620030b600
Removed ResourceInteractiveLoader, add built-in threaded loading.
422 lines
13 KiB
C++
422 lines
13 KiB
C++
/*************************************************************************/
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/* mesh_instance.cpp */
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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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#include "mesh_instance.h"
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#include "collision_shape.h"
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#include "core/core_string_names.h"
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#include "physics_body.h"
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#include "scene/resources/material.h"
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#include "skeleton.h"
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bool MeshInstance::_set(const StringName &p_name, const Variant &p_value) {
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//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
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//add to it that it's probably found on first call to _set anyway.
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if (!get_instance().is_valid())
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return false;
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Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
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if (E) {
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E->get().value = p_value;
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VisualServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), E->get().idx, E->get().value);
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return true;
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}
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= materials.size() || idx < 0)
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return false;
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set_surface_material(idx, p_value);
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return true;
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}
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return false;
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}
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bool MeshInstance::_get(const StringName &p_name, Variant &r_ret) const {
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if (!get_instance().is_valid())
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return false;
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const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
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if (E) {
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r_ret = E->get().value;
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return true;
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}
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= materials.size() || idx < 0)
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return false;
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r_ret = materials[idx];
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return true;
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}
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return false;
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}
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void MeshInstance::_get_property_list(List<PropertyInfo> *p_list) const {
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List<String> ls;
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for (const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.front(); E; E = E->next()) {
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ls.push_back(E->key());
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}
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ls.sort();
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for (List<String>::Element *E = ls.front(); E; E = E->next()) {
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p_list->push_back(PropertyInfo(Variant::FLOAT, E->get(), PROPERTY_HINT_RANGE, "0,1,0.00001"));
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}
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if (mesh.is_valid()) {
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE));
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}
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}
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}
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void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
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if (mesh == p_mesh)
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return;
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if (mesh.is_valid()) {
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mesh->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &MeshInstance::_mesh_changed));
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materials.clear();
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}
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mesh = p_mesh;
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blend_shape_tracks.clear();
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if (mesh.is_valid()) {
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for (int i = 0; i < mesh->get_blend_shape_count(); i++) {
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BlendShapeTrack mt;
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mt.idx = i;
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mt.value = 0;
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blend_shape_tracks["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = mt;
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}
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mesh->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &MeshInstance::_mesh_changed));
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materials.resize(mesh->get_surface_count());
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set_base(mesh->get_rid());
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} else {
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set_base(RID());
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}
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update_gizmo();
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_change_notify();
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}
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Ref<Mesh> MeshInstance::get_mesh() const {
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return mesh;
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}
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void MeshInstance::_resolve_skeleton_path() {
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Ref<SkinReference> new_skin_reference;
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if (!skeleton_path.is_empty()) {
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Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
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if (skeleton) {
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new_skin_reference = skeleton->register_skin(skin_internal);
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if (skin_internal.is_null()) {
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//a skin was created for us
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skin_internal = new_skin_reference->get_skin();
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_change_notify();
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}
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}
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}
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skin_ref = new_skin_reference;
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if (skin_ref.is_valid()) {
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VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
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} else {
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VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
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}
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}
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void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
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skin_internal = p_skin;
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skin = p_skin;
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if (!is_inside_tree())
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return;
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_resolve_skeleton_path();
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}
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Ref<Skin> MeshInstance::get_skin() const {
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return skin;
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}
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void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
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skeleton_path = p_skeleton;
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if (!is_inside_tree())
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return;
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_resolve_skeleton_path();
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}
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NodePath MeshInstance::get_skeleton_path() {
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return skeleton_path;
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}
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AABB MeshInstance::get_aabb() const {
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if (!mesh.is_null())
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return mesh->get_aabb();
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return AABB();
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}
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Vector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
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if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING)))
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return Vector<Face3>();
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if (mesh.is_null())
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return Vector<Face3>();
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return mesh->get_faces();
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}
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Node *MeshInstance::create_trimesh_collision_node() {
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if (mesh.is_null())
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return NULL;
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Ref<Shape> shape = mesh->create_trimesh_shape();
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if (shape.is_null())
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return NULL;
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StaticBody *static_body = memnew(StaticBody);
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CollisionShape *cshape = memnew(CollisionShape);
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cshape->set_shape(shape);
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static_body->add_child(cshape);
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return static_body;
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}
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void MeshInstance::create_trimesh_collision() {
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StaticBody *static_body = Object::cast_to<StaticBody>(create_trimesh_collision_node());
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ERR_FAIL_COND(!static_body);
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static_body->set_name(String(get_name()) + "_col");
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add_child(static_body);
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if (get_owner()) {
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CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
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static_body->set_owner(get_owner());
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cshape->set_owner(get_owner());
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}
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}
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Node *MeshInstance::create_convex_collision_node() {
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if (mesh.is_null())
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return NULL;
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Ref<Shape> shape = mesh->create_convex_shape();
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if (shape.is_null())
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return NULL;
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StaticBody *static_body = memnew(StaticBody);
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CollisionShape *cshape = memnew(CollisionShape);
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cshape->set_shape(shape);
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static_body->add_child(cshape);
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return static_body;
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}
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void MeshInstance::create_convex_collision() {
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StaticBody *static_body = Object::cast_to<StaticBody>(create_convex_collision_node());
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ERR_FAIL_COND(!static_body);
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static_body->set_name(String(get_name()) + "_col");
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add_child(static_body);
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if (get_owner()) {
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CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
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static_body->set_owner(get_owner());
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cshape->set_owner(get_owner());
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}
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}
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void MeshInstance::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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_resolve_skeleton_path();
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}
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}
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int MeshInstance::get_surface_material_count() const {
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return materials.size();
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}
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void MeshInstance::set_surface_material(int p_surface, const Ref<Material> &p_material) {
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ERR_FAIL_INDEX(p_surface, materials.size());
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materials.write[p_surface] = p_material;
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if (materials[p_surface].is_valid())
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VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
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else
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VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
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}
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Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref<Material>());
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return materials[p_surface];
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}
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void MeshInstance::_mesh_changed() {
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materials.resize(mesh->get_surface_count());
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}
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void MeshInstance::create_debug_tangents() {
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Vector<Vector3> lines;
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Vector<Color> colors;
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Ref<Mesh> mesh = get_mesh();
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if (!mesh.is_valid())
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return;
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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Array arrays = mesh->surface_get_arrays(i);
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Vector<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
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Vector<Vector3> norms = arrays[Mesh::ARRAY_NORMAL];
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if (norms.size() == 0)
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continue;
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Vector<float> tangents = arrays[Mesh::ARRAY_TANGENT];
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if (tangents.size() == 0)
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continue;
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for (int j = 0; j < verts.size(); j++) {
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Vector3 v = verts[j];
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Vector3 n = norms[j];
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Vector3 t = Vector3(tangents[j * 4 + 0], tangents[j * 4 + 1], tangents[j * 4 + 2]);
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Vector3 b = (n.cross(t)).normalized() * tangents[j * 4 + 3];
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lines.push_back(v); //normal
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colors.push_back(Color(0, 0, 1)); //color
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lines.push_back(v + n * 0.04); //normal
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colors.push_back(Color(0, 0, 1)); //color
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lines.push_back(v); //tangent
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colors.push_back(Color(1, 0, 0)); //color
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lines.push_back(v + t * 0.04); //tangent
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colors.push_back(Color(1, 0, 0)); //color
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lines.push_back(v); //binormal
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colors.push_back(Color(0, 1, 0)); //color
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lines.push_back(v + b * 0.04); //binormal
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colors.push_back(Color(0, 1, 0)); //color
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}
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}
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if (lines.size()) {
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Ref<StandardMaterial3D> sm;
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sm.instance();
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sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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sm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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Ref<ArrayMesh> am;
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am.instance();
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Array a;
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a.resize(Mesh::ARRAY_MAX);
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a[Mesh::ARRAY_VERTEX] = lines;
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a[Mesh::ARRAY_COLOR] = colors;
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am->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
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am->surface_set_material(0, sm);
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MeshInstance *mi = memnew(MeshInstance);
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mi->set_mesh(am);
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mi->set_name("DebugTangents");
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add_child(mi);
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#ifdef TOOLS_ENABLED
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if (this == get_tree()->get_edited_scene_root())
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mi->set_owner(this);
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else
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mi->set_owner(get_owner());
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#endif
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}
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}
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void MeshInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance::set_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh);
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ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path);
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ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path);
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ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin);
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ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin);
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ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
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ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
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ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance::get_surface_material);
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ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance::create_trimesh_collision);
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ClassDB::set_method_flags("MeshInstance", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
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ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance::create_convex_collision);
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ClassDB::set_method_flags("MeshInstance", "create_convex_collision", METHOD_FLAGS_DEFAULT);
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ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance::create_debug_tangents);
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ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
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ADD_GROUP("Skeleton", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
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ADD_GROUP("", "");
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}
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MeshInstance::MeshInstance() {
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skeleton_path = NodePath("..");
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}
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MeshInstance::~MeshInstance() {
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}
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