a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
422 lines
13 KiB
C++
422 lines
13 KiB
C++
/*************************************************************************/
|
|
/* mesh_instance.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.h"
|
|
|
|
#include "collision_shape.h"
|
|
#include "core/core_string_names.h"
|
|
#include "physics_body.h"
|
|
#include "scene/resources/material.h"
|
|
#include "scene/scene_string_names.h"
|
|
#include "skeleton.h"
|
|
|
|
bool MeshInstance::_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;
|
|
VisualServer::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 MeshInstance::_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 MeshInstance::_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::REAL, 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,SpatialMaterial"));
|
|
}
|
|
}
|
|
}
|
|
|
|
void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
|
|
|
|
if (mesh == p_mesh)
|
|
return;
|
|
|
|
if (mesh.is_valid()) {
|
|
mesh->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_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, this, SceneStringNames::get_singleton()->_mesh_changed);
|
|
materials.resize(mesh->get_surface_count());
|
|
|
|
set_base(mesh->get_rid());
|
|
} else {
|
|
|
|
set_base(RID());
|
|
}
|
|
|
|
update_gizmo();
|
|
|
|
_change_notify();
|
|
}
|
|
Ref<Mesh> MeshInstance::get_mesh() const {
|
|
|
|
return mesh;
|
|
}
|
|
|
|
void MeshInstance::_resolve_skeleton_path() {
|
|
|
|
Ref<SkinReference> new_skin_reference;
|
|
|
|
if (!skeleton_path.is_empty()) {
|
|
Skeleton *skeleton = Object::cast_to<Skeleton>(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()) {
|
|
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
|
|
} else {
|
|
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
|
|
}
|
|
}
|
|
|
|
void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
|
|
skin_internal = p_skin;
|
|
skin = p_skin;
|
|
if (!is_inside_tree())
|
|
return;
|
|
_resolve_skeleton_path();
|
|
}
|
|
|
|
Ref<Skin> MeshInstance::get_skin() const {
|
|
return skin;
|
|
}
|
|
|
|
void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
|
|
|
|
skeleton_path = p_skeleton;
|
|
if (!is_inside_tree())
|
|
return;
|
|
_resolve_skeleton_path();
|
|
}
|
|
|
|
NodePath MeshInstance::get_skeleton_path() {
|
|
return skeleton_path;
|
|
}
|
|
|
|
AABB MeshInstance::get_aabb() const {
|
|
|
|
if (!mesh.is_null())
|
|
return mesh->get_aabb();
|
|
|
|
return AABB();
|
|
}
|
|
|
|
PoolVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
|
|
|
|
if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING)))
|
|
return PoolVector<Face3>();
|
|
|
|
if (mesh.is_null())
|
|
return PoolVector<Face3>();
|
|
|
|
return mesh->get_faces();
|
|
}
|
|
|
|
Node *MeshInstance::create_trimesh_collision_node() {
|
|
|
|
if (mesh.is_null())
|
|
return NULL;
|
|
|
|
Ref<Shape> shape = mesh->create_trimesh_shape();
|
|
if (shape.is_null())
|
|
return NULL;
|
|
|
|
StaticBody *static_body = memnew(StaticBody);
|
|
CollisionShape *cshape = memnew(CollisionShape);
|
|
cshape->set_shape(shape);
|
|
static_body->add_child(cshape);
|
|
return static_body;
|
|
}
|
|
|
|
void MeshInstance::create_trimesh_collision() {
|
|
|
|
StaticBody *static_body = Object::cast_to<StaticBody>(create_trimesh_collision_node());
|
|
ERR_FAIL_COND(!static_body);
|
|
static_body->set_name(String(get_name()) + "_col");
|
|
|
|
add_child(static_body);
|
|
if (get_owner()) {
|
|
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
|
|
static_body->set_owner(get_owner());
|
|
cshape->set_owner(get_owner());
|
|
}
|
|
}
|
|
|
|
Node *MeshInstance::create_convex_collision_node() {
|
|
|
|
if (mesh.is_null())
|
|
return NULL;
|
|
|
|
Ref<Shape> shape = mesh->create_convex_shape();
|
|
if (shape.is_null())
|
|
return NULL;
|
|
|
|
StaticBody *static_body = memnew(StaticBody);
|
|
CollisionShape *cshape = memnew(CollisionShape);
|
|
cshape->set_shape(shape);
|
|
static_body->add_child(cshape);
|
|
return static_body;
|
|
}
|
|
|
|
void MeshInstance::create_convex_collision() {
|
|
|
|
StaticBody *static_body = Object::cast_to<StaticBody>(create_convex_collision_node());
|
|
ERR_FAIL_COND(!static_body);
|
|
static_body->set_name(String(get_name()) + "_col");
|
|
|
|
add_child(static_body);
|
|
if (get_owner()) {
|
|
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
|
|
static_body->set_owner(get_owner());
|
|
cshape->set_owner(get_owner());
|
|
}
|
|
}
|
|
|
|
void MeshInstance::_notification(int p_what) {
|
|
|
|
if (p_what == NOTIFICATION_ENTER_TREE) {
|
|
_resolve_skeleton_path();
|
|
}
|
|
}
|
|
|
|
int MeshInstance::get_surface_material_count() const {
|
|
|
|
return materials.size();
|
|
}
|
|
|
|
void MeshInstance::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())
|
|
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
|
|
else
|
|
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
|
|
}
|
|
|
|
Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref<Material>());
|
|
|
|
return materials[p_surface];
|
|
}
|
|
|
|
void MeshInstance::_mesh_changed() {
|
|
|
|
materials.resize(mesh->get_surface_count());
|
|
}
|
|
|
|
void MeshInstance::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<SpatialMaterial> sm;
|
|
sm.instance();
|
|
|
|
sm->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
|
|
sm->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
|
|
sm->set_flag(SpatialMaterial::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);
|
|
|
|
MeshInstance *mi = memnew(MeshInstance);
|
|
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 MeshInstance::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance::set_mesh);
|
|
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh);
|
|
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path);
|
|
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path);
|
|
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin);
|
|
ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
|
|
ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
|
|
ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance::get_surface_material);
|
|
|
|
ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance::create_trimesh_collision);
|
|
ClassDB::set_method_flags("MeshInstance", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
|
|
ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance::create_convex_collision);
|
|
ClassDB::set_method_flags("MeshInstance", "create_convex_collision", METHOD_FLAGS_DEFAULT);
|
|
ClassDB::bind_method(D_METHOD("_mesh_changed"), &MeshInstance::_mesh_changed);
|
|
|
|
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance::create_debug_tangents);
|
|
ClassDB::set_method_flags("MeshInstance", "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_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, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
|
|
}
|
|
|
|
MeshInstance::MeshInstance() {
|
|
skeleton_path = NodePath("..");
|
|
}
|
|
|
|
MeshInstance::~MeshInstance() {
|
|
}
|