godot/scene/resources/mesh.h

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/*************************************************************************/
/* mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifndef MESH_H
#define MESH_H
#include "core/math/face3.h"
#include "core/math/triangle_mesh.h"
#include "core/resource.h"
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#include "scene/resources/material.h"
#include "scene/resources/shape.h"
#include "servers/visual_server.h"
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class Mesh : public Resource {
GDCLASS(Mesh, Resource);
mutable Ref<TriangleMesh> triangle_mesh; //cached
mutable Vector<Vector3> debug_lines;
Size2 lightmap_size_hint;
protected:
static void _bind_methods();
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public:
enum {
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NO_INDEX_ARRAY = VisualServer::NO_INDEX_ARRAY,
ARRAY_WEIGHTS_SIZE = VisualServer::ARRAY_WEIGHTS_SIZE
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};
enum ArrayType {
ARRAY_VERTEX = VisualServer::ARRAY_VERTEX,
ARRAY_NORMAL = VisualServer::ARRAY_NORMAL,
ARRAY_TANGENT = VisualServer::ARRAY_TANGENT,
ARRAY_COLOR = VisualServer::ARRAY_COLOR,
ARRAY_TEX_UV = VisualServer::ARRAY_TEX_UV,
ARRAY_TEX_UV2 = VisualServer::ARRAY_TEX_UV2,
ARRAY_BONES = VisualServer::ARRAY_BONES,
ARRAY_WEIGHTS = VisualServer::ARRAY_WEIGHTS,
ARRAY_INDEX = VisualServer::ARRAY_INDEX,
ARRAY_MAX = VisualServer::ARRAY_MAX
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};
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enum ArrayFormat {
/* ARRAY FORMAT FLAGS */
ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory
ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL,
ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT,
ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR,
ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV,
ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2,
ARRAY_FORMAT_BONES = 1 << ARRAY_BONES,
ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS,
ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX,
ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1),
ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE),
ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2
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};
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enum PrimitiveType {
PRIMITIVE_POINTS = VisualServer::PRIMITIVE_POINTS,
PRIMITIVE_LINES = VisualServer::PRIMITIVE_LINES,
PRIMITIVE_LINE_STRIP = VisualServer::PRIMITIVE_LINE_STRIP,
PRIMITIVE_TRIANGLES = VisualServer::PRIMITIVE_TRIANGLES,
PRIMITIVE_TRIANGLE_STRIP = VisualServer::PRIMITIVE_TRIANGLE_STRIP,
PRIMITIVE_MAX = VisualServer::PRIMITIVE_MAX,
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};
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enum BlendShapeMode {
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BLEND_SHAPE_MODE_NORMALIZED = VS::BLEND_SHAPE_MODE_NORMALIZED,
BLEND_SHAPE_MODE_RELATIVE = VS::BLEND_SHAPE_MODE_RELATIVE,
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};
virtual int get_surface_count() const = 0;
virtual int surface_get_array_len(int p_idx) const = 0;
virtual int surface_get_array_index_len(int p_idx) const = 0;
virtual bool surface_is_softbody_friendly(int p_idx) const;
virtual Array surface_get_arrays(int p_surface) const = 0;
virtual Array surface_get_blend_shape_arrays(int p_surface) const = 0;
virtual Dictionary surface_get_lods(int p_surface) const = 0;
virtual uint32_t surface_get_format(int p_idx) const = 0;
virtual PrimitiveType surface_get_primitive_type(int p_idx) const = 0;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) = 0;
virtual Ref<Material> surface_get_material(int p_idx) const = 0;
virtual int get_blend_shape_count() const = 0;
virtual StringName get_blend_shape_name(int p_index) const = 0;
Vector<Face3> get_faces() const;
Ref<TriangleMesh> generate_triangle_mesh() const;
void generate_debug_mesh_lines(Vector<Vector3> &r_lines);
void generate_debug_mesh_indices(Vector<Vector3> &r_points);
Ref<Shape> create_trimesh_shape() const;
Ref<Shape> create_convex_shape() const;
Ref<Mesh> create_outline(float p_margin) const;
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virtual AABB get_aabb() const = 0;
void set_lightmap_size_hint(const Vector2 &p_size);
Size2 get_lightmap_size_hint() const;
void clear_cache() const;
typedef Vector<Vector<Face3>> (*ConvexDecompositionFunc)(const Vector<Face3> &);
static ConvexDecompositionFunc convex_composition_function;
Vector<Ref<Shape>> convex_decompose() const;
Mesh();
};
class ArrayMesh : public Mesh {
GDCLASS(ArrayMesh, Mesh);
RES_BASE_EXTENSION("mesh");
Array _get_surfaces() const;
void _set_surfaces(const Array &p_data);
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private:
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struct Surface {
uint32_t format;
int array_length;
int index_array_length;
PrimitiveType primitive;
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String name;
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AABB aabb;
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Ref<Material> material;
bool is_2d;
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};
Vector<Surface> surfaces;
mutable RID mesh;
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AABB aabb;
BlendShapeMode blend_shape_mode;
Vector<StringName> blend_shapes;
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AABB custom_aabb;
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_FORCE_INLINE_ void _create_if_empty() const;
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void _recompute_aabb();
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protected:
virtual bool _is_generated() const { return false; }
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
void add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_flags = ARRAY_COMPRESS_DEFAULT);
void add_surface(uint32_t p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes = Vector<Vector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>(), const Vector<VS::SurfaceData::LOD> &p_lods = Vector<VS::SurfaceData::LOD>());
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Array surface_get_arrays(int p_surface) const;
Array surface_get_blend_shape_arrays(int p_surface) const;
Dictionary surface_get_lods(int p_surface) const;
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void add_blend_shape(const StringName &p_name);
int get_blend_shape_count() const;
StringName get_blend_shape_name(int p_index) const;
void clear_blend_shapes();
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void set_blend_shape_mode(BlendShapeMode p_mode);
BlendShapeMode get_blend_shape_mode() const;
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void surface_update_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data);
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int get_surface_count() const;
void surface_remove(int p_idx);
void clear_surfaces();
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void surface_set_custom_aabb(int p_idx, const AABB &p_aabb); //only recognized by driver
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int surface_get_array_len(int p_idx) const;
int surface_get_array_index_len(int p_idx) const;
uint32_t surface_get_format(int p_idx) const;
PrimitiveType surface_get_primitive_type(int p_idx) const;
bool surface_is_alpha_sorting_enabled(int p_idx) const;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material);
virtual Ref<Material> surface_get_material(int p_idx) const;
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int surface_find_by_name(const String &p_name) const;
void surface_set_name(int p_idx, const String &p_name);
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String surface_get_name(int p_idx) const;
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void set_custom_aabb(const AABB &p_custom);
AABB get_custom_aabb() const;
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AABB get_aabb() const;
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virtual RID get_rid() const;
void regen_normalmaps();
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Error lightmap_unwrap(const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
virtual void reload_from_file();
ArrayMesh();
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~ArrayMesh();
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};
VARIANT_ENUM_CAST(Mesh::ArrayType);
VARIANT_ENUM_CAST(Mesh::ArrayFormat);
VARIANT_ENUM_CAST(Mesh::PrimitiveType);
VARIANT_ENUM_CAST(Mesh::BlendShapeMode);
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#endif