mirror of
https://github.com/eliasstepanik/voxel-simulation.git
synced 2026-01-14 15:28:27 +00:00
Add mesh buffer pooling
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@ -1,28 +1,34 @@
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use crate::plugins::environment::systems::voxels::debug::{draw_grid, visualize_octree_system};
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use crate::plugins::environment::systems::voxels::lod::update_chunk_lods;
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use crate::plugins::environment::systems::voxels::queue_systems;
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use crate::plugins::environment::systems::voxels::queue_systems::{
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enqueue_visible_chunks, process_chunk_queue,
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};
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use crate::plugins::environment::systems::voxels::render_chunks::rebuild_dirty_chunks;
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use crate::plugins::environment::systems::voxels::structure::{
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ChunkBudget, ChunkCullingCfg, ChunkQueue, MeshBufferPool, PrevCameraChunk, SparseVoxelOctree,
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SpawnedChunks,
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};
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use bevy::app::{App, Plugin, PreStartup, PreUpdate, Startup};
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use bevy::prelude::*;
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use crate::plugins::environment::systems::voxels::debug::{draw_grid, visualize_octree_system};
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use crate::plugins::environment::systems::voxels::queue_systems;
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use crate::plugins::environment::systems::voxels::queue_systems::{enqueue_visible_chunks, process_chunk_queue};
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use crate::plugins::environment::systems::voxels::render_chunks::rebuild_dirty_chunks;
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use crate::plugins::environment::systems::voxels::lod::update_chunk_lods;
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use crate::plugins::environment::systems::voxels::structure::{ChunkBudget, ChunkCullingCfg, ChunkQueue, SparseVoxelOctree, SpawnedChunks, PrevCameraChunk};
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pub struct EnvironmentPlugin;
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impl Plugin for EnvironmentPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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Startup,
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(
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crate::plugins::environment::systems::camera_system::setup,
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crate::plugins::environment::systems::environment_system::setup.after(crate::plugins::environment::systems::camera_system::setup),
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crate::plugins::environment::systems::voxel_system::setup
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crate::plugins::environment::systems::environment_system::setup
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.after(crate::plugins::environment::systems::camera_system::setup),
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crate::plugins::environment::systems::voxel_system::setup,
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),
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);
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let view_distance_chunks = 100;
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app.insert_resource(ChunkCullingCfg { view_distance_chunks });
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app.insert_resource(ChunkCullingCfg {
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view_distance_chunks,
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});
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app.insert_resource(ChunkBudget { per_frame: 20 });
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app.init_resource::<PrevCameraChunk>();
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app.add_systems(Update, log_mesh_count);
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@ -32,6 +38,7 @@ impl Plugin for EnvironmentPlugin {
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// ------------------------------------------------------------------------
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.init_resource::<ChunkQueue>()
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.init_resource::<SpawnedChunks>()
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.init_resource::<MeshBufferPool>()
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// ------------------------------------------------------------------------
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// frame update
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// ------------------------------------------------------------------------
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@ -42,8 +49,7 @@ impl Plugin for EnvironmentPlugin {
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enqueue_visible_chunks,
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process_chunk_queue.after(enqueue_visible_chunks),
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update_chunk_lods.after(process_chunk_queue),
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rebuild_dirty_chunks .after(process_chunk_queue), // 4. (re)mesh dirty chunks
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rebuild_dirty_chunks.after(process_chunk_queue), // 4. (re)mesh dirty chunks
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/* ---------- optional debug drawing ------- */
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visualize_octree_system
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.run_if(should_visualize_octree)
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@ -52,9 +58,8 @@ impl Plugin for EnvironmentPlugin {
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.run_if(should_draw_grid)
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.after(visualize_octree_system),
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)
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.chain(), // make the whole tuple execute in this exact order
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.chain(), // make the whole tuple execute in this exact order
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);
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}
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}
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@ -65,11 +70,15 @@ fn log_mesh_count(meshes: Res<Assets<Mesh>>, time: Res<Time>) {
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}
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fn should_visualize_octree(octree_query: Query<&SparseVoxelOctree>) -> bool {
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let Ok(octree) = octree_query.get_single() else { return false };
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let Ok(octree) = octree_query.get_single() else {
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return false;
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};
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octree.show_wireframe
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}
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fn should_draw_grid(octree_query: Query<&SparseVoxelOctree>) -> bool {
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let Ok(octree) = octree_query.get_single() else { return false };
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let Ok(octree) = octree_query.get_single() else {
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return false;
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};
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octree.show_world_grid
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}
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}
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@ -1,7 +1,7 @@
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use crate::plugins::environment::systems::voxels::structure::*;
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use bevy::asset::RenderAssetUsages;
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use bevy::prelude::*;
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use bevy::render::mesh::{Indices, PrimitiveTopology, VertexAttributeValues, Mesh};
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use crate::plugins::environment::systems::voxels::structure::*;
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use bevy::render::mesh::{Indices, Mesh, PrimitiveTopology, VertexAttributeValues};
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/*pub(crate) fn mesh_chunk(
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buffer: &[[[Option<Voxel>; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize],
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@ -96,7 +96,7 @@ use crate::plugins::environment::systems::voxels::structure::*;
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}
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}
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}
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// ------ 2nd pass : +Z faces ---------------------------------------------
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for z in 0..CHUNK_SIZE { // +Z faces (normal +Z)
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let nz = 1;
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@ -298,12 +298,12 @@ use crate::plugins::environment::systems::voxels::structure::*;
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mesh
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}*/
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pub(crate) fn mesh_chunk(
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buffer: &[[[Option<Voxel>; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize],
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origin: Vec3,
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step: f32,
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tree: &SparseVoxelOctree,
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step: f32,
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tree: &SparseVoxelOctree,
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pool: &mut MeshBufferPool,
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) -> Option<Mesh> {
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// ────────────────────────────────────────────────────────────────────────────
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// Helpers
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@ -328,12 +328,18 @@ pub(crate) fn mesh_chunk(
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// Push a single quad (4 vertices, 6 indices). `base` is the lower‑left
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// corner in world space; `u`/`v` are the tangent vectors (length 1); `size`
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// is expressed in world units along those axes; `n` is the face normal.
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// Preallocate vertex buffers for better performance
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// Preallocate vertex buffers for better performance, reusing the pool.
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pool.clear();
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let voxel_count = N * N * N;
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let mut positions = Vec::<[f32; 3]>::with_capacity(voxel_count * 4);
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let mut normals = Vec::<[f32; 3]>::with_capacity(voxel_count * 4);
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let mut uvs = Vec::<[f32; 2]>::with_capacity(voxel_count * 4);
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let mut indices = Vec::<u32>::with_capacity(voxel_count * 6);
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pool.positions.reserve(voxel_count * 4);
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pool.normals.reserve(voxel_count * 4);
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pool.uvs.reserve(voxel_count * 4);
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pool.indices.reserve(voxel_count * 6);
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let positions = &mut pool.positions;
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let normals = &mut pool.normals;
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let uvs = &mut pool.uvs;
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let indices = &mut pool.indices;
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let mut push_quad = |base: Vec3, size: Vec2, n: Vec3, u: Vec3, v: Vec3| {
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let i0 = positions.len() as u32;
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@ -361,7 +367,7 @@ pub(crate) fn mesh_chunk(
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// Axes: 0→X, 1→Y, 2→Z. For each axis we process the negative and positive
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// faces (dir = −1 / +1).
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for (axis, dir) in [ (0, -1), (0, 1), (1, -1), (1, 1), (2, -1), (2, 1) ] {
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for (axis, dir) in [(0, -1), (0, 1), (1, -1), (1, 1), (2, -1), (2, 1)] {
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// Mapping of (u,v) axes and their unit vectors in world space.
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let (u_axis, v_axis, face_normal, u_vec, v_vec) = match (axis, dir) {
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(0, d) => (1, 2, Vec3::new(d as f32, 0.0, 0.0), Vec3::Y, Vec3::Z),
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@ -386,15 +392,17 @@ pub(crate) fn mesh_chunk(
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let mut cell = [0i32; 3];
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let mut neighbor = [0i32; 3];
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cell [axis] = slice as i32 + if dir == 1 { -1 } else { 0 };
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cell[axis] = slice as i32 + if dir == 1 { -1 } else { 0 };
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neighbor[axis] = cell[axis] + dir;
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cell [u_axis] = u as i32;
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cell [v_axis] = v as i32;
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cell[u_axis] = u as i32;
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cell[v_axis] = v as i32;
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neighbor[u_axis] = u as i32;
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neighbor[v_axis] = v as i32;
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if filled(cell[0], cell[1], cell[2]) && !filled(neighbor[0], neighbor[1], neighbor[2]) {
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if filled(cell[0], cell[1], cell[2])
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&& !filled(neighbor[0], neighbor[1], neighbor[2])
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{
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mask[idx(u, v)] = true;
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}
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}
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@ -409,7 +417,10 @@ pub(crate) fn mesh_chunk(
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// Determine the rectangle width.
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let mut width = 1;
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while u0 + width < N && mask[idx(u0 + width, v0)] && !visited[idx(u0 + width, v0)] {
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while u0 + width < N
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&& mask[idx(u0 + width, v0)]
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&& !visited[idx(u0 + width, v0)]
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{
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width += 1;
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}
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@ -417,7 +428,9 @@ pub(crate) fn mesh_chunk(
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let mut height = 1;
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'h: while v0 + height < N {
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for du in 0..width {
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if !mask[idx(u0 + du, v0 + height)] || visited[idx(u0 + du, v0 + height)] {
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if !mask[idx(u0 + du, v0 + height)]
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|| visited[idx(u0 + du, v0 + height)]
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{
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break 'h;
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}
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}
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@ -466,19 +479,23 @@ pub(crate) fn mesh_chunk(
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return None;
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}
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList, RenderAssetUsages::default());
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let mut mesh = Mesh::new(
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PrimitiveTopology::TriangleList,
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RenderAssetUsages::default(),
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);
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mesh.insert_attribute(
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Mesh::ATTRIBUTE_POSITION,
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VertexAttributeValues::Float32x3(positions),
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VertexAttributeValues::Float32x3(positions.clone()),
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);
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mesh.insert_attribute(
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Mesh::ATTRIBUTE_NORMAL,
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VertexAttributeValues::Float32x3(normals),
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VertexAttributeValues::Float32x3(normals.clone()),
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);
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mesh.insert_attribute(
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Mesh::ATTRIBUTE_UV_0,
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VertexAttributeValues::Float32x2(uvs),
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VertexAttributeValues::Float32x2(uvs.clone()),
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);
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mesh.insert_indices(Indices::U32(indices));
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mesh.insert_indices(Indices::U32(indices.clone()));
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pool.clear();
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Some(mesh)
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}
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@ -1,27 +1,30 @@
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use std::collections::HashMap;
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use std::fmt::format;
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use crate::plugins::big_space::big_space_plugin::RootGrid;
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use crate::plugins::environment::systems::voxels::meshing::mesh_chunk;
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use crate::plugins::environment::systems::voxels::structure::*;
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use bevy::pbr::wireframe::Wireframe;
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use bevy::prelude::*;
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use bevy::render::mesh::Mesh;
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use big_space::prelude::GridCell;
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use itertools::Itertools;
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use crate::plugins::big_space::big_space_plugin::RootGrid;
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use crate::plugins::environment::systems::voxels::meshing::mesh_chunk;
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use crate::plugins::environment::systems::voxels::structure::*;
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use std::collections::HashMap;
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use std::fmt::format;
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/// rebuilds meshes only for chunks flagged dirty by the octree
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pub fn rebuild_dirty_chunks(
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mut commands : Commands,
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mut octrees : Query<&mut SparseVoxelOctree>,
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mut meshes : ResMut<Assets<Mesh>>,
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mut commands: Commands,
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mut octrees: Query<&mut SparseVoxelOctree>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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chunk_q : Query<(Entity,
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&Chunk,
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&Mesh3d,
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&MeshMaterial3d<StandardMaterial>,
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&ChunkLod)>,
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mut spawned : ResMut<SpawnedChunks>,
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root : Res<RootGrid>,
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chunk_q: Query<(
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Entity,
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&Chunk,
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&Mesh3d,
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&MeshMaterial3d<StandardMaterial>,
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&ChunkLod,
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)>,
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mut spawned: ResMut<SpawnedChunks>,
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mut pool: ResMut<MeshBufferPool>,
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root: Res<RootGrid>,
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) {
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// map ChunkKey → (entity, mesh-handle, material-handle)
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let existing: HashMap<ChunkKey, (Entity, Handle<Mesh>, Handle<StandardMaterial>, u32)> =
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@ -39,8 +42,7 @@ pub fn rebuild_dirty_chunks(
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let mut bufs = Vec::new();
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for key in tree.dirty_chunks.iter().copied() {
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let lod = existing.get(&key).map(|v| v.3).unwrap_or(0);
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let mut buf =
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[[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
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let mut buf = [[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
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let half = tree.size * 0.5;
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let step = tree.get_spacing_at_depth(tree.max_depth);
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@ -85,7 +87,7 @@ pub fn rebuild_dirty_chunks(
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for (key, buf, origin, step, lod) in bufs {
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if let Some((ent, mesh_h, _mat_h, _)) = existing.get(&key).cloned() {
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// update mesh in-place; keeps old asset id
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match mesh_chunk(&buf, origin, step, &tree) {
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match mesh_chunk(&buf, origin, step, &tree, &mut pool) {
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Some(new_mesh) => {
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if let Some(mesh) = meshes.get_mut(&mesh_h) {
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*mesh = new_mesh;
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@ -98,10 +100,10 @@ pub fn rebuild_dirty_chunks(
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spawned.0.remove(&key);
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}
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}
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} else if let Some(mesh) = mesh_chunk(&buf, origin, step, &tree) {
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} else if let Some(mesh) = mesh_chunk(&buf, origin, step, &tree, &mut pool) {
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// spawn brand-new chunk only if mesh has faces
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let mesh_h = meshes.add(mesh);
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let mat_h = materials.add(StandardMaterial::default());
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let mat_h = materials.add(StandardMaterial::default());
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commands.entity(root.0).with_children(|p| {
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let e = p
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@ -110,7 +112,11 @@ pub fn rebuild_dirty_chunks(
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MeshMaterial3d(mat_h.clone()),
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Transform::default(),
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GridCell::ZERO,
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Chunk { key, voxels: Vec::new(), dirty: false },
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Chunk {
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key,
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voxels: Vec::new(),
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dirty: false,
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},
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ChunkLod(lod),
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/*Wireframe,*/
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))
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@ -122,4 +128,4 @@ pub fn rebuild_dirty_chunks(
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tree.clear_dirty_flags();
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}
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}
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}
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@ -1,7 +1,7 @@
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use std::collections::{HashMap, HashSet, VecDeque};
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use bevy::color::Color;
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use bevy::prelude::*;
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use serde::{Serialize, Deserialize, Serializer, Deserializer};
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use serde::{Deserialize, Deserializer, Serialize, Serializer};
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use std::collections::{HashMap, HashSet, VecDeque};
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fn serialize_color<S>(color: &Color, serializer: S) -> Result<S::Ok, S::Error>
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where
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@ -19,11 +19,13 @@ where
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Ok(Color::linear_rgba(arr[0], arr[1], arr[2], arr[3]))
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}
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/// Represents a single voxel with a color.
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#[derive(Debug, Clone, Copy, Component, PartialEq, Default, Serialize, Deserialize)]
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pub struct Voxel {
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#[serde(serialize_with = "serialize_color", deserialize_with = "deserialize_color")]
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#[serde(
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serialize_with = "serialize_color",
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deserialize_with = "deserialize_color"
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)]
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pub color: Color,
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}
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@ -44,7 +46,6 @@ pub struct OctreeNode {
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/// Represents the root of the sparse voxel octree.
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#[derive(Debug, Component, Serialize, Deserialize, Clone)]
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pub struct SparseVoxelOctree {
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pub root: OctreeNode,
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pub max_depth: u32,
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pub size: f32,
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@ -77,13 +78,10 @@ impl OctreeNode {
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impl Voxel {
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/// Creates a new empty octree node.
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pub fn new(color: Color) -> Self {
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Self {
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color,
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}
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Self { color }
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}
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}
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pub const NEIGHBOR_OFFSETS: [(f32, f32, f32); 6] = [
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(-1.0, 0.0, 0.0), // Left
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(1.0, 0.0, 0.0), // Right
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@ -93,7 +91,6 @@ pub const NEIGHBOR_OFFSETS: [(f32, f32, f32); 6] = [
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(0.0, 0.0, 1.0), // Front
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];
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#[derive(Debug)]
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pub struct Ray {
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pub origin: Vec3,
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@ -106,25 +103,22 @@ pub struct AABB {
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pub max: Vec3,
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}
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pub const CHUNK_SIZE: i32 = 16; // 16×16×16 voxels
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pub const CHUNK_POW : u32 = 4;
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pub const CHUNK_SIZE: i32 = 16; // 16×16×16 voxels
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pub const CHUNK_POW: u32 = 4;
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#[derive(Component)]
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pub struct Chunk {
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pub key: ChunkKey,
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pub voxels: Vec<(IVec3, Voxel)>, // local coords 0‥15
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pub voxels: Vec<(IVec3, Voxel)>, // local coords 0‥15
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pub dirty: bool,
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}
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|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct ChunkLod(pub u32);
|
||||
|
||||
|
||||
#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, Serialize, Deserialize)]
|
||||
pub struct ChunkKey(pub i32, pub i32, pub i32);
|
||||
|
||||
|
||||
/// maximum amount of *new* chunk meshes we are willing to create each frame
|
||||
#[derive(Resource)]
|
||||
pub struct ChunkBudget {
|
||||
@ -132,7 +126,7 @@ pub struct ChunkBudget {
|
||||
}
|
||||
impl Default for ChunkBudget {
|
||||
fn default() -> Self {
|
||||
Self { per_frame: 4 } // tweak to taste
|
||||
Self { per_frame: 4 } // tweak to taste
|
||||
}
|
||||
}
|
||||
|
||||
@ -140,7 +134,7 @@ impl Default for ChunkBudget {
|
||||
#[derive(Resource, Default)]
|
||||
pub struct ChunkQueue {
|
||||
pub keys: VecDeque<ChunkKey>,
|
||||
pub set: HashSet<ChunkKey>,
|
||||
pub set: HashSet<ChunkKey>,
|
||||
}
|
||||
|
||||
/// map “which chunk key already has an entity in the world?”
|
||||
@ -149,8 +143,16 @@ pub struct SpawnedChunks(pub HashMap<ChunkKey, Entity>);
|
||||
|
||||
/// how big the cube around the player is, measured in chunks
|
||||
#[derive(Resource)]
|
||||
pub struct ChunkCullingCfg { pub view_distance_chunks: i32 }
|
||||
impl Default for ChunkCullingCfg { fn default() -> Self { Self { view_distance_chunks: 6 } } }
|
||||
pub struct ChunkCullingCfg {
|
||||
pub view_distance_chunks: i32,
|
||||
}
|
||||
impl Default for ChunkCullingCfg {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
view_distance_chunks: 6,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct PrevCameraChunk(pub Option<ChunkKey>);
|
||||
@ -172,3 +174,23 @@ impl ChunkOffsets {
|
||||
Self(offsets)
|
||||
}
|
||||
}
|
||||
|
||||
/// Pool reused when constructing chunk meshes. Reusing the backing
|
||||
/// storage avoids frequent allocations when rebuilding many chunks.
|
||||
#[derive(Resource, Default)]
|
||||
pub struct MeshBufferPool {
|
||||
pub positions: Vec<[f32; 3]>,
|
||||
pub normals: Vec<[f32; 3]>,
|
||||
pub uvs: Vec<[f32; 2]>,
|
||||
pub indices: Vec<u32>,
|
||||
}
|
||||
|
||||
impl MeshBufferPool {
|
||||
/// Clears all buffers while keeping the allocated capacity.
|
||||
pub fn clear(&mut self) {
|
||||
self.positions.clear();
|
||||
self.normals.clear();
|
||||
self.uvs.clear();
|
||||
self.indices.clear();
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user