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Move skin code to a separate module #9899
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mesh.rs is infamously large. We could split off unrelated code. Morph targets are very similar to skinning and have their own module. We move skinned meshes to an independent module like morph targets and give the systems similar names.
mockersf
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Sep 22, 2023
Co-authored-by: François <mockersf@gmail.com>
atlv24
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Sep 23, 2023
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These changes are good. I was hesitant at first with the skinned_mesh
-> skins
rename but i think it is less noisy and makes it easier to search for only mesh related stuff vs only skin related stuff in the codebase.
Co-authored-by: vero <email@atlasdostal.com>
mockersf
approved these changes
Sep 24, 2023
This replaces the comment added in 4339, detailing what exactly is special about our approach.
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# Objective mesh.rs is infamously large. We could split off unrelated code. ## Solution Morph targets are very similar to skinning and have their own module. We move skinned meshes to an independent module like morph targets and give the systems similar names. ### Open questions Should the skinning systems and structs stay public? --- ## Migration Guide Renamed skinning systems, resources and components: - extract_skinned_meshes -> extract_skins - prepare_skinned_meshes -> prepare_skins - SkinnedMeshUniform -> SkinUniform - SkinnedMeshJoints -> SkinIndex --------- Co-authored-by: François <mockersf@gmail.com> Co-authored-by: vero <email@atlasdostal.com>
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Labels
A-Animation
Make things move and change over time
A-Rendering
Drawing game state to the screen
C-Code-Quality
A section of code that is hard to understand or change
M-Needs-Migration-Guide
A breaking change to Bevy's public API that needs to be noted in a migration guide
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
mesh.rs is infamously large. We could split off unrelated code.
Solution
Morph targets are very similar to skinning and have their own module. We move skinned meshes to an independent module like morph targets and give the systems similar names.
Open questions
Should the skinning systems and structs stay public?
Migration Guide
Renamed skinning systems, resources and components: