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warn and min for different vertex count (bevyengine#9699)
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# Objective

Bevy currently crashes when meshes with different vertex counts for
attributes are provided.

## Solution

Instead of crashing we can warn and take the min length of all the given
attributes.
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robtfm authored and Ray Redondo committed Jan 9, 2024
1 parent 6c8d048 commit 4844015
Showing 1 changed file with 12 additions and 8 deletions.
20 changes: 12 additions & 8 deletions crates/bevy_render/src/mesh/mesh/mod.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
mod conversions;
pub mod skinning;
use bevy_log::warn;
pub use wgpu::PrimitiveTopology;

use crate::{
Expand Down Expand Up @@ -323,17 +324,20 @@ impl Mesh {

/// Counts all vertices of the mesh.
///
/// # Panics
/// Panics if the attributes have different vertex counts.
/// If the attributes have different vertex counts, the smallest is returned.
pub fn count_vertices(&self) -> usize {
let mut vertex_count: Option<usize> = None;
for (attribute_id, attribute_data) in &self.attributes {
let attribute_len = attribute_data.values.len();
if let Some(previous_vertex_count) = vertex_count {
assert_eq!(previous_vertex_count, attribute_len,
"{attribute_id:?} has a different vertex count ({attribute_len}) than other attributes ({previous_vertex_count}) in this mesh.");
if previous_vertex_count != attribute_len {
warn!("{attribute_id:?} has a different vertex count ({attribute_len}) than other attributes ({previous_vertex_count}) in this mesh, \
all attributes will be truncated to match the smallest.");
vertex_count = Some(std::cmp::min(previous_vertex_count, attribute_len));
}
} else {
vertex_count = Some(attribute_len);
}
vertex_count = Some(attribute_len);
}

vertex_count.unwrap_or(0)
Expand All @@ -343,8 +347,8 @@ impl Mesh {
/// Therefore the attributes are located in the order of their [`MeshVertexAttribute::id`].
/// This is used to transform the vertex data into a GPU friendly format.
///
/// # Panics
/// Panics if the attributes have different vertex counts.
/// If the vertex attributes have different lengths, they are all truncated to
/// the length of the smallest.
pub fn get_vertex_buffer_data(&self) -> Vec<u8> {
let mut vertex_size = 0;
for attribute_data in self.attributes.values() {
Expand All @@ -356,7 +360,7 @@ impl Mesh {
let mut attributes_interleaved_buffer = vec![0; vertex_count * vertex_size];
// bundle into interleaved buffers
let mut attribute_offset = 0;
for attribute_data in self.attributes.values() {
for attribute_data in self.attributes.values().take(vertex_count) {
let attribute_size = attribute_data.attribute.format.get_size() as usize;
let attributes_bytes = attribute_data.values.get_bytes();
for (vertex_index, attribute_bytes) in
Expand Down

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