Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm) Simplify: modify the geometry for further simplification (uses VHACD algorithm) In the editor, single convex hull now uses the clean option. Added a new editor entry to create a simplified convex hull, can be useful for creating convex hull from highly tessellated triangle meshes.
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1de995ae99
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@ -16,8 +16,14 @@
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<method name="create_convex_shape" qualifiers="const">
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<return type="Shape3D">
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</return>
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<argument index="0" name="clean" type="bool" default="true">
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</argument>
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<argument index="1" name="simplify" type="bool" default="false">
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</argument>
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<description>
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Calculate a [ConvexPolygonShape3D] from the mesh.
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If [code]clean[/code] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
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If [code]simplify[/code] is [code]true[/code], the geometry can be further simplified to reduce the amount of vertices. Disabled by default.
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</description>
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</method>
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<method name="create_outline" qualifiers="const">
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@ -16,8 +16,14 @@
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<method name="create_convex_collision">
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<return type="void">
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</return>
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<argument index="0" name="clean" type="bool" default="true">
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</argument>
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<argument index="1" name="simplify" type="bool" default="false">
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</argument>
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<description>
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This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
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If [code]clean[/code] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
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If [code]simplify[/code] is [code]true[/code], the geometry can be further simplified to reduce the amount of vertices. Disabled by default.
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</description>
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</method>
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<method name="create_debug_tangents">
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@ -506,7 +506,7 @@ Vector<Ref<Shape3D>> EditorSceneImporterMesh::convex_decompose() const {
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const Vector<Face3> faces = get_faces();
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Vector<Vector<Face3>> decomposed = Mesh::convex_composition_function(faces);
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Vector<Vector<Face3>> decomposed = Mesh::convex_composition_function(faces, -1);
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Vector<Ref<Shape3D>> ret;
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@ -153,14 +153,18 @@ void MeshInstance3DEditor::_menu_option(int p_option) {
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ur->add_undo_method(node->get_parent(), "remove_child", cshape);
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ur->commit_action();
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} break;
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case MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE: {
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case MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE:
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case MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE: {
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if (node == get_tree()->get_edited_scene_root()) {
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err_dialog->set_text(TTR("Can't create a single convex collision shape for the scene root."));
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err_dialog->popup_centered();
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return;
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}
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Ref<Shape3D> shape = mesh->create_convex_shape();
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bool simplify = (p_option == MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE);
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Ref<Shape3D> shape = mesh->create_convex_shape(true, simplify);
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if (shape.is_null()) {
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err_dialog->set_text(TTR("Couldn't create a single convex collision shape."));
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@ -169,7 +173,11 @@ void MeshInstance3DEditor::_menu_option(int p_option) {
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}
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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if (simplify) {
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ur->create_action(TTR("Create Simplified Convex Shape"));
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} else {
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ur->create_action(TTR("Create Single Convex Shape"));
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}
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CollisionShape3D *cshape = memnew(CollisionShape3D);
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cshape->set_shape(shape);
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@ -186,6 +194,7 @@ void MeshInstance3DEditor::_menu_option(int p_option) {
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ur->commit_action();
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} break;
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case MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES: {
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if (node == get_tree()->get_edited_scene_root()) {
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err_dialog->set_text(TTR("Can't create multiple convex collision shapes for the scene root."));
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@ -441,8 +450,10 @@ MeshInstance3DEditor::MeshInstance3DEditor() {
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options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a polygon-based collision shape.\nThis is the most accurate (but slowest) option for collision detection."));
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options->get_popup()->add_item(TTR("Create Single Convex Collision Sibling"), MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE);
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options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a single convex collision shape.\nThis is the fastest (but least accurate) option for collision detection."));
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options->get_popup()->add_item(TTR("Create Simplified Convex Collision Sibling"), MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE);
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options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a simplified convex collision shape.\nThis is similar to single collision shape, but can result in a simpler geometry in some cases, at the cost of accuracy."));
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options->get_popup()->add_item(TTR("Create Multiple Convex Collision Siblings"), MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES);
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options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a polygon-based collision shape.\nThis is a performance middle-ground between the two above options."));
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options->get_popup()->set_item_tooltip(options->get_popup()->get_item_count() - 1, TTR("Creates a polygon-based collision shape.\nThis is a performance middle-ground between a single convex collision and a polygon-based collision."));
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options->get_popup()->add_separator();
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options->get_popup()->add_item(TTR("Create Navigation Mesh"), MENU_OPTION_CREATE_NAVMESH);
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options->get_popup()->add_separator();
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@ -43,6 +43,7 @@ class MeshInstance3DEditor : public Control {
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MENU_OPTION_CREATE_STATIC_TRIMESH_BODY,
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MENU_OPTION_CREATE_TRIMESH_COLLISION_SHAPE,
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MENU_OPTION_CREATE_SINGLE_CONVEX_COLLISION_SHAPE,
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MENU_OPTION_CREATE_SIMPLIFIED_CONVEX_COLLISION_SHAPE,
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MENU_OPTION_CREATE_MULTIPLE_CONVEX_COLLISION_SHAPES,
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MENU_OPTION_CREATE_NAVMESH,
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MENU_OPTION_CREATE_OUTLINE_MESH,
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@ -32,7 +32,7 @@
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#include "scene/resources/mesh.h"
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#include "thirdparty/vhacd/public/VHACD.h"
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static Vector<Vector<Face3>> convex_decompose(const Vector<Face3> &p_faces) {
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static Vector<Vector<Face3>> convex_decompose(const Vector<Face3> &p_faces, int p_max_convex_hulls = -1) {
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Vector<float> vertices;
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vertices.resize(p_faces.size() * 9);
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Vector<uint32_t> indices;
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@ -47,8 +47,12 @@ static Vector<Vector<Face3>> convex_decompose(const Vector<Face3> &p_faces) {
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}
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}
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VHACD::IVHACD *decomposer = VHACD::CreateVHACD();
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VHACD::IVHACD::Parameters params;
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if (p_max_convex_hulls > 0) {
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params.m_maxConvexHulls = p_max_convex_hulls;
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}
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VHACD::IVHACD *decomposer = VHACD::CreateVHACD();
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decomposer->Compute(vertices.ptr(), vertices.size() / 3, indices.ptr(), indices.size() / 3, params);
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int hull_count = decomposer->GetNConvexHulls();
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@ -241,12 +241,12 @@ void MeshInstance3D::create_trimesh_collision() {
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}
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}
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Node *MeshInstance3D::create_convex_collision_node() {
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Node *MeshInstance3D::create_convex_collision_node(bool p_clean, bool p_simplify) {
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if (mesh.is_null()) {
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return nullptr;
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}
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Ref<Shape3D> shape = mesh->create_convex_shape();
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Ref<Shape3D> shape = mesh->create_convex_shape(p_clean, p_simplify);
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if (shape.is_null()) {
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return nullptr;
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}
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@ -258,8 +258,8 @@ Node *MeshInstance3D::create_convex_collision_node() {
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return static_body;
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}
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void MeshInstance3D::create_convex_collision() {
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StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_convex_collision_node());
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void MeshInstance3D::create_convex_collision(bool p_clean, bool p_simplify) {
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StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_convex_collision_node(p_clean, p_simplify));
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ERR_FAIL_COND(!static_body);
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static_body->set_name(String(get_name()) + "_col");
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@ -451,7 +451,7 @@ void MeshInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance3D::create_trimesh_collision);
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ClassDB::set_method_flags("MeshInstance3D", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
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ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance3D::create_convex_collision);
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ClassDB::bind_method(D_METHOD("create_convex_collision", "clean", "simplify"), &MeshInstance3D::create_convex_collision, DEFVAL(true), DEFVAL(false));
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ClassDB::set_method_flags("MeshInstance3D", "create_convex_collision", METHOD_FLAGS_DEFAULT);
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ClassDB::bind_method(D_METHOD("create_multiple_convex_collisions"), &MeshInstance3D::create_multiple_convex_collisions);
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ClassDB::set_method_flags("MeshInstance3D", "create_multiple_convex_collisions", METHOD_FLAGS_DEFAULT);
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@ -83,8 +83,8 @@ public:
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Node *create_trimesh_collision_node();
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void create_trimesh_collision();
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Node *create_convex_collision_node();
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void create_convex_collision();
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Node *create_convex_collision_node(bool p_clean = true, bool p_simplify = false);
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void create_convex_collision(bool p_clean = true, bool p_simplify = false);
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Node *create_multiple_convex_collisions_node();
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void create_multiple_convex_collisions();
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@ -30,6 +30,7 @@
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#include "mesh.h"
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#include "core/math/convex_hull.h"
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#include "core/templates/pair.h"
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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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@ -221,9 +222,17 @@ Vector<Face3> Mesh::get_faces() const {
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*/
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}
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Ref<Shape3D> Mesh::create_convex_shape() const {
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Vector<Vector3> vertices;
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Ref<Shape3D> Mesh::create_convex_shape(bool p_clean, bool p_simplify) const {
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if (p_simplify) {
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Vector<Ref<Shape3D>> decomposed = convex_decompose(1);
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if (decomposed.size() == 1) {
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return decomposed[0];
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} else {
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ERR_PRINT("Convex shape simplification failed, falling back to simpler process.");
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}
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}
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Vector<Vector3> vertices;
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for (int i = 0; i < get_surface_count(); i++) {
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Array a = surface_get_arrays(i);
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ERR_FAIL_COND_V(a.is_empty(), Ref<ConvexPolygonShape3D>());
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@ -232,6 +241,18 @@ Ref<Shape3D> Mesh::create_convex_shape() const {
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}
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Ref<ConvexPolygonShape3D> shape = memnew(ConvexPolygonShape3D);
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if (p_clean) {
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Geometry3D::MeshData md;
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Error err = ConvexHullComputer::convex_hull(vertices, md);
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if (err == OK) {
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shape->set_points(md.vertices);
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return shape;
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} else {
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ERR_PRINT("Convex shape cleaning failed, falling back to simpler process.");
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}
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}
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shape->set_points(vertices);
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return shape;
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}
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@ -543,12 +564,12 @@ void Mesh::clear_cache() const {
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debug_lines.clear();
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}
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Vector<Ref<Shape3D>> Mesh::convex_decompose() const {
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Vector<Ref<Shape3D>> Mesh::convex_decompose(int p_max_convex_hulls) const {
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ERR_FAIL_COND_V(!convex_composition_function, Vector<Ref<Shape3D>>());
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const Vector<Face3> faces = get_faces();
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Vector<Vector<Face3>> decomposed = convex_composition_function(faces);
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Vector<Vector<Face3>> decomposed = convex_composition_function(faces, p_max_convex_hulls);
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Vector<Ref<Shape3D>> ret;
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@ -1852,7 +1873,7 @@ void ArrayMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("surface_set_name", "surf_idx", "name"), &ArrayMesh::surface_set_name);
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ClassDB::bind_method(D_METHOD("surface_get_name", "surf_idx"), &ArrayMesh::surface_get_name);
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ClassDB::bind_method(D_METHOD("create_trimesh_shape"), &ArrayMesh::create_trimesh_shape);
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ClassDB::bind_method(D_METHOD("create_convex_shape"), &ArrayMesh::create_convex_shape);
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ClassDB::bind_method(D_METHOD("create_convex_shape", "clean", "simplify"), &ArrayMesh::create_convex_shape, DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("create_outline", "margin"), &ArrayMesh::create_outline);
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ClassDB::bind_method(D_METHOD("regen_normal_maps"), &ArrayMesh::regen_normal_maps);
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ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normal_maps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
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@ -149,7 +149,7 @@ public:
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void generate_debug_mesh_indices(Vector<Vector3> &r_points);
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Ref<Shape3D> create_trimesh_shape() const;
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Ref<Shape3D> create_convex_shape() const;
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Ref<Shape3D> create_convex_shape(bool p_clean = true, bool p_simplify = false) const;
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Ref<Mesh> create_outline(float p_margin) const;
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@ -159,11 +159,11 @@ public:
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Size2i get_lightmap_size_hint() const;
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void clear_cache() const;
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typedef Vector<Vector<Face3>> (*ConvexDecompositionFunc)(const Vector<Face3> &);
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typedef Vector<Vector<Face3>> (*ConvexDecompositionFunc)(const Vector<Face3> &p_faces, int p_max_convex_hulls);
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static ConvexDecompositionFunc convex_composition_function;
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Vector<Ref<Shape3D>> convex_decompose() const;
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Vector<Ref<Shape3D>> convex_decompose(int p_max_convex_hulls = -1) const;
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virtual int get_builtin_bind_pose_count() const;
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virtual Transform3D get_builtin_bind_pose(int p_index) const;
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