c2b7c69e2b
Allow renaming bones and blendshapes.
282 lines
11 KiB
C++
282 lines
11 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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virtual void set_blend_shape_name(int p_index, const StringName &p_name) = 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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PackedStringArray _get_blend_shape_names() const;
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void _set_blend_shape_names(const PackedStringArray &p_names);
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Array _get_surfaces() const;
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void _set_surfaces(const Array &p_data);
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Ref<ArrayMesh> shadow_mesh;
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private:
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struct Surface {
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uint32_t format = 0;
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int array_length = 0;
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int index_array_length = 0;
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PrimitiveType primitive = PrimitiveType::PRIMITIVE_MAX;
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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 = false;
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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 = BLEND_SHAPE_MODE_RELATIVE;
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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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virtual void reset_state() override;
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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>(), 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 set_blend_shape_name(int p_index, const StringName &p_name) 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_normal_maps();
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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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void set_shadow_mesh(const Ref<ArrayMesh> &p_mesh);
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Ref<ArrayMesh> get_shadow_mesh() const;
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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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