godot/editor/import/scene_importer_mesh.h
AndreaCatania e3a06c3a9e Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.

It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-09-08 08:12:51 +02:00

119 lines
5.2 KiB
C++

/*************************************************************************/
/* scene_importer_mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/* "Software"), to deal in the Software without restriction, including */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef EDITOR_SCENE_IMPORTER_MESH_H
#define EDITOR_SCENE_IMPORTER_MESH_H
#include "core/io/resource.h"
#include "scene/resources/concave_polygon_shape_3d.h"
#include "scene/resources/convex_polygon_shape_3d.h"
#include "scene/resources/mesh.h"
#include "scene/resources/navigation_mesh.h"
// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
// so the data is not registered (hence, quality loss), importing happens faster and
// its easier to modify before saving
class EditorSceneImporterMesh : public Resource {
GDCLASS(EditorSceneImporterMesh, Resource)
struct Surface {
Mesh::PrimitiveType primitive;
Array arrays;
struct BlendShape {
Array arrays;
};
Vector<BlendShape> blend_shape_data;
struct LOD {
Vector<int> indices;
float distance;
};
Vector<LOD> lods;
Ref<Material> material;
String name;
};
Vector<Surface> surfaces;
Vector<String> blend_shapes;
Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
Ref<ArrayMesh> mesh;
Ref<EditorSceneImporterMesh> shadow_mesh;
Size2i lightmap_size_hint;
Basis compute_rotation_matrix_from_ortho_6d(Vector3 p_x_raw, Vector3 y_raw);
protected:
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
static void _bind_methods();
public:
void add_blend_shape(const String &p_name);
int get_blend_shape_count() const;
String get_blend_shape_name(int p_blend_shape) const;
void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String());
int get_surface_count() const;
void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
Mesh::BlendShapeMode get_blend_shape_mode() const;
Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
String get_surface_name(int p_surface) const;
Array get_surface_arrays(int p_surface) const;
Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
int get_surface_lod_count(int p_surface) const;
Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
float get_surface_lod_size(int p_surface, int p_lod) const;
Ref<Material> get_surface_material(int p_surface) const;
void set_surface_material(int p_surface, const Ref<Material> &p_material);
void generate_lods();
void create_shadow_mesh();
Ref<EditorSceneImporterMesh> get_shadow_mesh() const;
Vector<Face3> get_faces() const;
Vector<Ref<Shape3D>> convex_decompose(const Mesh::ConvexDecompositionSettings &p_settings) const;
Ref<Shape3D> create_trimesh_shape() const;
Ref<NavigationMesh> create_navigation_mesh();
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);
void set_lightmap_size_hint(const Size2i &p_size);
Size2i get_lightmap_size_hint() const;
bool has_mesh() const;
Ref<ArrayMesh> get_mesh(const Ref<Mesh> &p_base = Ref<Mesh>());
void clear();
};
#endif // EDITOR_SCENE_IMPORTER_MESH_H