/*************************************************************************/ /* mesh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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_H #define MESH_H #include "resource.h" #include "scene/resources/material.h" #include "scene/resources/shape.h" #include "servers/visual_server.h" #include "triangle_mesh.h" /** @author Juan Linietsky */ class Mesh : public Resource { GDCLASS(Mesh, Resource); mutable Ref triangle_mesh; //cached protected: void _clear_triangle_mesh(); public: enum { NO_INDEX_ARRAY = VisualServer::NO_INDEX_ARRAY, ARRAY_WEIGHTS_SIZE = VisualServer::ARRAY_WEIGHTS_SIZE }; enum ArrayType { ARRAY_VERTEX = VisualServer::ARRAY_VERTEX, ARRAY_NORMAL = VisualServer::ARRAY_NORMAL, ARRAY_TANGENT = VisualServer::ARRAY_TANGENT, ARRAY_COLOR = VisualServer::ARRAY_COLOR, ARRAY_TEX_UV = VisualServer::ARRAY_TEX_UV, ARRAY_TEX_UV2 = VisualServer::ARRAY_TEX_UV2, ARRAY_BONES = VisualServer::ARRAY_BONES, ARRAY_WEIGHTS = VisualServer::ARRAY_WEIGHTS, ARRAY_INDEX = VisualServer::ARRAY_INDEX, ARRAY_MAX = VisualServer::ARRAY_MAX }; enum ArrayFormat { /* ARRAY FORMAT FLAGS */ ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL, ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT, ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR, ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV, ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2, ARRAY_FORMAT_BONES = 1 << ARRAY_BONES, ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS, ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX, ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1), ARRAY_COMPRESS_VERTEX = 1 << (ARRAY_VERTEX + ARRAY_COMPRESS_BASE), // mandatory ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_BONES = 1 << (ARRAY_BONES + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_WEIGHTS = 1 << (ARRAY_WEIGHTS + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE), ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1, ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2, ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_VERTEX | ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS }; enum PrimitiveType { PRIMITIVE_POINTS = VisualServer::PRIMITIVE_POINTS, PRIMITIVE_LINES = VisualServer::PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP = VisualServer::PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP = VisualServer::PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES = VisualServer::PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP = VisualServer::PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN = VisualServer::PRIMITIVE_TRIANGLE_FAN, }; enum BlendShapeMode { BLEND_SHAPE_MODE_NORMALIZED = VS::BLEND_SHAPE_MODE_NORMALIZED, BLEND_SHAPE_MODE_RELATIVE = VS::BLEND_SHAPE_MODE_RELATIVE, }; virtual int get_surface_count() const = 0; virtual int surface_get_array_len(int p_idx) const = 0; virtual int surface_get_array_index_len(int p_idx) const = 0; virtual Array surface_get_arrays(int p_surface) const = 0; virtual uint32_t surface_get_format(int p_idx) const = 0; virtual PrimitiveType surface_get_primitive_type(int p_idx) const = 0; virtual Ref surface_get_material(int p_idx) const = 0; virtual int get_blend_shape_count() const = 0; virtual StringName get_blend_shape_name(int p_index) const = 0; PoolVector get_faces() const; Ref generate_triangle_mesh() const; Ref create_trimesh_shape() const; Ref create_convex_shape() const; Ref create_outline(float p_margin) const; virtual Rect3 get_aabb() const = 0; Mesh(); }; class ArrayMesh : public Mesh { GDCLASS(ArrayMesh, Mesh); RES_BASE_EXTENSION("msh"); private: struct Surface { String name; Rect3 aabb; Ref material; }; Vector surfaces; RID mesh; Rect3 aabb; BlendShapeMode blend_shape_mode; Vector blend_shapes; Rect3 custom_aabb; void _recompute_aabb(); protected: virtual bool _is_generated() const { return false; } 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 *p_list) const; static void _bind_methods(); public: void add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), uint32_t p_flags = ARRAY_COMPRESS_DEFAULT); void add_surface(uint32_t p_format, PrimitiveType p_primitive, const PoolVector &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const Rect3 &p_aabb, const Vector > &p_blend_shapes = Vector >(), const Vector &p_bone_aabbs = Vector()); Array surface_get_arrays(int p_surface) const; virtual Array surface_get_blend_shape_arrays(int p_surface) const; void add_blend_shape(const StringName &p_name); int get_blend_shape_count() const; StringName get_blend_shape_name(int p_index) const; void clear_blend_shapes(); void set_blend_shape_mode(BlendShapeMode p_mode); BlendShapeMode get_blend_shape_mode() const; int get_surface_count() const; void surface_remove(int p_idx); void surface_set_custom_aabb(int p_surface, const Rect3 &p_aabb); //only recognized by driver int surface_get_array_len(int p_idx) const; int surface_get_array_index_len(int p_idx) const; uint32_t surface_get_format(int p_idx) const; PrimitiveType surface_get_primitive_type(int p_idx) const; bool surface_is_alpha_sorting_enabled(int p_idx) const; void surface_set_material(int p_idx, const Ref &p_material); Ref surface_get_material(int p_idx) const; void surface_set_name(int p_idx, const String &p_name); String surface_get_name(int p_idx) const; void add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data); void set_custom_aabb(const Rect3 &p_custom); Rect3 get_custom_aabb() const; Rect3 get_aabb() const; virtual RID get_rid() const; void center_geometry(); void regen_normalmaps(); ArrayMesh(); ~ArrayMesh(); }; #if 0 class QuadMesh : public Mesh { GDCLASS(QuadMesh, Mesh) protected: virtual bool _is_generated() const { return true; } static void _bind_methods(); public: void set_material(const Ref &p_material); Ref get_material() const; QuadMesh(); }; #endif VARIANT_ENUM_CAST(Mesh::ArrayType); VARIANT_ENUM_CAST(Mesh::PrimitiveType); VARIANT_ENUM_CAST(Mesh::BlendShapeMode); #endif