77a045e902
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer. -Integrated MeshOptimizer -Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
271 lines
10 KiB
C++
271 lines
10 KiB
C++
/*************************************************************************/
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/* mesh.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef MESH_H
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#define MESH_H
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#include "core/io/resource.h"
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#include "core/math/face3.h"
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#include "core/math/triangle_mesh.h"
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#include "scene/resources/material.h"
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#include "scene/resources/shape_3d.h"
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#include "servers/rendering_server.h"
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class Mesh : public Resource {
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GDCLASS(Mesh, Resource);
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mutable Ref<TriangleMesh> triangle_mesh; //cached
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mutable Vector<Vector3> debug_lines;
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Size2i lightmap_size_hint;
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protected:
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static void _bind_methods();
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public:
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enum {
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NO_INDEX_ARRAY = RenderingServer::NO_INDEX_ARRAY,
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ARRAY_WEIGHTS_SIZE = RenderingServer::ARRAY_WEIGHTS_SIZE
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};
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enum BlendShapeMode {
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BLEND_SHAPE_MODE_NORMALIZED = RS::BLEND_SHAPE_MODE_NORMALIZED,
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BLEND_SHAPE_MODE_RELATIVE = RS::BLEND_SHAPE_MODE_RELATIVE,
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};
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enum ArrayType {
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ARRAY_VERTEX = RenderingServer::ARRAY_VERTEX,
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ARRAY_NORMAL = RenderingServer::ARRAY_NORMAL,
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ARRAY_TANGENT = RenderingServer::ARRAY_TANGENT,
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ARRAY_COLOR = RenderingServer::ARRAY_COLOR,
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ARRAY_TEX_UV = RenderingServer::ARRAY_TEX_UV,
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ARRAY_TEX_UV2 = RenderingServer::ARRAY_TEX_UV2,
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ARRAY_CUSTOM0 = RenderingServer::ARRAY_CUSTOM0,
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ARRAY_CUSTOM1 = RenderingServer::ARRAY_CUSTOM1,
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ARRAY_CUSTOM2 = RenderingServer::ARRAY_CUSTOM2,
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ARRAY_CUSTOM3 = RenderingServer::ARRAY_CUSTOM3,
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ARRAY_BONES = RenderingServer::ARRAY_BONES,
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ARRAY_WEIGHTS = RenderingServer::ARRAY_WEIGHTS,
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ARRAY_INDEX = RenderingServer::ARRAY_INDEX,
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ARRAY_MAX = RenderingServer::ARRAY_MAX
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};
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enum ArrayCustomFormat {
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ARRAY_CUSTOM_RGBA8_UNORM,
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ARRAY_CUSTOM_RGBA8_SNORM,
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ARRAY_CUSTOM_RG_HALF,
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ARRAY_CUSTOM_RGBA_HALF,
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ARRAY_CUSTOM_R_FLOAT,
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ARRAY_CUSTOM_RG_FLOAT,
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ARRAY_CUSTOM_RGB_FLOAT,
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ARRAY_CUSTOM_RGBA_FLOAT,
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ARRAY_CUSTOM_MAX
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};
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enum ArrayFormat {
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ARRAY_FORMAT_VERTEX = RS::ARRAY_FORMAT_VERTEX,
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ARRAY_FORMAT_NORMAL = RS::ARRAY_FORMAT_NORMAL,
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ARRAY_FORMAT_TANGENT = RS::ARRAY_FORMAT_TANGENT,
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ARRAY_FORMAT_COLOR = RS::ARRAY_FORMAT_COLOR,
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ARRAY_FORMAT_TEX_UV = RS::ARRAY_FORMAT_TEX_UV,
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ARRAY_FORMAT_TEX_UV2 = RS::ARRAY_FORMAT_TEX_UV2,
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ARRAY_FORMAT_CUSTOM0 = RS::ARRAY_FORMAT_CUSTOM0,
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ARRAY_FORMAT_CUSTOM1 = RS::ARRAY_FORMAT_CUSTOM1,
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ARRAY_FORMAT_CUSTOM2 = RS::ARRAY_FORMAT_CUSTOM2,
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ARRAY_FORMAT_CUSTOM3 = RS::ARRAY_FORMAT_CUSTOM3,
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ARRAY_FORMAT_BONES = RS::ARRAY_FORMAT_BONES,
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ARRAY_FORMAT_WEIGHTS = RS::ARRAY_FORMAT_WEIGHTS,
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ARRAY_FORMAT_INDEX = RS::ARRAY_FORMAT_INDEX,
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ARRAY_FORMAT_BLEND_SHAPE_MASK = RS::ARRAY_FORMAT_BLEND_SHAPE_MASK,
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ARRAY_FORMAT_CUSTOM_BASE = RS::ARRAY_FORMAT_CUSTOM_BASE,
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ARRAY_FORMAT_CUSTOM0_SHIFT = RS::ARRAY_FORMAT_CUSTOM0_SHIFT,
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ARRAY_FORMAT_CUSTOM1_SHIFT = RS::ARRAY_FORMAT_CUSTOM1_SHIFT,
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ARRAY_FORMAT_CUSTOM2_SHIFT = RS::ARRAY_FORMAT_CUSTOM2_SHIFT,
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ARRAY_FORMAT_CUSTOM3_SHIFT = RS::ARRAY_FORMAT_CUSTOM3_SHIFT,
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ARRAY_FORMAT_CUSTOM_MASK = RS::ARRAY_FORMAT_CUSTOM_MASK,
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ARRAY_COMPRESS_FLAGS_BASE = RS::ARRAY_COMPRESS_FLAGS_BASE,
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ARRAY_FLAG_USE_2D_VERTICES = RS::ARRAY_FLAG_USE_2D_VERTICES,
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ARRAY_FLAG_USE_DYNAMIC_UPDATE = RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE,
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ARRAY_FLAG_USE_8_BONE_WEIGHTS = RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS,
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};
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enum PrimitiveType {
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PRIMITIVE_POINTS = RenderingServer::PRIMITIVE_POINTS,
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PRIMITIVE_LINES = RenderingServer::PRIMITIVE_LINES,
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PRIMITIVE_LINE_STRIP = RenderingServer::PRIMITIVE_LINE_STRIP,
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PRIMITIVE_TRIANGLES = RenderingServer::PRIMITIVE_TRIANGLES,
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PRIMITIVE_TRIANGLE_STRIP = RenderingServer::PRIMITIVE_TRIANGLE_STRIP,
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PRIMITIVE_MAX = RenderingServer::PRIMITIVE_MAX,
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};
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virtual int get_surface_count() const = 0;
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virtual int surface_get_array_len(int p_idx) const = 0;
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virtual int surface_get_array_index_len(int p_idx) const = 0;
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virtual bool surface_is_softbody_friendly(int p_idx) const;
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virtual Array surface_get_arrays(int p_surface) const = 0;
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virtual Array surface_get_blend_shape_arrays(int p_surface) const = 0;
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virtual Dictionary surface_get_lods(int p_surface) const = 0;
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virtual uint32_t surface_get_format(int p_idx) const = 0;
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virtual PrimitiveType surface_get_primitive_type(int p_idx) const = 0;
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virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) = 0;
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virtual Ref<Material> surface_get_material(int p_idx) const = 0;
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virtual int get_blend_shape_count() const = 0;
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virtual StringName get_blend_shape_name(int p_index) const = 0;
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Vector<Face3> get_faces() const;
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Ref<TriangleMesh> generate_triangle_mesh() const;
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void generate_debug_mesh_lines(Vector<Vector3> &r_lines);
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void generate_debug_mesh_indices(Vector<Vector3> &r_points);
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Ref<Shape3D> create_trimesh_shape() const;
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Ref<Shape3D> create_convex_shape() const;
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Ref<Mesh> create_outline(float p_margin) const;
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virtual AABB get_aabb() const = 0;
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void set_lightmap_size_hint(const Size2i &p_size);
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Size2i get_lightmap_size_hint() const;
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void clear_cache() const;
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typedef Vector<Vector<Face3>> (*ConvexDecompositionFunc)(const Vector<Face3> &);
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static ConvexDecompositionFunc convex_composition_function;
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Vector<Ref<Shape3D>> convex_decompose() const;
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Mesh();
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};
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class ArrayMesh : public Mesh {
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GDCLASS(ArrayMesh, Mesh);
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RES_BASE_EXTENSION("mesh");
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Array _get_surfaces() const;
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void _set_surfaces(const Array &p_data);
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private:
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struct Surface {
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uint32_t format;
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int array_length;
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int index_array_length;
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PrimitiveType primitive;
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String name;
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AABB aabb;
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Ref<Material> material;
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bool is_2d;
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};
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Vector<Surface> surfaces;
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mutable RID mesh;
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AABB aabb;
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BlendShapeMode blend_shape_mode;
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Vector<StringName> blend_shapes;
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AABB custom_aabb;
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_FORCE_INLINE_ void _create_if_empty() const;
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void _recompute_aabb();
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protected:
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virtual bool _is_generated() const { return false; }
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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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);
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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>(), uint32_t p_blend_shape_count = 0, const Vector<AABB> &p_bone_aabbs = Vector<AABB>(), const Vector<RS::SurfaceData::LOD> &p_lods = Vector<RS::SurfaceData::LOD>());
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Array surface_get_arrays(int p_surface) const override;
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Array surface_get_blend_shape_arrays(int p_surface) const override;
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Dictionary surface_get_lods(int p_surface) const override;
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void add_blend_shape(const StringName &p_name);
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int get_blend_shape_count() const override;
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StringName get_blend_shape_name(int p_index) const override;
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void clear_blend_shapes();
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void set_blend_shape_mode(BlendShapeMode p_mode);
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BlendShapeMode get_blend_shape_mode() const;
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void surface_update_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data);
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int get_surface_count() const override;
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void clear_surfaces();
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void surface_set_custom_aabb(int p_idx, const AABB &p_aabb); //only recognized by driver
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int surface_get_array_len(int p_idx) const override;
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int surface_get_array_index_len(int p_idx) const override;
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uint32_t surface_get_format(int p_idx) const override;
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PrimitiveType surface_get_primitive_type(int p_idx) const override;
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bool surface_is_alpha_sorting_enabled(int p_idx) const;
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virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) override;
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virtual Ref<Material> surface_get_material(int p_idx) const override;
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int surface_find_by_name(const String &p_name) const;
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void surface_set_name(int p_idx, const String &p_name);
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String surface_get_name(int p_idx) const;
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void set_custom_aabb(const AABB &p_custom);
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AABB get_custom_aabb() const;
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AABB get_aabb() const override;
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virtual RID get_rid() const override;
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void regen_normalmaps();
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Error lightmap_unwrap(const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
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Error lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache, const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
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virtual void reload_from_file() override;
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ArrayMesh();
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~ArrayMesh();
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};
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VARIANT_ENUM_CAST(Mesh::ArrayType);
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VARIANT_ENUM_CAST(Mesh::ArrayFormat);
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VARIANT_ENUM_CAST(Mesh::ArrayCustomFormat);
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VARIANT_ENUM_CAST(Mesh::PrimitiveType);
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VARIANT_ENUM_CAST(Mesh::BlendShapeMode);
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#endif
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