godot/scene/3d/mesh_instance.cpp

424 lines
13 KiB
C++

/*************************************************************************/
/* mesh_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "collision_shape.h"
#include "core/core_string_names.h"
#include "physics_body.h"
#include "scene/resources/material.h"
#include "scene/scene_string_names.h"
#include "skeleton.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, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
if (E) {
E->get().value = p_value;
VisualServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), E->get().idx, E->get().value);
return true;
}
if (p_name.operator String().begins_with("material/")) {
int idx = p_name.operator String().get_slicec('/', 1).to_int();
if (idx >= materials.size() || idx < 0)
return false;
set_surface_material(idx, p_value);
return true;
}
return false;
}
bool MeshInstance::_get(const StringName &p_name, Variant &r_ret) const {
if (!get_instance().is_valid())
return false;
const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
if (E) {
r_ret = E->get().value;
return true;
}
if (p_name.operator String().begins_with("material/")) {
int idx = p_name.operator String().get_slicec('/', 1).to_int();
if (idx >= materials.size() || idx < 0)
return false;
r_ret = materials[idx];
return true;
}
return false;
}
void MeshInstance::_get_property_list(List<PropertyInfo> *p_list) const {
List<String> ls;
for (const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_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, "0,1,0.00001"));
}
if (mesh.is_valid()) {
for (int i = 0; i < mesh->get_surface_count(); i++) {
p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D"));
}
}
}
void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
if (mesh == p_mesh)
return;
if (mesh.is_valid()) {
mesh->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
materials.clear();
}
mesh = p_mesh;
blend_shape_tracks.clear();
if (mesh.is_valid()) {
for (int i = 0; i < mesh->get_blend_shape_count(); i++) {
BlendShapeTrack mt;
mt.idx = i;
mt.value = 0;
blend_shape_tracks["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = mt;
}
mesh->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
materials.resize(mesh->get_surface_count());
set_base(mesh->get_rid());
} else {
set_base(RID());
}
update_gizmo();
_change_notify();
}
Ref<Mesh> MeshInstance::get_mesh() const {
return mesh;
}
void MeshInstance::_resolve_skeleton_path() {
Ref<SkinReference> new_skin_reference;
if (!skeleton_path.is_empty()) {
Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
if (skeleton) {
new_skin_reference = skeleton->register_skin(skin_internal);
if (skin_internal.is_null()) {
//a skin was created for us
skin_internal = new_skin_reference->get_skin();
_change_notify();
}
}
}
skin_ref = new_skin_reference;
if (skin_ref.is_valid()) {
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
} else {
VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
}
}
void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
skin_internal = p_skin;
skin = p_skin;
if (!is_inside_tree())
return;
_resolve_skeleton_path();
}
Ref<Skin> MeshInstance::get_skin() const {
return skin;
}
void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
skeleton_path = p_skeleton;
if (!is_inside_tree())
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();
}
PoolVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING)))
return PoolVector<Face3>();
if (mesh.is_null())
return PoolVector<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);
CollisionShape *cshape = memnew(CollisionShape);
cshape->set_shape(shape);
static_body->add_child(cshape);
return static_body;
}
void MeshInstance::create_trimesh_collision() {
StaticBody *static_body = Object::cast_to<StaticBody>(create_trimesh_collision_node());
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body);
if (get_owner()) {
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
static_body->set_owner(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);
CollisionShape *cshape = memnew(CollisionShape);
cshape->set_shape(shape);
static_body->add_child(cshape);
return static_body;
}
void MeshInstance::create_convex_collision() {
StaticBody *static_body = Object::cast_to<StaticBody>(create_convex_collision_node());
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body);
if (get_owner()) {
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
static_body->set_owner(get_owner());
cshape->set_owner(get_owner());
}
}
void MeshInstance::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
_resolve_skeleton_path();
}
}
int MeshInstance::get_surface_material_count() const {
return materials.size();
}
void MeshInstance::set_surface_material(int p_surface, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_surface, materials.size());
materials.write[p_surface] = p_material;
if (materials[p_surface].is_valid())
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
else
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
}
Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref<Material>());
return materials[p_surface];
}
void MeshInstance::_mesh_changed() {
materials.resize(mesh->get_surface_count());
}
void MeshInstance::create_debug_tangents() {
Vector<Vector3> lines;
Vector<Color> colors;
Ref<Mesh> mesh = get_mesh();
if (!mesh.is_valid())
return;
for (int i = 0; i < mesh->get_surface_count(); i++) {
Array arrays = mesh->surface_get_arrays(i);
Vector<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
Vector<Vector3> norms = arrays[Mesh::ARRAY_NORMAL];
if (norms.size() == 0)
continue;
Vector<float> tangents = arrays[Mesh::ARRAY_TANGENT];
if (tangents.size() == 0)
continue;
for (int j = 0; j < verts.size(); j++) {
Vector3 v = verts[j];
Vector3 n = norms[j];
Vector3 t = Vector3(tangents[j * 4 + 0], tangents[j * 4 + 1], tangents[j * 4 + 2]);
Vector3 b = (n.cross(t)).normalized() * tangents[j * 4 + 3];
lines.push_back(v); //normal
colors.push_back(Color(0, 0, 1)); //color
lines.push_back(v + n * 0.04); //normal
colors.push_back(Color(0, 0, 1)); //color
lines.push_back(v); //tangent
colors.push_back(Color(1, 0, 0)); //color
lines.push_back(v + t * 0.04); //tangent
colors.push_back(Color(1, 0, 0)); //color
lines.push_back(v); //binormal
colors.push_back(Color(0, 1, 0)); //color
lines.push_back(v + b * 0.04); //binormal
colors.push_back(Color(0, 1, 0)); //color
}
}
if (lines.size()) {
Ref<StandardMaterial3D> sm;
sm.instance();
sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
sm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
Ref<ArrayMesh> am;
am.instance();
Array a;
a.resize(Mesh::ARRAY_MAX);
a[Mesh::ARRAY_VERTEX] = lines;
a[Mesh::ARRAY_COLOR] = colors;
am->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
am->surface_set_material(0, sm);
MeshInstance *mi = memnew(MeshInstance);
mi->set_mesh(am);
mi->set_name("DebugTangents");
add_child(mi);
#ifdef TOOLS_ENABLED
if (this == get_tree()->get_edited_scene_root())
mi->set_owner(this);
else
mi->set_owner(get_owner());
#endif
}
}
void MeshInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh);
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path);
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin);
ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance::get_surface_material);
ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance::create_trimesh_collision);
ClassDB::set_method_flags("MeshInstance", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance::create_convex_collision);
ClassDB::set_method_flags("MeshInstance", "create_convex_collision", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("_mesh_changed"), &MeshInstance::_mesh_changed);
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance::create_debug_tangents);
ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_GROUP("Skeleton", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
ADD_GROUP("", "");
}
MeshInstance::MeshInstance() {
skeleton_path = NodePath("..");
}
MeshInstance::~MeshInstance() {
}