/*************************************************************************/ /* mesh_instance.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 MESH_INSTANCE_H #define MESH_INSTANCE_H #include "scene/3d/skeleton.h" #include "scene/3d/visual_instance.h" #include "scene/resources/mesh.h" #include "scene/resources/skin.h" #include "core/local_vector.h" class MeshInstance : public GeometryInstance { GDCLASS(MeshInstance, GeometryInstance); protected: Ref<Mesh> mesh; Ref<Skin> skin; Ref<Skin> skin_internal; Ref<SkinReference> skin_ref; NodePath skeleton_path; struct SoftwareSkinning { enum Flags { // Data flags. FLAG_TRANSFORM_NORMALS = 1 << 0, // Runtime flags. FLAG_BONES_READY = 1 << 1, }; struct SurfaceData { PoolByteArray source_buffer; uint32_t source_format; PoolByteArray buffer; PoolByteArray::Write buffer_write; bool transform_tangents; bool ensure_correct_normals; }; Ref<Mesh> mesh_instance; LocalVector<SurfaceData> surface_data; }; SoftwareSkinning *software_skinning; uint32_t software_skinning_flags; struct BlendShapeTrack { int idx; float value; BlendShapeTrack() { idx = 0; value = 0; } }; Map<StringName, BlendShapeTrack> blend_shape_tracks; Vector<Ref<Material>> materials; void _mesh_changed(); void _resolve_skeleton_path(); bool _is_software_skinning_enabled() const; static bool _is_global_software_skinning_enabled(); void _initialize_skinning(bool p_force_reset = false, bool p_call_attach_skeleton = true); void _update_skinning(); private: // merging bool _merge_meshes(Vector<MeshInstance *> p_list, bool p_use_global_space, bool p_check_compatibility); bool _is_mergeable_with(const MeshInstance &p_other) const; void _merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, LocalVector<Vector3> &r_verts, LocalVector<Vector3> &r_norms, LocalVector<real_t> &r_tangents, LocalVector<Color> &r_colors, LocalVector<Vector2> &r_uvs, LocalVector<Vector2> &r_uv2s, LocalVector<int> &r_inds); bool _ensure_indices_valid(LocalVector<int> &r_indices, const PoolVector<Vector3> &p_verts) const; bool _check_for_valid_indices(const LocalVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int> *r_inds) const; bool _triangle_is_degenerate(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, real_t p_epsilon) const; void _merge_log(String p_string) const; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; void _notification(int p_what); static void _bind_methods(); public: void set_mesh(const Ref<Mesh> &p_mesh); Ref<Mesh> get_mesh() const; void set_skin(const Ref<Skin> &p_skin); Ref<Skin> get_skin() const; void set_skeleton_path(const NodePath &p_skeleton); NodePath get_skeleton_path(); int get_surface_material_count() const; void set_surface_material(int p_surface, const Ref<Material> &p_material); Ref<Material> get_surface_material(int p_surface) const; Ref<Material> get_active_material(int p_surface) const; virtual void set_material_override(const Ref<Material> &p_material); virtual void set_material_overlay(const Ref<Material> &p_material); void set_software_skinning_transform_normals(bool p_enabled); bool is_software_skinning_transform_normals_enabled() const; Node *create_trimesh_collision_node(); void create_trimesh_collision(); Node *create_multiple_convex_collisions_node(); void create_multiple_convex_collisions(); Node *create_convex_collision_node(bool p_clean = true, bool p_simplify = false); void create_convex_collision(bool p_clean = true, bool p_simplify = false); void create_debug_tangents(); // merging bool is_mergeable_with(Node *p_other) const; bool merge_meshes(Vector<Variant> p_list, bool p_use_global_space, bool p_check_compatibility); virtual AABB get_aabb() const; virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const; MeshInstance(); ~MeshInstance(); }; #endif // MESH_INSTANCE_H