diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml index abbb4c4eebd..d8e2c43566b 100644 --- a/doc/classes/MeshInstance3D.xml +++ b/doc/classes/MeshInstance3D.xml @@ -21,6 +21,14 @@ [b]Performance:[/b] [Mesh] data needs to be received from the GPU, stalling the [RenderingServer] in the process. + + + + + Takes a snapshot of the current animated skeleton pose of the skinned mesh and bakes it to the provided [param existing] mesh. If no [param existing] mesh is provided a new [ArrayMesh] is created, baked, and returned. Requires a skeleton with a registered skin to work. Blendshapes are ignored. Mesh surface materials are not copied. + [b]Performance:[/b] [Mesh] data needs to be retrieved 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 987117a7a0d..f551cb401c5 100644 --- a/scene/3d/mesh_instance_3d.cpp +++ b/scene/3d/mesh_instance_3d.cpp @@ -671,6 +671,172 @@ Ref MeshInstance3D::bake_mesh_from_current_blend_shape_mix(Ref MeshInstance3D::bake_mesh_from_current_skeleton_pose(Ref p_existing) { + Ref source_mesh = get_mesh(); + ERR_FAIL_COND_V_MSG(source_mesh.is_null(), Ref(), "The source mesh must be a valid ArrayMesh."); + + Ref bake_mesh; + + if (p_existing.is_valid()) { + 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(); + } + + ERR_FAIL_COND_V_MSG(skin_ref.is_null(), Ref(), "The source mesh must have a valid skin."); + ERR_FAIL_COND_V_MSG(skin_internal.is_null(), Ref(), "The source mesh must have a valid skin."); + RID skeleton = skin_ref->get_skeleton(); + ERR_FAIL_COND_V_MSG(!skeleton.is_valid(), Ref(), "The source mesh must have its skin registered with a valid skeleton."); + + const int bone_count = RenderingServer::get_singleton()->skeleton_get_bone_count(skeleton); + ERR_FAIL_COND_V(bone_count <= 0, Ref()); + ERR_FAIL_COND_V(bone_count < skin_internal->get_bind_count(), Ref()); + + LocalVector bone_transforms; + bone_transforms.resize(bone_count); + for (int bone_index = 0; bone_index < bone_count; bone_index++) { + bone_transforms[bone_index] = RenderingServer::get_singleton()->skeleton_bone_get_transform(skeleton, bone_index); + } + + bake_mesh->clear_surfaces(); + + int mesh_surface_count = source_mesh->get_surface_count(); + + for (int surface_index = 0; surface_index < mesh_surface_count; surface_index++) { + ERR_CONTINUE(source_mesh->surface_get_primitive_type(surface_index) != Mesh::PRIMITIVE_TRIANGLES); + + uint32_t surface_format = source_mesh->surface_get_format(surface_index); + + ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_VERTEX)); + ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_BONES)); + ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_WEIGHTS)); + + unsigned int bones_per_vertex = surface_format & Mesh::ARRAY_FLAG_USE_8_BONE_WEIGHTS ? 8 : 4; + + surface_format &= ~Mesh::ARRAY_FORMAT_BONES; + surface_format &= ~Mesh::ARRAY_FORMAT_WEIGHTS; + + 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]; + const Vector &source_mesh_bones_array = source_mesh_arrays[Mesh::ARRAY_BONES]; + const Vector &source_mesh_weights_array = source_mesh_arrays[Mesh::ARRAY_WEIGHTS]; + + unsigned int vertex_count = source_mesh_vertex_array.size(); + int expected_bone_array_size = vertex_count * bones_per_vertex; + ERR_CONTINUE(source_mesh_bones_array.size() != expected_bone_array_size); + ERR_CONTINUE(source_mesh_weights_array.size() != expected_bone_array_size); + + 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 || i == Mesh::ARRAY_BONES || i == Mesh::ARRAY_WEIGHTS) { + 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(); + const int *source_bones_ptr = source_mesh_bones_array.ptr(); + const float *source_weights_ptr = source_mesh_weights_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(); + + for (unsigned int vertex_index = 0; vertex_index < vertex_count; vertex_index++) { + Vector3 lerped_vertex; + Vector3 lerped_normal; + Vector3 lerped_tangent; + + const Vector3 &source_vertex = source_vertices_ptr[vertex_index]; + + Vector3 source_normal; + if (use_normal_array) { + source_normal = source_normals_ptr[vertex_index]; + } + + int tangent_index = vertex_index * 4; + Vector4 source_tangent; + Vector3 source_tangent_vec3; + if (use_tangent_array) { + 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]); + + DEV_ASSERT(source_tangent.w == 1.0 || source_tangent.w == -1.0); + + source_tangent_vec3 = Vector3(source_tangent.x, source_tangent.y, source_tangent.z); + } + + for (unsigned int weight_index = 0; weight_index < bones_per_vertex; weight_index++) { + float bone_weight = source_weights_ptr[vertex_index * bones_per_vertex + weight_index]; + if (bone_weight < FLT_EPSILON) { + continue; + } + int vertex_bone_index = source_bones_ptr[vertex_index * bones_per_vertex + weight_index]; + const Transform3D &bone_transform = bone_transforms[vertex_bone_index]; + const Basis bone_basis = bone_transform.basis.orthonormalized(); + + ERR_FAIL_INDEX_V(vertex_bone_index, static_cast(bone_transforms.size()), Ref()); + + lerped_vertex += source_vertex.lerp(bone_transform.xform(source_vertex), bone_weight) - source_vertex; + ; + + if (use_normal_array) { + lerped_normal += source_normal.lerp(bone_basis.xform(source_normal), bone_weight) - source_normal; + } + + if (use_tangent_array) { + lerped_tangent += source_tangent_vec3.lerp(bone_basis.xform(source_tangent_vec3), bone_weight) - source_tangent_vec3; + } + } + + lerped_vertices_ptrw[vertex_index] += lerped_vertex; + + if (use_normal_array) { + lerped_normals_ptrw[vertex_index] = (source_normal + lerped_normal).normalized(); + } + + if (use_tangent_array) { + lerped_tangent = (source_tangent_vec3 + lerped_tangent).normalized(); + 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; + } + } + + 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); @@ -700,6 +866,7 @@ void MeshInstance3D::_bind_methods() { 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())); + ClassDB::bind_method(D_METHOD("bake_mesh_from_current_skeleton_pose", "existing"), &MeshInstance3D::bake_mesh_from_current_skeleton_pose, DEFVAL(Ref())); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); ADD_GROUP("Skeleton", ""); diff --git a/scene/3d/mesh_instance_3d.h b/scene/3d/mesh_instance_3d.h index 8a7e03c5b36..0eff12762dc 100644 --- a/scene/3d/mesh_instance_3d.h +++ b/scene/3d/mesh_instance_3d.h @@ -102,6 +102,7 @@ public: virtual AABB get_aabb() const override; Ref bake_mesh_from_current_blend_shape_mix(Ref p_existing = Ref()); + Ref bake_mesh_from_current_skeleton_pose(Ref p_existing = Ref()); MeshInstance3D(); ~MeshInstance3D();