godot/scene/3d/mesh_instance_3d.cpp
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

417 lines
14 KiB
C++

/*************************************************************************/
/* mesh_instance_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#include "mesh_instance_3d.h"
#include "collision_shape_3d.h"
#include "core/core_string_names.h"
#include "physics_body_3d.h"
#include "scene/resources/material.h"
#include "skeleton_3d.h"
bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
//add to it that it's probably found on first call to _set anyway.
if (!get_instance().is_valid())
return false;
Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
if (E) {
E->get().value = p_value;
RenderingServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), E->get().idx, E->get().value);
return true;
}
if (p_name.operator String().begins_with("material/")) {
int idx = p_name.operator String().get_slicec('/', 1).to_int();
if (idx >= materials.size() || idx < 0)
return false;
set_surface_material(idx, p_value);
return true;
}
return false;
}
bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
if (!get_instance().is_valid())
return false;
const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
if (E) {
r_ret = E->get().value;
return true;
}
if (p_name.operator String().begins_with("material/")) {
int idx = p_name.operator String().get_slicec('/', 1).to_int();
if (idx >= materials.size() || idx < 0)
return false;
r_ret = materials[idx];
return true;
}
return false;
}
void MeshInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
List<String> ls;
for (const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.front(); E; E = E->next()) {
ls.push_back(E->key());
}
ls.sort();
for (List<String>::Element *E = ls.front(); E; E = E->next()) {
p_list->push_back(PropertyInfo(Variant::FLOAT, E->get(), PROPERTY_HINT_RANGE, "0,1,0.00001"));
}
if (mesh.is_valid()) {
for (int i = 0; i < mesh->get_surface_count(); i++) {
p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE));
}
}
}
void MeshInstance3D::set_mesh(const Ref<Mesh> &p_mesh) {
if (mesh == p_mesh)
return;
if (mesh.is_valid()) {
mesh->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &MeshInstance3D::_mesh_changed));
materials.clear();
}
mesh = p_mesh;
blend_shape_tracks.clear();
if (mesh.is_valid()) {
for (int i = 0; i < mesh->get_blend_shape_count(); i++) {
BlendShapeTrack mt;
mt.idx = i;
mt.value = 0;
blend_shape_tracks["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = mt;
}
mesh->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &MeshInstance3D::_mesh_changed));
materials.resize(mesh->get_surface_count());
set_base(mesh->get_rid());
} else {
set_base(RID());
}
update_gizmo();
_change_notify();
}
Ref<Mesh> MeshInstance3D::get_mesh() const {
return mesh;
}
void MeshInstance3D::_resolve_skeleton_path() {
Ref<SkinReference> new_skin_reference;
if (!skeleton_path.is_empty()) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(get_node(skeleton_path));
if (skeleton) {
new_skin_reference = skeleton->register_skin(skin_internal);
if (skin_internal.is_null()) {
//a skin was created for us
skin_internal = new_skin_reference->get_skin();
_change_notify();
}
}
}
skin_ref = new_skin_reference;
if (skin_ref.is_valid()) {
RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
} else {
RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
}
}
void MeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
skin_internal = p_skin;
skin = p_skin;
if (!is_inside_tree())
return;
_resolve_skeleton_path();
}
Ref<Skin> MeshInstance3D::get_skin() const {
return skin;
}
void MeshInstance3D::set_skeleton_path(const NodePath &p_skeleton) {
skeleton_path = p_skeleton;
if (!is_inside_tree())
return;
_resolve_skeleton_path();
}
NodePath MeshInstance3D::get_skeleton_path() {
return skeleton_path;
}
AABB MeshInstance3D::get_aabb() const {
if (!mesh.is_null())
return mesh->get_aabb();
return AABB();
}
Vector<Face3> MeshInstance3D::get_faces(uint32_t p_usage_flags) const {
if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING)))
return Vector<Face3>();
if (mesh.is_null())
return Vector<Face3>();
return mesh->get_faces();
}
Node *MeshInstance3D::create_trimesh_collision_node() {
if (mesh.is_null())
return nullptr;
Ref<Shape3D> shape = mesh->create_trimesh_shape();
if (shape.is_null())
return nullptr;
StaticBody3D *static_body = memnew(StaticBody3D);
CollisionShape3D *cshape = memnew(CollisionShape3D);
cshape->set_shape(shape);
static_body->add_child(cshape);
return static_body;
}
void MeshInstance3D::create_trimesh_collision() {
StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_trimesh_collision_node());
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body);
if (get_owner()) {
CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
static_body->set_owner(get_owner());
cshape->set_owner(get_owner());
}
}
Node *MeshInstance3D::create_convex_collision_node() {
if (mesh.is_null())
return nullptr;
Ref<Shape3D> shape = mesh->create_convex_shape();
if (shape.is_null())
return nullptr;
StaticBody3D *static_body = memnew(StaticBody3D);
CollisionShape3D *cshape = memnew(CollisionShape3D);
cshape->set_shape(shape);
static_body->add_child(cshape);
return static_body;
}
void MeshInstance3D::create_convex_collision() {
StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_convex_collision_node());
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body);
if (get_owner()) {
CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
static_body->set_owner(get_owner());
cshape->set_owner(get_owner());
}
}
void MeshInstance3D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
_resolve_skeleton_path();
}
}
int MeshInstance3D::get_surface_material_count() const {
return materials.size();
}
void MeshInstance3D::set_surface_material(int p_surface, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_surface, materials.size());
materials.write[p_surface] = p_material;
if (materials[p_surface].is_valid())
RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
else
RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
}
Ref<Material> MeshInstance3D::get_surface_material(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref<Material>());
return materials[p_surface];
}
Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {
Ref<Material> material_override = get_material_override();
if (material_override.is_valid()) {
return material_override;
}
Ref<Material> surface_material = get_surface_material(p_surface);
if (surface_material.is_valid()) {
return surface_material;
}
Ref<Mesh> mesh = get_mesh();
if (mesh.is_valid()) {
return mesh->surface_get_material(p_surface);
}
return Ref<Material>();
}
void MeshInstance3D::_mesh_changed() {
materials.resize(mesh->get_surface_count());
}
void MeshInstance3D::create_debug_tangents() {
Vector<Vector3> lines;
Vector<Color> colors;
Ref<Mesh> mesh = get_mesh();
if (!mesh.is_valid())
return;
for (int i = 0; i < mesh->get_surface_count(); i++) {
Array arrays = mesh->surface_get_arrays(i);
Vector<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
Vector<Vector3> norms = arrays[Mesh::ARRAY_NORMAL];
if (norms.size() == 0)
continue;
Vector<float> tangents = arrays[Mesh::ARRAY_TANGENT];
if (tangents.size() == 0)
continue;
for (int j = 0; j < verts.size(); j++) {
Vector3 v = verts[j];
Vector3 n = norms[j];
Vector3 t = Vector3(tangents[j * 4 + 0], tangents[j * 4 + 1], tangents[j * 4 + 2]);
Vector3 b = (n.cross(t)).normalized() * tangents[j * 4 + 3];
lines.push_back(v); //normal
colors.push_back(Color(0, 0, 1)); //color
lines.push_back(v + n * 0.04); //normal
colors.push_back(Color(0, 0, 1)); //color
lines.push_back(v); //tangent
colors.push_back(Color(1, 0, 0)); //color
lines.push_back(v + t * 0.04); //tangent
colors.push_back(Color(1, 0, 0)); //color
lines.push_back(v); //binormal
colors.push_back(Color(0, 1, 0)); //color
lines.push_back(v + b * 0.04); //binormal
colors.push_back(Color(0, 1, 0)); //color
}
}
if (lines.size()) {
Ref<StandardMaterial3D> sm;
sm.instance();
sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
sm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
Ref<ArrayMesh> am;
am.instance();
Array a;
a.resize(Mesh::ARRAY_MAX);
a[Mesh::ARRAY_VERTEX] = lines;
a[Mesh::ARRAY_COLOR] = colors;
am->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
am->surface_set_material(0, sm);
MeshInstance3D *mi = memnew(MeshInstance3D);
mi->set_mesh(am);
mi->set_name("DebugTangents");
add_child(mi);
#ifdef TOOLS_ENABLED
if (this == get_tree()->get_edited_scene_root())
mi->set_owner(this);
else
mi->set_owner(get_owner());
#endif
}
}
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);
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance3D::set_skeleton_path);
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance3D::get_skeleton_path);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance3D::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance3D::get_skin);
ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance3D::get_surface_material_count);
ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance3D::set_surface_material);
ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance3D::get_surface_material);
ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance3D::get_active_material);
ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance3D::create_trimesh_collision);
ClassDB::set_method_flags("MeshInstance3D", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance3D::create_convex_collision);
ClassDB::set_method_flags("MeshInstance3D", "create_convex_collision", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
ClassDB::set_method_flags("MeshInstance3D", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
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");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_skeleton_path", "get_skeleton_path");
ADD_GROUP("", "");
}
MeshInstance3D::MeshInstance3D() {
skeleton_path = NodePath("..");
}
MeshInstance3D::~MeshInstance3D() {
}