessingError::InvalidArgument(format!(
"Geometry does not have attribute {}",
attribute_id.name
))
})?;
macro_rules! set_idx {
($values:expr, $v:expr) => {
if idx < $values.len() {
$values[idx] = $v;
Ok(())
} else {
Err(ProcessingError::InvalidArgument(format!(
"Index {} out of bounds",
index,
)))
}
};
}
match (attr, value) {
(VertexAttributeValues::Float32(values), AttributeValue::Float(v)) => set_idx!(values, v),
(VertexAttributeValues::Float32x2(values), AttributeValue::Float2(v)) => {
set_idx!(values, v)
}
(VertexAttributeValues::Float32x3(values), AttributeValue::Float3(v)) => {
set_idx!(values, v)
}
(VertexAttributeValues::Float32x4(values), AttributeValue::Float4(v)) => {
set_idx!(values, v)
}
_ => Err(ProcessingError::InvalidArgument(
"Attribute value type does not match attribute format".into(),
)),
}
}