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Add motion vectors support for animated meshes
Co-authored-by: Robert Swain <[email protected]>
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Original file line number | Diff line number | Diff line change |
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use std::mem; | ||
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use bevy_ecs::prelude::Entity; | ||
use bevy_render::render_resource::{BufferUsages, BufferVec}; | ||
use bevy_utils::EntityHashMap; | ||
use bytemuck::Pod; | ||
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/// A double buffer of `T`. | ||
/// | ||
/// Use [`DoubleBuffer::swap`] to swap buffer, | ||
/// access the current buffer with [`DoubleBuffer::current`], | ||
/// and the previous one with [`DoubleBuffer::previous`]. | ||
#[derive(Default)] | ||
pub struct DoubleBuffer<T> { | ||
pub previous: T, | ||
pub current: T, | ||
} | ||
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impl<T> DoubleBuffer<T> { | ||
pub fn swap(&mut self, swap_buffer: bool) { | ||
if swap_buffer { | ||
mem::swap(&mut self.current, &mut self.previous); | ||
} | ||
} | ||
} | ||
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pub type DoubleBufferVec<T> = DoubleBuffer<BufferVec<T>>; | ||
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impl<T: Pod> DoubleBufferVec<T> { | ||
pub const fn new(buffer_usage: BufferUsages) -> Self { | ||
DoubleBufferVec { | ||
previous: BufferVec::new(buffer_usage), | ||
current: BufferVec::new(buffer_usage), | ||
} | ||
} | ||
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pub fn clear(&mut self, swap_buffer: bool) { | ||
self.swap(swap_buffer); | ||
self.current.clear(); | ||
} | ||
} | ||
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pub type DoubleEntityMap<T> = DoubleBuffer<EntityHashMap<Entity, T>>; | ||
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impl<T> DoubleEntityMap<T> { | ||
pub fn clear(&mut self, swap_buffer: bool) { | ||
self.swap(swap_buffer); | ||
self.current.clear(); | ||
} | ||
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pub fn insert(&mut self, entity: Entity, value: T) { | ||
self.current.insert(entity, value); | ||
} | ||
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pub fn missing_previous(&self, entity: &Entity) -> bool { | ||
let current = self.current.contains_key(entity); | ||
let previous = self.previous.contains_key(entity); | ||
// Either it's already missing (therefore there is no "previous" to miss) | ||
// or it's not missing and there is no "previous", so we miss previous. | ||
current && !previous | ||
} | ||
} |
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