godot/scene/resources/mesh.h

317 lines
13 KiB
C++

/*************************************************************************/
/* mesh.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_H
#define MESH_H
#include "core/io/resource.h"
#include "core/math/face3.h"
#include "core/math/triangle_mesh.h"
#include "scene/resources/material.h"
#include "scene/resources/shape_3d.h"
#include "servers/rendering_server.h"
class Mesh : public Resource {
GDCLASS(Mesh, Resource);
mutable Ref<TriangleMesh> triangle_mesh; //cached
mutable Vector<Vector3> debug_lines;
Size2i lightmap_size_hint;
protected:
static void _bind_methods();
public:
enum {
NO_INDEX_ARRAY = RenderingServer::NO_INDEX_ARRAY,
ARRAY_WEIGHTS_SIZE = RenderingServer::ARRAY_WEIGHTS_SIZE
};
enum BlendShapeMode {
BLEND_SHAPE_MODE_NORMALIZED = RS::BLEND_SHAPE_MODE_NORMALIZED,
BLEND_SHAPE_MODE_RELATIVE = RS::BLEND_SHAPE_MODE_RELATIVE,
};
enum ArrayType {
ARRAY_VERTEX = RenderingServer::ARRAY_VERTEX,
ARRAY_NORMAL = RenderingServer::ARRAY_NORMAL,
ARRAY_TANGENT = RenderingServer::ARRAY_TANGENT,
ARRAY_COLOR = RenderingServer::ARRAY_COLOR,
ARRAY_TEX_UV = RenderingServer::ARRAY_TEX_UV,
ARRAY_TEX_UV2 = RenderingServer::ARRAY_TEX_UV2,
ARRAY_CUSTOM0 = RenderingServer::ARRAY_CUSTOM0,
ARRAY_CUSTOM1 = RenderingServer::ARRAY_CUSTOM1,
ARRAY_CUSTOM2 = RenderingServer::ARRAY_CUSTOM2,
ARRAY_CUSTOM3 = RenderingServer::ARRAY_CUSTOM3,
ARRAY_BONES = RenderingServer::ARRAY_BONES,
ARRAY_WEIGHTS = RenderingServer::ARRAY_WEIGHTS,
ARRAY_INDEX = RenderingServer::ARRAY_INDEX,
ARRAY_MAX = RenderingServer::ARRAY_MAX
};
enum ArrayCustomFormat {
ARRAY_CUSTOM_RGBA8_UNORM,
ARRAY_CUSTOM_RGBA8_SNORM,
ARRAY_CUSTOM_RG_HALF,
ARRAY_CUSTOM_RGBA_HALF,
ARRAY_CUSTOM_R_FLOAT,
ARRAY_CUSTOM_RG_FLOAT,
ARRAY_CUSTOM_RGB_FLOAT,
ARRAY_CUSTOM_RGBA_FLOAT,
ARRAY_CUSTOM_MAX
};
enum ArrayFormat {
ARRAY_FORMAT_VERTEX = RS::ARRAY_FORMAT_VERTEX,
ARRAY_FORMAT_NORMAL = RS::ARRAY_FORMAT_NORMAL,
ARRAY_FORMAT_TANGENT = RS::ARRAY_FORMAT_TANGENT,
ARRAY_FORMAT_COLOR = RS::ARRAY_FORMAT_COLOR,
ARRAY_FORMAT_TEX_UV = RS::ARRAY_FORMAT_TEX_UV,
ARRAY_FORMAT_TEX_UV2 = RS::ARRAY_FORMAT_TEX_UV2,
ARRAY_FORMAT_CUSTOM0 = RS::ARRAY_FORMAT_CUSTOM0,
ARRAY_FORMAT_CUSTOM1 = RS::ARRAY_FORMAT_CUSTOM1,
ARRAY_FORMAT_CUSTOM2 = RS::ARRAY_FORMAT_CUSTOM2,
ARRAY_FORMAT_CUSTOM3 = RS::ARRAY_FORMAT_CUSTOM3,
ARRAY_FORMAT_BONES = RS::ARRAY_FORMAT_BONES,
ARRAY_FORMAT_WEIGHTS = RS::ARRAY_FORMAT_WEIGHTS,
ARRAY_FORMAT_INDEX = RS::ARRAY_FORMAT_INDEX,
ARRAY_FORMAT_BLEND_SHAPE_MASK = RS::ARRAY_FORMAT_BLEND_SHAPE_MASK,
ARRAY_FORMAT_CUSTOM_BASE = RS::ARRAY_FORMAT_CUSTOM_BASE,
ARRAY_FORMAT_CUSTOM_BITS = RS::ARRAY_FORMAT_CUSTOM_BITS,
ARRAY_FORMAT_CUSTOM0_SHIFT = RS::ARRAY_FORMAT_CUSTOM0_SHIFT,
ARRAY_FORMAT_CUSTOM1_SHIFT = RS::ARRAY_FORMAT_CUSTOM1_SHIFT,
ARRAY_FORMAT_CUSTOM2_SHIFT = RS::ARRAY_FORMAT_CUSTOM2_SHIFT,
ARRAY_FORMAT_CUSTOM3_SHIFT = RS::ARRAY_FORMAT_CUSTOM3_SHIFT,
ARRAY_FORMAT_CUSTOM_MASK = RS::ARRAY_FORMAT_CUSTOM_MASK,
ARRAY_COMPRESS_FLAGS_BASE = RS::ARRAY_COMPRESS_FLAGS_BASE,
ARRAY_FLAG_USE_2D_VERTICES = RS::ARRAY_FLAG_USE_2D_VERTICES,
ARRAY_FLAG_USE_DYNAMIC_UPDATE = RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE,
ARRAY_FLAG_USE_8_BONE_WEIGHTS = RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS,
};
enum PrimitiveType {
PRIMITIVE_POINTS = RenderingServer::PRIMITIVE_POINTS,
PRIMITIVE_LINES = RenderingServer::PRIMITIVE_LINES,
PRIMITIVE_LINE_STRIP = RenderingServer::PRIMITIVE_LINE_STRIP,
PRIMITIVE_TRIANGLES = RenderingServer::PRIMITIVE_TRIANGLES,
PRIMITIVE_TRIANGLE_STRIP = RenderingServer::PRIMITIVE_TRIANGLE_STRIP,
PRIMITIVE_MAX = RenderingServer::PRIMITIVE_MAX,
};
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 Array surface_get_blend_shape_arrays(int p_surface) const = 0;
virtual Dictionary surface_get_lods(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 void surface_set_material(int p_idx, const Ref<Material> &p_material) = 0;
virtual Ref<Material> 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;
virtual void set_blend_shape_name(int p_index, const StringName &p_name) = 0;
Vector<Face3> get_faces() const;
Ref<TriangleMesh> generate_triangle_mesh() const;
void generate_debug_mesh_lines(Vector<Vector3> &r_lines);
void generate_debug_mesh_indices(Vector<Vector3> &r_points);
Ref<Shape3D> create_trimesh_shape() const;
Ref<Shape3D> create_convex_shape(bool p_clean = true, bool p_simplify = false) const;
Ref<Mesh> create_outline(float p_margin) const;
virtual AABB get_aabb() const = 0;
void set_lightmap_size_hint(const Size2i &p_size);
Size2i get_lightmap_size_hint() const;
void clear_cache() const;
struct ConvexDecompositionSettings {
enum Mode : int {
CONVEX_DECOMPOSITION_MODE_VOXEL = 0,
CONVEX_DECOMPOSITION_MODE_TETRAHEDRON
};
/// Maximum concavity. [Range: 0.0 -> 1.0]
real_t max_concavity = 1.0;
/// Controls the bias toward clipping along symmetry planes. [Range: 0.0 -> 1.0]
real_t symmetry_planes_clipping_bias = 0.05;
/// Controls the bias toward clipping along revolution axes. [Range: 0.0 -> 1.0]
real_t revolution_axes_clipping_bias = 0.05;
real_t min_volume_per_convex_hull = 0.0001;
/// Maximum number of voxels generated during the voxelization stage.
uint32_t resolution = 10'000;
uint32_t max_num_vertices_per_convex_hull = 32;
/// Controls the granularity of the search for the "best" clipping plane.
/// [Range: 1 -> 16]
uint32_t plane_downsampling = 4;
/// Controls the precision of the convex-hull generation process during the
/// clipping plane selection stage.
/// [Range: 1 -> 16]
uint32_t convexhull_downsampling = 4;
/// enable/disable normalizing the mesh before applying the convex decomposition.
bool normalize_mesh = false;
Mode mode = CONVEX_DECOMPOSITION_MODE_VOXEL;
bool convexhull_approximation = true;
/// This is the maximum number of convex hulls to produce from the merge operation.
uint32_t max_convex_hulls = 1;
bool project_hull_vertices = true;
};
typedef Vector<Vector<Vector3>> (*ConvexDecompositionFunc)(const real_t *p_vertices, int p_vertex_count, const uint32_t *p_triangles, int p_triangle_count, const ConvexDecompositionSettings &p_settings, Vector<Vector<uint32_t>> *r_convex_indices);
static ConvexDecompositionFunc convex_decomposition_function;
Vector<Ref<Shape3D>> convex_decompose(const ConvexDecompositionSettings &p_settings) const;
virtual int get_builtin_bind_pose_count() const;
virtual Transform3D get_builtin_bind_pose(int p_index) const;
Mesh();
};
class ArrayMesh : public Mesh {
GDCLASS(ArrayMesh, Mesh);
RES_BASE_EXTENSION("mesh");
PackedStringArray _get_blend_shape_names() const;
void _set_blend_shape_names(const PackedStringArray &p_names);
Array _get_surfaces() const;
void _set_surfaces(const Array &p_data);
Ref<ArrayMesh> shadow_mesh;
private:
struct Surface {
uint32_t format = 0;
int array_length = 0;
int index_array_length = 0;
PrimitiveType primitive = PrimitiveType::PRIMITIVE_MAX;
String name;
AABB aabb;
Ref<Material> material;
bool is_2d = false;
};
Vector<Surface> surfaces;
mutable RID mesh;
AABB aabb;
BlendShapeMode blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE;
Vector<StringName> blend_shapes;
AABB custom_aabb;
_FORCE_INLINE_ void _create_if_empty() const;
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<PropertyInfo> *p_list) const;
virtual void reset_state() override;
static void _bind_methods();
public:
void add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_flags = 0);
void add_surface(uint32_t p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, const Vector<uint8_t> &p_attribute_array, const Vector<uint8_t> &p_skin_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<uint8_t> &p_blend_shape_data = Vector<uint8_t>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>(), const Vector<RS::SurfaceData::LOD> &p_lods = Vector<RS::SurfaceData::LOD>());
Array surface_get_arrays(int p_surface) const override;
Array surface_get_blend_shape_arrays(int p_surface) const override;
Dictionary surface_get_lods(int p_surface) const override;
void add_blend_shape(const StringName &p_name);
int get_blend_shape_count() const override;
StringName get_blend_shape_name(int p_index) const override;
void set_blend_shape_name(int p_index, const StringName &p_name) override;
void clear_blend_shapes();
void set_blend_shape_mode(BlendShapeMode p_mode);
BlendShapeMode get_blend_shape_mode() const;
void surface_update_vertex_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data);
void surface_update_attribute_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data);
void surface_update_skin_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data);
int get_surface_count() const override;
void clear_surfaces();
void surface_set_custom_aabb(int p_idx, const AABB &p_aabb); //only recognized by driver
int surface_get_array_len(int p_idx) const override;
int surface_get_array_index_len(int p_idx) const override;
uint32_t surface_get_format(int p_idx) const override;
PrimitiveType surface_get_primitive_type(int p_idx) const override;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) override;
virtual Ref<Material> surface_get_material(int p_idx) const override;
int surface_find_by_name(const String &p_name) const;
void surface_set_name(int p_idx, const String &p_name);
String surface_get_name(int p_idx) const;
void set_custom_aabb(const AABB &p_custom);
AABB get_custom_aabb() const;
AABB get_aabb() const override;
virtual RID get_rid() const override;
void regen_normal_maps();
Error lightmap_unwrap(const Transform3D &p_base_transform = Transform3D(), float p_texel_size = 0.05);
Error lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache, bool p_generate_cache = true);
virtual void reload_from_file() override;
void set_shadow_mesh(const Ref<ArrayMesh> &p_mesh);
Ref<ArrayMesh> get_shadow_mesh() const;
ArrayMesh();
~ArrayMesh();
};
VARIANT_ENUM_CAST(Mesh::ArrayType);
VARIANT_ENUM_CAST(Mesh::ArrayFormat);
VARIANT_ENUM_CAST(Mesh::ArrayCustomFormat);
VARIANT_ENUM_CAST(Mesh::PrimitiveType);
VARIANT_ENUM_CAST(Mesh::BlendShapeMode);
#endif