godot/scene/3d/mesh_instance.cpp
Juan Linietsky 948fd83cdd Little Bits
-=-=-=-=-=-

-fix duplicate function bug when creating script callback in editor
-fix bug where hiding lights does not work
-fix 2D audio listener bug (romulox_x reported)
-fix exported properties with inheritance bug
-fix timer autostart (make it not work on editor)
-reactivate first camara found if viewport runs out of active camera
-option to hide gizmos in viewport
-changed skeleton gizmo because it sucks
-Make convex shapes using CollisionShape visible (use quickhull class)
-fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it.
-make a menu option to show SRGB in 3D editor views by default
-make option to edit default light direction in viewport settings
-make option to edit default ambient light in viewport settings
-make software conversion of linear->RGB if hardware support not found
2014-10-12 02:13:22 -03:00

261 lines
7.5 KiB
C++

/*************************************************************************/
/* mesh_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "skeleton.h"
#include "physics_body.h"
#include "body_shape.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,MorphTrack>::Element *E = morph_tracks.find(p_name);
if (!E)
return false;
E->get().value=p_value;
VisualServer::get_singleton()->instance_set_morph_target_weight(get_instance(),E->get().idx,E->get().value);
return true;
}
bool MeshInstance::_get(const StringName& p_name,Variant &r_ret) const {
if (!get_instance().is_valid())
return false;
const Map<StringName,MorphTrack>::Element *E = morph_tracks.find(p_name);
if (!E)
return false;
r_ret = E->get().value;
return true;
}
void MeshInstance::_get_property_list( List<PropertyInfo> *p_list) const {
List<String> ls;
for(const Map<StringName,MorphTrack>::Element *E=morph_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,"0,1,0.01"));
}
}
void MeshInstance::set_mesh(const Ref<Mesh>& p_mesh) {
mesh=p_mesh;
morph_tracks.clear();
if (mesh.is_valid()) {
for(int i=0;i<mesh->get_morph_target_count();i++) {
MorphTrack mt;
mt.idx=i;
mt.value=0;
morph_tracks["morph/"+String(mesh->get_morph_target_name(i))]=mt;
}
set_base(mesh->get_rid());
} else {
set_base(RID());
}
_change_notify("mesh");
}
Ref<Mesh> MeshInstance::get_mesh() const {
return mesh;
}
void MeshInstance::_resolve_skeleton_path(){
if (skeleton_path.is_empty())
return;
Skeleton *skeleton=get_node(skeleton_path)?get_node(skeleton_path)->cast_to<Skeleton>():NULL;
if (skeleton)
VisualServer::get_singleton()->instance_attach_skeleton( get_instance(), skeleton->get_skeleton() );
}
void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
skeleton_path = p_skeleton;
if (!is_inside_scene())
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();
}
DVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
if (!(p_usage_flags&(FACES_SOLID|FACES_ENCLOSING)))
return DVector<Face3>();
if (mesh.is_null())
return DVector<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 );
static_body->add_shape( shape );
return static_body;
return NULL;
}
void MeshInstance::create_trimesh_collision() {
StaticBody* static_body = create_trimesh_collision_node()->cast_to<StaticBody>();
ERR_FAIL_COND(!static_body);
static_body->set_name( String(get_name()) + "_col" );
add_child(static_body);
if (get_owner())
static_body->set_owner( get_owner() );
CollisionShape *cshape = memnew( CollisionShape );
cshape->set_shape(static_body->get_shape(0));
static_body->add_child(cshape);
if (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 );
static_body->add_shape( shape );
return static_body;
return NULL;
}
void MeshInstance::create_convex_collision() {
StaticBody* static_body = create_convex_collision_node()->cast_to<StaticBody>();
ERR_FAIL_COND(!static_body);
static_body->set_name( String(get_name()) + "_col" );
add_child(static_body);
if (get_owner())
static_body->set_owner( get_owner() );
CollisionShape *cshape = memnew( CollisionShape );
cshape->set_shape(static_body->get_shape(0));
static_body->add_child(cshape);
if (get_owner())
cshape->set_owner( get_owner() );
}
void MeshInstance::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_SCENE) {
_resolve_skeleton_path();
}
}
void MeshInstance::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_mesh","mesh:Mesh"),&MeshInstance::set_mesh);
ObjectTypeDB::bind_method(_MD("get_mesh:Mesh"),&MeshInstance::get_mesh);
ObjectTypeDB::bind_method(_MD("set_skeleton_path","skeleton_path:NodePath"),&MeshInstance::set_skeleton_path);
ObjectTypeDB::bind_method(_MD("get_skeleton_path:NodePath"),&MeshInstance::get_skeleton_path);
ObjectTypeDB::bind_method(_MD("get_aabb"),&MeshInstance::get_aabb);
ObjectTypeDB::bind_method(_MD("create_trimesh_collision"),&MeshInstance::create_trimesh_collision);
ObjectTypeDB::set_method_flags("MeshInstance","create_trimesh_collision",METHOD_FLAGS_DEFAULT);
ObjectTypeDB::bind_method(_MD("create_convex_collision"),&MeshInstance::create_convex_collision);
ObjectTypeDB::set_method_flags("MeshInstance","create_convex_collision",METHOD_FLAGS_DEFAULT);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "mesh/mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh" ), _SCS("set_mesh"), _SCS("get_mesh"));
ADD_PROPERTY( PropertyInfo (Variant::NODE_PATH, "mesh/skeleton"), _SCS("set_skeleton_path"), _SCS("get_skeleton_path"));
}
MeshInstance::MeshInstance()
{
skeleton_path=NodePath("..");
}
MeshInstance::~MeshInstance() {
}