/*************************************************************************/ /* surface_tool.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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. */ /*************************************************************************/ #ifndef SURFACE_TOOL_H #define SURFACE_TOOL_H #include "scene/resources/mesh.h" #include "thirdparty/misc/mikktspace.h" class SurfaceTool : public Reference { OBJ_TYPE(SurfaceTool, Reference); public: struct Vertex { Vector3 vertex; Color color; Vector3 normal; // normal, binormal, tangent Vector3 binormal; Vector3 tangent; Vector2 uv; Vector2 uv2; Vector bones; Vector weights; bool operator==(const Vertex &p_vertex) const; Vertex() {} }; private: struct VertexHasher { static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx); }; bool begun; bool first; Mesh::PrimitiveType primitive; int format; Ref material; //arrays List vertex_array; List index_array; Map smooth_groups; //memory Color last_color; Vector3 last_normal; Vector2 last_uv; Vector2 last_uv2; Vector last_bones; Vector last_weights; Plane last_tangent; void _create_list(const Ref &p_existing, int p_surface, List *r_vertex, List *r_index, int &lformat); //mikktspace callbacks static int mikktGetNumFaces(const SMikkTSpaceContext *pContext); static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace); static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert); static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert); static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert); static void mikktSetTSpaceBasic(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert); protected: static void _bind_methods(); public: void begin(Mesh::PrimitiveType p_primitive); void add_vertex(const Vector3 &p_vertex); void add_color(Color p_color); void add_normal(const Vector3 &p_normal); void add_tangent(const Plane &p_tangent); void add_uv(const Vector2 &p_uv); void add_uv2(const Vector2 &p_uv); void add_bones(const Vector &p_indices); void add_weights(const Vector &p_weights); void add_smooth_group(bool p_smooth); void add_triangle_fan(const Vector &p_vertexes, const Vector &p_uvs = Vector(), const Vector &p_colors = Vector(), const Vector &p_uv2s = Vector(), const Vector &p_normals = Vector(), const Vector &p_tangents = Vector()); void add_index(int p_index); void index(); void deindex(); void generate_normals(); void generate_tangents(); void add_to_format(int p_flags) { format |= p_flags; } void set_material(const Ref &p_material); void clear(); List &get_vertex_array() { return vertex_array; } void create_from(const Ref &p_existing, int p_surface); void append_from(const Ref &p_existing, int p_surface, const Transform &p_xform); Ref commit(const Ref &p_existing = Ref()); SurfaceTool(); }; #endif