2020-12-21 15:39:32 +00:00
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/*************************************************************************/
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2021-09-21 01:24:31 +00:00
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/* importer_mesh.h */
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2020-12-21 15:39:32 +00:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2020-12-21 15:39:32 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2021-09-21 01:24:31 +00:00
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#ifndef SCENE_IMPORTER_MESH_H
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#define SCENE_IMPORTER_MESH_H
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2020-12-21 15:39:32 +00:00
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#include "core/io/resource.h"
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2021-09-07 15:44:50 +00:00
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#include "core/templates/local_vector.h"
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2021-03-19 12:57:52 +00:00
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#include "scene/resources/concave_polygon_shape_3d.h"
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#include "scene/resources/convex_polygon_shape_3d.h"
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2020-12-21 15:39:32 +00:00
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#include "scene/resources/mesh.h"
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#include "scene/resources/navigation_mesh.h"
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2021-09-09 04:29:14 +00:00
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#include <cstdint>
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2020-12-21 15:39:32 +00:00
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// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
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// so the data is not registered (hence, quality loss), importing happens faster and
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// its easier to modify before saving
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2021-09-21 01:24:31 +00:00
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class ImporterMesh : public Resource {
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GDCLASS(ImporterMesh, Resource)
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2020-12-21 15:39:32 +00:00
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struct Surface {
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Mesh::PrimitiveType primitive;
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Array arrays;
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struct BlendShape {
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Array arrays;
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};
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Vector<BlendShape> blend_shape_data;
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struct LOD {
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Vector<int> indices;
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float distance = 0.0f;
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};
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Vector<LOD> lods;
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Ref<Material> material;
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String name;
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uint32_t flags = 0;
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struct LODComparator {
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_FORCE_INLINE_ bool operator()(const LOD &l, const LOD &r) const {
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return l.distance < r.distance;
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}
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};
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void split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
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2021-10-06 09:53:53 +00:00
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static void _split_normals(Array &r_arrays, const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
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};
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Vector<Surface> surfaces;
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Vector<String> blend_shapes;
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Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
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Ref<ArrayMesh> mesh;
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Ref<ImporterMesh> shadow_mesh;
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2021-01-25 15:20:11 +00:00
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2021-03-19 12:57:52 +00:00
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Size2i lightmap_size_hint;
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2020-12-21 15:39:32 +00:00
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protected:
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void _set_data(const Dictionary &p_data);
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Dictionary _get_data() const;
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static void _bind_methods();
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public:
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void add_blend_shape(const String &p_name);
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int get_blend_shape_count() const;
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String get_blend_shape_name(int p_blend_shape) const;
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2021-09-09 04:29:14 +00:00
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void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String(), const uint32_t p_flags = 0);
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2020-12-21 15:39:32 +00:00
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int get_surface_count() const;
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void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
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Mesh::BlendShapeMode get_blend_shape_mode() const;
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Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
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String get_surface_name(int p_surface) const;
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2021-08-23 01:11:57 +00:00
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void set_surface_name(int p_surface, const String &p_name);
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Array get_surface_arrays(int p_surface) const;
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Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
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int get_surface_lod_count(int p_surface) const;
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Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
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float get_surface_lod_size(int p_surface, int p_lod) const;
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Ref<Material> get_surface_material(int p_surface) const;
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uint32_t get_surface_format(int p_surface) const;
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void set_surface_material(int p_surface, const Ref<Material> &p_material);
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2021-09-07 15:44:50 +00:00
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void generate_lods(float p_normal_merge_angle, float p_normal_split_angle);
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2020-12-21 15:39:32 +00:00
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2021-01-25 15:20:11 +00:00
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void create_shadow_mesh();
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Ref<ImporterMesh> get_shadow_mesh() const;
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2021-01-25 15:20:11 +00:00
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2021-03-19 12:57:52 +00:00
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Vector<Face3> get_faces() const;
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 16:19:13 +00:00
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Vector<Ref<Shape3D>> convex_decompose(const Mesh::ConvexDecompositionSettings &p_settings) const;
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2021-03-19 12:57:52 +00:00
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Ref<Shape3D> create_trimesh_shape() const;
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Ref<NavigationMesh> create_navigation_mesh();
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2020-10-17 05:08:21 +00:00
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Error lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache);
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2021-03-19 12:57:52 +00:00
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void set_lightmap_size_hint(const Size2i &p_size);
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Size2i get_lightmap_size_hint() const;
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2020-12-21 15:39:32 +00:00
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bool has_mesh() const;
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2021-08-23 01:11:57 +00:00
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Ref<ArrayMesh> get_mesh(const Ref<ArrayMesh> &p_base = Ref<ArrayMesh>());
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2020-12-21 15:39:32 +00:00
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void clear();
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};
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2021-09-21 01:24:31 +00:00
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#endif // SCENE_IMPORTER_MESH_H
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