From 5d6e8d7dff67b2aea6e2179954114b7a4d5713b5 Mon Sep 17 00:00:00 2001 From: smix8 <52464204+smix8@users.noreply.github.com> Date: Sat, 6 May 2023 02:08:20 +0200 Subject: [PATCH] Add option to bake a mesh from blend shape mix Adds option to bake a mesh from blend shape mix. --- doc/classes/MeshInstance3D.xml | 8 ++ scene/3d/mesh_instance_3d.cpp | 159 +++++++++++++++++++++++++++++++++ scene/3d/mesh_instance_3d.h | 2 + 3 files changed, 169 insertions(+) diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml index e5187cf7a17..abbb4c4eebd 100644 --- a/doc/classes/MeshInstance3D.xml +++ b/doc/classes/MeshInstance3D.xml @@ -13,6 +13,14 @@ https://godotengine.org/asset-library/asset/2710 + + + + + Takes a snapshot from the current [ArrayMesh] with all blend shapes applied according to their current weights and bakes it to the provided [param existing] mesh. If no [param existing] mesh is provided a new [ArrayMesh] is created, baked and returned. Mesh surface materials are not copied. + [b]Performance:[/b] [Mesh] data needs to be received from the GPU, stalling the [RenderingServer] in the process. + + diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp index 616fb18d537..85bf8846b94 100644 --- a/scene/3d/mesh_instance_3d.cpp +++ b/scene/3d/mesh_instance_3d.cpp @@ -515,6 +515,162 @@ bool MeshInstance3D::_property_get_revert(const StringName &p_name, Variant &r_p return false; } +Ref MeshInstance3D::bake_mesh_from_current_blend_shape_mix(Ref p_existing) { + Ref source_mesh = get_mesh(); + ERR_FAIL_NULL_V_MSG(source_mesh, Ref(), "The source mesh must be a valid ArrayMesh."); + + Ref bake_mesh; + + if (p_existing.is_valid()) { + ERR_FAIL_NULL_V_MSG(p_existing, Ref(), "The existing mesh must be a valid ArrayMesh."); + ERR_FAIL_COND_V_MSG(source_mesh == p_existing, Ref(), "The source mesh can not be the same mesh as the existing mesh."); + + bake_mesh = p_existing; + } else { + bake_mesh.instantiate(); + } + + Mesh::BlendShapeMode blend_shape_mode = source_mesh->get_blend_shape_mode(); + int mesh_surface_count = source_mesh->get_surface_count(); + + bake_mesh->clear_surfaces(); + bake_mesh->set_blend_shape_mode(blend_shape_mode); + + for (int surface_index = 0; surface_index < mesh_surface_count; surface_index++) { + uint32_t surface_format = source_mesh->surface_get_format(surface_index); + + ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_VERTEX)); + + const Array &source_mesh_arrays = source_mesh->surface_get_arrays(surface_index); + + ERR_FAIL_COND_V(source_mesh_arrays.size() != RS::ARRAY_MAX, Ref()); + + const Vector &source_mesh_vertex_array = source_mesh_arrays[Mesh::ARRAY_VERTEX]; + const Vector &source_mesh_normal_array = source_mesh_arrays[Mesh::ARRAY_NORMAL]; + const Vector &source_mesh_tangent_array = source_mesh_arrays[Mesh::ARRAY_TANGENT]; + + Array new_mesh_arrays; + new_mesh_arrays.resize(Mesh::ARRAY_MAX); + for (int i = 0; i < source_mesh_arrays.size(); i++) { + if (i == Mesh::ARRAY_VERTEX || i == Mesh::ARRAY_NORMAL || i == Mesh::ARRAY_TANGENT) { + continue; + } + new_mesh_arrays[i] = source_mesh_arrays[i]; + } + + bool use_normal_array = source_mesh_normal_array.size() == source_mesh_vertex_array.size(); + bool use_tangent_array = source_mesh_tangent_array.size() / 4 == source_mesh_vertex_array.size(); + + Vector lerped_vertex_array = source_mesh_vertex_array; + Vector lerped_normal_array = source_mesh_normal_array; + Vector lerped_tangent_array = source_mesh_tangent_array; + + const Vector3 *source_vertices_ptr = source_mesh_vertex_array.ptr(); + const Vector3 *source_normals_ptr = source_mesh_normal_array.ptr(); + const float *source_tangents_ptr = source_mesh_tangent_array.ptr(); + + Vector3 *lerped_vertices_ptrw = lerped_vertex_array.ptrw(); + Vector3 *lerped_normals_ptrw = lerped_normal_array.ptrw(); + float *lerped_tangents_ptrw = lerped_tangent_array.ptrw(); + + const Array &blendshapes_mesh_arrays = source_mesh->surface_get_blend_shape_arrays(surface_index); + int blend_shape_count = source_mesh->get_blend_shape_count(); + ERR_FAIL_COND_V(blendshapes_mesh_arrays.size() != blend_shape_count, Ref()); + + for (int blendshape_index = 0; blendshape_index < blend_shape_count; blendshape_index++) { + float blend_weight = get_blend_shape_value(blendshape_index); + if (abs(blend_weight) <= 0.0001) { + continue; + } + + const Array &blendshape_mesh_arrays = blendshapes_mesh_arrays[blendshape_index]; + + const Vector &blendshape_vertex_array = blendshape_mesh_arrays[Mesh::ARRAY_VERTEX]; + const Vector &blendshape_normal_array = blendshape_mesh_arrays[Mesh::ARRAY_NORMAL]; + const Vector &blendshape_tangent_array = blendshape_mesh_arrays[Mesh::ARRAY_TANGENT]; + + ERR_FAIL_COND_V(source_mesh_vertex_array.size() != blendshape_vertex_array.size(), Ref()); + ERR_FAIL_COND_V(source_mesh_normal_array.size() != blendshape_normal_array.size(), Ref()); + ERR_FAIL_COND_V(source_mesh_tangent_array.size() != blendshape_tangent_array.size(), Ref()); + + const Vector3 *blendshape_vertices_ptr = blendshape_vertex_array.ptr(); + const Vector3 *blendshape_normals_ptr = blendshape_normal_array.ptr(); + const float *blendshape_tangents_ptr = blendshape_tangent_array.ptr(); + + if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_NORMALIZED) { + for (int i = 0; i < source_mesh_vertex_array.size(); i++) { + const Vector3 &source_vertex = source_vertices_ptr[i]; + const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i]; + Vector3 lerped_vertex = source_vertex.lerp(blendshape_vertex, blend_weight) - source_vertex; + lerped_vertices_ptrw[i] += lerped_vertex; + + if (use_normal_array) { + const Vector3 &source_normal = source_normals_ptr[i]; + const Vector3 &blendshape_normal = blendshape_normals_ptr[i]; + Vector3 lerped_normal = source_normal.lerp(blendshape_normal, blend_weight) - source_normal; + lerped_normals_ptrw[i] += lerped_normal; + } + + if (use_tangent_array) { + int tangent_index = i * 4; + const Vector4 source_tangent = Vector4( + source_tangents_ptr[tangent_index], + source_tangents_ptr[tangent_index + 1], + source_tangents_ptr[tangent_index + 2], + source_tangents_ptr[tangent_index + 3]); + const Vector4 blendshape_tangent = Vector4( + blendshape_tangents_ptr[tangent_index], + blendshape_tangents_ptr[tangent_index + 1], + blendshape_tangents_ptr[tangent_index + 2], + blendshape_tangents_ptr[tangent_index + 3]); + Vector4 lerped_tangent = source_tangent.lerp(blendshape_tangent, blend_weight); + lerped_tangents_ptrw[tangent_index] += lerped_tangent.x; + lerped_tangents_ptrw[tangent_index + 1] += lerped_tangent.y; + lerped_tangents_ptrw[tangent_index + 2] += lerped_tangent.z; + lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w; + } + } + } else if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_RELATIVE) { + for (int i = 0; i < source_mesh_vertex_array.size(); i++) { + const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i]; + lerped_vertices_ptrw[i] += blendshape_vertex * blend_weight; + + if (use_normal_array) { + const Vector3 &blendshape_normal = blendshape_normals_ptr[i]; + lerped_normals_ptrw[i] += blendshape_normal * blend_weight; + } + + if (use_tangent_array) { + int tangent_index = i * 4; + const Vector4 blendshape_tangent = Vector4( + blendshape_tangents_ptr[tangent_index], + blendshape_tangents_ptr[tangent_index + 1], + blendshape_tangents_ptr[tangent_index + 2], + blendshape_tangents_ptr[tangent_index + 3]); + Vector4 lerped_tangent = blendshape_tangent * blend_weight; + lerped_tangents_ptrw[tangent_index] += lerped_tangent.x; + lerped_tangents_ptrw[tangent_index + 1] += lerped_tangent.y; + lerped_tangents_ptrw[tangent_index + 2] += lerped_tangent.z; + lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w; + } + } + } + } + + new_mesh_arrays[Mesh::ARRAY_VERTEX] = lerped_vertex_array; + if (use_normal_array) { + new_mesh_arrays[Mesh::ARRAY_NORMAL] = lerped_normal_array; + } + if (use_tangent_array) { + new_mesh_arrays[Mesh::ARRAY_TANGENT] = lerped_tangent_array; + } + + bake_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, new_mesh_arrays, Array(), Dictionary(), surface_format); + } + + return bake_mesh; +} + void MeshInstance3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh); ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh); @@ -542,6 +698,9 @@ void MeshInstance3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value); ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents); + + ClassDB::bind_method(D_METHOD("bake_mesh_from_current_blend_shape_mix", "existing"), &MeshInstance3D::bake_mesh_from_current_blend_shape_mix, DEFVAL(Ref())); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); ADD_GROUP("Skeleton", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin"); diff --git a/scene/3d/mesh_instance_3d.h b/scene/3d/mesh_instance_3d.h index d6ae1291d3e..8a7e03c5b36 100644 --- a/scene/3d/mesh_instance_3d.h +++ b/scene/3d/mesh_instance_3d.h @@ -101,6 +101,8 @@ public: virtual AABB get_aabb() const override; + Ref bake_mesh_from_current_blend_shape_mix(Ref p_existing = Ref()); + MeshInstance3D(); ~MeshInstance3D(); };