Add AutoGenerateOutlineNormalsPluign.
This commit is contained in:
parent
4cf0082cbb
commit
94e1742b44
120
src/generate.rs
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120
src/generate.rs
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use bevy::{
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prelude::*,
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render::{mesh::VertexAttributeValues, render_resource::VertexFormat},
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utils::{FloatOrd, HashMap, HashSet},
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};
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use crate::ATTRIBUTE_OUTLINE_NORMAL;
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/// Failed to generate outline normals for the mesh.
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#[derive(thiserror::Error, Debug)]
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pub enum GenerateOutlineNormalsError {
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#[error("missing vertex attributes '{0}'")]
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MissingVertexAttribute(&'static str),
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#[error("the '{0}' vertex attribute should have {1:?} format, but had {2:?} format")]
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InvalidVertexAttributeFormat(&'static str, VertexFormat, VertexFormat),
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}
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/// Extension methods for [`Mesh`].
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pub trait OutlineMeshExt {
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/// Generates outline normals for the mesh from the regular normals.
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///
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/// Vertex extrusion only works for meshes with smooth surface normals. Hard edges cause
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/// visual artefacts. This function generates faux-smooth normals for outlining purposes
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/// by grouping vertices by their position and averaging the normals at each point. These
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/// outline normals are then inserted as a separate vertex attribute so that the regular
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/// normals remain untouched. However, insofar as the outline normals are not
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/// perpendicular to the surface of the mesh, this technique may result in non-uniform
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/// outline thickness.
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///
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/// This function will silently do nothing if the outline normals would be equal to the
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/// regular normals.
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fn generate_outline_normals(&mut self) -> Result<(), GenerateOutlineNormalsError>;
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}
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impl OutlineMeshExt for Mesh {
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fn generate_outline_normals(&mut self) -> Result<(), GenerateOutlineNormalsError> {
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let positions = match self.attribute(Mesh::ATTRIBUTE_POSITION).ok_or(
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GenerateOutlineNormalsError::MissingVertexAttribute(Mesh::ATTRIBUTE_POSITION.name),
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)? {
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VertexAttributeValues::Float32x3(p) => Ok(p),
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v => Err(GenerateOutlineNormalsError::InvalidVertexAttributeFormat(
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Mesh::ATTRIBUTE_POSITION.name,
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VertexFormat::Float32x3,
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v.into(),
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)),
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}?;
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let normals = match self.attribute(Mesh::ATTRIBUTE_NORMAL).ok_or(
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GenerateOutlineNormalsError::MissingVertexAttribute(Mesh::ATTRIBUTE_POSITION.name),
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)? {
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VertexAttributeValues::Float32x3(n) => Ok(n),
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v => Err(GenerateOutlineNormalsError::InvalidVertexAttributeFormat(
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Mesh::ATTRIBUTE_NORMAL.name,
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VertexFormat::Float32x3,
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v.into(),
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)),
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}?;
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let mut map = HashMap::with_capacity(positions.len());
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let mut modified = false;
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for (p, n) in positions.iter().zip(normals.iter()) {
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let key = [FloatOrd(p[0]), FloatOrd(p[1]), FloatOrd(p[2])];
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let value = Vec3::from_array(*n);
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map.entry(key)
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.and_modify(|e| {
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modified = true;
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*e += value
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})
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.or_insert(value);
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}
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if modified {
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let mut outlines = Vec::with_capacity(positions.len());
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for p in positions.iter() {
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let key = [FloatOrd(p[0]), FloatOrd(p[1]), FloatOrd(p[2])];
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outlines.push(map.get(&key).unwrap().normalize_or_zero().to_array());
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}
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self.insert_attribute(
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ATTRIBUTE_OUTLINE_NORMAL,
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VertexAttributeValues::Float32x3(outlines),
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);
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}
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Ok(())
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}
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}
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fn auto_generate_outline_normals(
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mut meshes: ResMut<Assets<Mesh>>,
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mut events: EventReader<'_, '_, AssetEvent<Mesh>>,
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mut squelch: Local<HashSet<Handle<Mesh>>>,
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) {
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for event in events.iter() {
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println!("{:?}", event);
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match event {
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AssetEvent::Created { handle } | AssetEvent::Modified { handle } => {
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if squelch.contains(handle) {
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// Suppress modification events created by this system
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squelch.remove(handle);
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} else if let Some(mesh) = meshes.get_mut(handle) {
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let _ = mesh.generate_outline_normals();
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squelch.insert(handle.clone_weak());
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}
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}
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AssetEvent::Removed { handle } => {
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squelch.remove(handle);
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}
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}
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}
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}
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/// Automatically runs [`generate_outline_normals`](OutlineMeshExt::generate_outline_normals)
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/// on every mesh.
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///
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/// This is provided as a convenience for simple projects. It runs the outline normal
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/// generator every time a mesh asset is created or modified without consideration for
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/// whether this is necessary or appropriate.
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pub struct AutoGenerateOutlineNormalsPlugin;
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impl Plugin for AutoGenerateOutlineNormalsPlugin {
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fn build(&self, app: &mut App) {
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app.add_system(auto_generate_outline_normals);
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}
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}
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87
src/lib.rs
87
src/lib.rs
@ -10,8 +10,10 @@
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//! an object from being filled it. This must be added to any entity which needs to appear on
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//! an object from being filled it. This must be added to any entity which needs to appear on
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//! top of an outline.
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//! top of an outline.
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//!
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//!
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//! Vertex extrusion works best with meshes that have smooth surfaces. For meshes with hard
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//! Vertex extrusion works best with meshes that have smooth surfaces. To avoid visual
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//! edges, see the [`OutlineMeshExt::generate_outline_normals`] function.
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//! artefacts when outlining meshes with hard edges, see the
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//! [`OutlineMeshExt::generate_outline_normals`] function and the
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//! [`AutoGenerateOutlineNormalsPlugin`].
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use bevy::asset::load_internal_asset;
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use bevy::asset::load_internal_asset;
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use bevy::ecs::query::QueryItem;
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use bevy::ecs::query::QueryItem;
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@ -19,12 +21,11 @@ use bevy::prelude::*;
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use bevy::render::extract_component::{
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use bevy::render::extract_component::{
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ExtractComponent, ExtractComponentPlugin, UniformComponentPlugin,
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ExtractComponent, ExtractComponentPlugin, UniformComponentPlugin,
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};
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};
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use bevy::render::mesh::{MeshVertexAttribute, VertexAttributeValues};
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use bevy::render::mesh::MeshVertexAttribute;
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use bevy::render::render_graph::RenderGraph;
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use bevy::render::render_graph::RenderGraph;
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use bevy::render::render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions};
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use bevy::render::render_phase::{sort_phase_system, AddRenderCommand, DrawFunctions};
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use bevy::render::render_resource::{SpecializedMeshPipelines, VertexFormat};
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use bevy::render::render_resource::{SpecializedMeshPipelines, VertexFormat};
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use bevy::render::{RenderApp, RenderStage};
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use bevy::render::{RenderApp, RenderStage};
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use bevy::utils::{FloatOrd, HashMap};
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use crate::draw::{queue_outline_mesh, queue_outline_stencil_mesh, DrawOutline, DrawStencil};
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use crate::draw::{queue_outline_mesh, queue_outline_stencil_mesh, DrawOutline, DrawStencil};
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use crate::node::{OpaqueOutline, OutlineNode, StencilOutline, TransparentOutline};
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use crate::node::{OpaqueOutline, OutlineNode, StencilOutline, TransparentOutline};
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};
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};
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mod draw;
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mod draw;
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mod generate;
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mod node;
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mod node;
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mod pipeline;
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mod pipeline;
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mod uniforms;
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mod uniforms;
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mod view_uniforms;
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mod view_uniforms;
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pub use generate::*;
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// See https://alexanderameye.github.io/notes/rendering-outlines/
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// See https://alexanderameye.github.io/notes/rendering-outlines/
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/// The direction to extrude the vertex when rendering the outline.
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/// The direction to extrude the vertex when rendering the outline.
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@ -88,81 +92,6 @@ pub struct OutlineBundle {
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pub stencil: OutlineStencil,
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pub stencil: OutlineStencil,
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}
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}
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/// Failed to generate outline normals for the mesh.
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#[derive(thiserror::Error, Debug)]
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pub enum GenerateOutlineNormalsError {
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#[error("missing vertex attributes '{0}'")]
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MissingVertexAttribute(&'static str),
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#[error("the '{0}' vertex attribute should have {1:?} format, but had {2:?} format")]
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InvalidVertexAttributeFormat(&'static str, VertexFormat, VertexFormat),
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}
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/// Extension methods for [`Mesh`].
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pub trait OutlineMeshExt {
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/// Generates outline normals for the mesh from the regular normals.
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///
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/// Vertex extrusion only works for meshes with smooth surface normals. Hard edges cause
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/// visual artefacts. This function generates faux-smooth normals for outlining purposes
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/// by grouping vertices by their position and averaging the normals at each point. These
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/// outline normals are then inserted as a separate vertex attribute so that the regular
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/// normals remain untouched. However, insofar as the outline normals are not
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/// perpendicular to the surface of the mesh, this technique may result in non-uniform
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/// outline thickness.
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///
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/// This function will silently do nothing if the outline normals would be equal to the
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/// regular normals.
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fn generate_outline_normals(&mut self) -> Result<(), GenerateOutlineNormalsError>;
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}
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impl OutlineMeshExt for Mesh {
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fn generate_outline_normals(&mut self) -> Result<(), GenerateOutlineNormalsError> {
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let positions = match self.attribute(Mesh::ATTRIBUTE_POSITION).ok_or(
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GenerateOutlineNormalsError::MissingVertexAttribute(Mesh::ATTRIBUTE_POSITION.name),
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)? {
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VertexAttributeValues::Float32x3(p) => Ok(p),
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v => Err(GenerateOutlineNormalsError::InvalidVertexAttributeFormat(
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Mesh::ATTRIBUTE_POSITION.name,
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VertexFormat::Float32x3,
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v.into(),
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)),
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}?;
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let normals = match self.attribute(Mesh::ATTRIBUTE_NORMAL).ok_or(
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GenerateOutlineNormalsError::MissingVertexAttribute(Mesh::ATTRIBUTE_POSITION.name),
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)? {
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VertexAttributeValues::Float32x3(n) => Ok(n),
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v => Err(GenerateOutlineNormalsError::InvalidVertexAttributeFormat(
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Mesh::ATTRIBUTE_NORMAL.name,
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VertexFormat::Float32x3,
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v.into(),
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)),
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}?;
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let mut map = HashMap::with_capacity(positions.len());
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let mut modified = false;
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for (p, n) in positions.iter().zip(normals.iter()) {
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let key = [FloatOrd(p[0]), FloatOrd(p[1]), FloatOrd(p[2])];
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let value = Vec3::from_array(*n);
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map.entry(key)
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.and_modify(|e| {
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modified = true;
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*e += value
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})
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.or_insert(value);
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}
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if modified {
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let mut outlines = Vec::with_capacity(positions.len());
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for p in positions.iter() {
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let key = [FloatOrd(p[0]), FloatOrd(p[1]), FloatOrd(p[2])];
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outlines.push(map.get(&key).unwrap().normalize_or_zero().to_array());
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}
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self.insert_attribute(
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ATTRIBUTE_OUTLINE_NORMAL,
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VertexAttributeValues::Float32x3(outlines),
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);
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}
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Ok(())
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}
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}
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/// Adds support for rendering outlines.
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/// Adds support for rendering outlines.
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pub struct OutlinePlugin;
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pub struct OutlinePlugin;
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