godot/scene/resources/mesh.cpp

1103 lines
30 KiB
C++

/*************************************************************************/
/* mesh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"
#include "surface_tool.h"
void Mesh::_clear_triangle_mesh() const {
triangle_mesh.unref();
;
}
Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
if (triangle_mesh.is_valid())
return triangle_mesh;
int facecount = 0;
for (int i = 0; i < get_surface_count(); i++) {
if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
continue;
if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
facecount += surface_get_array_index_len(i);
} else {
facecount += surface_get_array_len(i);
}
}
if (facecount == 0 || (facecount % 3) != 0)
return triangle_mesh;
PoolVector<Vector3> faces;
faces.resize(facecount);
PoolVector<Vector3>::Write facesw = faces.write();
int widx = 0;
for (int i = 0; i < get_surface_count(); i++) {
if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
continue;
Array a = surface_get_arrays(i);
int vc = surface_get_array_len(i);
PoolVector<Vector3> vertices = a[ARRAY_VERTEX];
PoolVector<Vector3>::Read vr = vertices.read();
if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
int ic = surface_get_array_index_len(i);
PoolVector<int> indices = a[ARRAY_INDEX];
PoolVector<int>::Read ir = indices.read();
for (int i = 0; i < ic; i++) {
int index = ir[i];
facesw[widx++] = vr[index];
}
} else {
for (int i = 0; i < vc; i++)
facesw[widx++] = vr[i];
}
}
facesw = PoolVector<Vector3>::Write();
triangle_mesh = Ref<TriangleMesh>(memnew(TriangleMesh));
triangle_mesh->create(faces);
return triangle_mesh;
}
PoolVector<Face3> Mesh::get_faces() const {
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_valid())
return tm->get_faces();
return PoolVector<Face3>();
/*
for (int i=0;i<surfaces.size();i++) {
if (VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != VisualServer::PRIMITIVE_TRIANGLES )
continue;
PoolVector<int> indices;
PoolVector<Vector3> vertices;
vertices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_VERTEX);
int len=VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, i);
bool has_indices;
if (len>0) {
indices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_INDEX);
has_indices=true;
} else {
len=vertices.size();
has_indices=false;
}
if (len<=0)
continue;
PoolVector<int>::Read indicesr = indices.read();
const int *indicesptr = indicesr.ptr();
PoolVector<Vector3>::Read verticesr = vertices.read();
const Vector3 *verticesptr = verticesr.ptr();
int old_faces=faces.size();
int new_faces=old_faces+(len/3);
faces.resize(new_faces);
PoolVector<Face3>::Write facesw = faces.write();
Face3 *facesptr=facesw.ptr();
for (int i=0;i<len/3;i++) {
Face3 face;
for (int j=0;j<3;j++) {
int idx=i*3+j;
face.vertex[j] = has_indices ? verticesptr[ indicesptr[ idx ] ] : verticesptr[idx];
}
facesptr[i+old_faces]=face;
}
}
*/
}
Ref<Shape> Mesh::create_convex_shape() const {
PoolVector<Vector3> vertices;
for (int i = 0; i < get_surface_count(); i++) {
Array a = surface_get_arrays(i);
PoolVector<Vector3> v = a[ARRAY_VERTEX];
vertices.append_array(v);
}
Ref<ConvexPolygonShape> shape = memnew(ConvexPolygonShape);
shape->set_points(vertices);
return shape;
}
Ref<Shape> Mesh::create_trimesh_shape() const {
PoolVector<Face3> faces = get_faces();
if (faces.size() == 0)
return Ref<Shape>();
PoolVector<Vector3> face_points;
face_points.resize(faces.size() * 3);
for (int i = 0; i < face_points.size(); i++) {
Face3 f = faces.get(i / 3);
face_points.set(i, f.vertex[i % 3]);
}
Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
shape->set_faces(face_points);
return shape;
}
Ref<Mesh> Mesh::create_outline(float p_margin) const {
Array arrays;
int index_accum = 0;
for (int i = 0; i < get_surface_count(); i++) {
if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
continue;
Array a = surface_get_arrays(i);
int vcount = 0;
if (i == 0) {
arrays = a;
PoolVector<Vector3> v = a[ARRAY_VERTEX];
index_accum += v.size();
} else {
for (int j = 0; j < arrays.size(); j++) {
if (arrays[j].get_type() == Variant::NIL || a[j].get_type() == Variant::NIL) {
//mismatch, do not use
arrays[j] = Variant();
continue;
}
switch (j) {
case ARRAY_VERTEX:
case ARRAY_NORMAL: {
PoolVector<Vector3> dst = arrays[j];
PoolVector<Vector3> src = a[j];
if (j == ARRAY_VERTEX)
vcount = src.size();
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_TANGENT:
case ARRAY_BONES:
case ARRAY_WEIGHTS: {
PoolVector<real_t> dst = arrays[j];
PoolVector<real_t> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_COLOR: {
PoolVector<Color> dst = arrays[j];
PoolVector<Color> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_TEX_UV:
case ARRAY_TEX_UV2: {
PoolVector<Vector2> dst = arrays[j];
PoolVector<Vector2> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_INDEX: {
PoolVector<int> dst = arrays[j];
PoolVector<int> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
{
int ss = src.size();
PoolVector<int>::Write w = src.write();
for (int k = 0; k < ss; k++) {
w[k] += index_accum;
}
}
dst.append_array(src);
arrays[j] = dst;
index_accum += vcount;
} break;
}
}
}
}
{
PoolVector<int>::Write ir;
PoolVector<int> indices = arrays[ARRAY_INDEX];
bool has_indices = false;
PoolVector<Vector3> vertices = arrays[ARRAY_VERTEX];
int vc = vertices.size();
ERR_FAIL_COND_V(!vc, Ref<ArrayMesh>());
PoolVector<Vector3>::Write r = vertices.write();
if (indices.size()) {
vc = indices.size();
ir = indices.write();
has_indices = true;
}
Map<Vector3, Vector3> normal_accum;
//fill normals with triangle normals
for (int i = 0; i < vc; i += 3) {
Vector3 t[3];
if (has_indices) {
t[0] = r[ir[i + 0]];
t[1] = r[ir[i + 1]];
t[2] = r[ir[i + 2]];
} else {
t[0] = r[i + 0];
t[1] = r[i + 1];
t[2] = r[i + 2];
}
Vector3 n = Plane(t[0], t[1], t[2]).normal;
for (int j = 0; j < 3; j++) {
Map<Vector3, Vector3>::Element *E = normal_accum.find(t[j]);
if (!E) {
normal_accum[t[j]] = n;
} else {
float d = n.dot(E->get());
if (d < 1.0)
E->get() += n * (1.0 - d);
//E->get()+=n;
}
}
}
//normalize
for (Map<Vector3, Vector3>::Element *E = normal_accum.front(); E; E = E->next()) {
E->get().normalize();
}
//displace normals
int vc2 = vertices.size();
for (int i = 0; i < vc2; i++) {
Vector3 t = r[i];
Map<Vector3, Vector3>::Element *E = normal_accum.find(t);
ERR_CONTINUE(!E);
t += E->get() * p_margin;
r[i] = t;
}
r = PoolVector<Vector3>::Write();
arrays[ARRAY_VERTEX] = vertices;
if (!has_indices) {
PoolVector<int> new_indices;
new_indices.resize(vertices.size());
PoolVector<int>::Write iw = new_indices.write();
for (int j = 0; j < vc2; j += 3) {
iw[j] = j;
iw[j + 1] = j + 2;
iw[j + 2] = j + 1;
}
iw = PoolVector<int>::Write();
arrays[ARRAY_INDEX] = new_indices;
} else {
for (int j = 0; j < vc; j += 3) {
SWAP(ir[j + 1], ir[j + 2]);
}
ir = PoolVector<int>::Write();
arrays[ARRAY_INDEX] = indices;
}
}
Ref<ArrayMesh> newmesh = memnew(ArrayMesh);
newmesh->add_surface_from_arrays(PRIMITIVE_TRIANGLES, arrays);
return newmesh;
}
void Mesh::_bind_methods() {
BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
BIND_ENUM_CONSTANT(PRIMITIVE_LINE_LOOP);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_FAN);
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BASE);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_COLOR);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BONES);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_16_BIT_BONES);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);
BIND_ENUM_CONSTANT(ARRAY_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_COLOR);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_BONES);
BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_INDEX);
BIND_ENUM_CONSTANT(ARRAY_MAX);
}
Mesh::Mesh() {
}
static const char *_array_name[] = {
"vertex_array",
"normal_array",
"tangent_array",
"color_array",
"tex_uv_array",
"tex_uv2_array",
"bone_array",
"weights_array",
"index_array",
NULL
};
static const ArrayMesh::ArrayType _array_types[] = {
ArrayMesh::ARRAY_VERTEX,
ArrayMesh::ARRAY_NORMAL,
ArrayMesh::ARRAY_TANGENT,
ArrayMesh::ARRAY_COLOR,
ArrayMesh::ARRAY_TEX_UV,
ArrayMesh::ARRAY_TEX_UV2,
ArrayMesh::ARRAY_BONES,
ArrayMesh::ARRAY_WEIGHTS,
ArrayMesh::ARRAY_INDEX
};
/* compatibility */
static const int _format_translate[] = {
ArrayMesh::ARRAY_FORMAT_VERTEX,
ArrayMesh::ARRAY_FORMAT_NORMAL,
ArrayMesh::ARRAY_FORMAT_TANGENT,
ArrayMesh::ARRAY_FORMAT_COLOR,
ArrayMesh::ARRAY_FORMAT_TEX_UV,
ArrayMesh::ARRAY_FORMAT_TEX_UV2,
ArrayMesh::ARRAY_FORMAT_BONES,
ArrayMesh::ARRAY_FORMAT_WEIGHTS,
ArrayMesh::ARRAY_FORMAT_INDEX,
};
bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) {
String sname = p_name;
if (p_name == "blend_shape/names") {
PoolVector<String> sk = p_value;
int sz = sk.size();
PoolVector<String>::Read r = sk.read();
for (int i = 0; i < sz; i++)
add_blend_shape(r[i]);
return true;
}
if (p_name == "blend_shape/mode") {
set_blend_shape_mode(BlendShapeMode(int(p_value)));
return true;
}
if (sname.begins_with("surface_")) {
int sl = sname.find("/");
if (sl == -1)
return false;
int idx = sname.substr(8, sl - 8).to_int() - 1;
String what = sname.get_slicec('/', 1);
if (what == "material")
surface_set_material(idx, p_value);
else if (what == "name")
surface_set_name(idx, p_value);
return true;
}
if (sname == "custom_aabb/custom_aabb") {
set_custom_aabb(p_value);
return true;
}
if (!sname.begins_with("surfaces"))
return false;
int idx = sname.get_slicec('/', 1).to_int();
String what = sname.get_slicec('/', 2);
if (idx == surfaces.size()) {
//create
Dictionary d = p_value;
ERR_FAIL_COND_V(!d.has("primitive"), false);
if (d.has("arrays")) {
//old format
ERR_FAIL_COND_V(!d.has("morph_arrays"), false);
add_surface_from_arrays(PrimitiveType(int(d["primitive"])), d["arrays"], d["morph_arrays"]);
} else if (d.has("array_data")) {
PoolVector<uint8_t> array_data = d["array_data"];
PoolVector<uint8_t> array_index_data;
if (d.has("array_index_data"))
array_index_data = d["array_index_data"];
ERR_FAIL_COND_V(!d.has("format"), false);
uint32_t format = d["format"];
ERR_FAIL_COND_V(!d.has("primitive"), false);
uint32_t primitive = d["primitive"];
ERR_FAIL_COND_V(!d.has("vertex_count"), false);
int vertex_count = d["vertex_count"];
int index_count = 0;
if (d.has("index_count"))
index_count = d["index_count"];
Vector<PoolVector<uint8_t> > blend_shapes;
if (d.has("blend_shape_data")) {
Array blend_shape_data = d["blend_shape_data"];
for (int i = 0; i < blend_shape_data.size(); i++) {
PoolVector<uint8_t> shape = blend_shape_data[i];
blend_shapes.push_back(shape);
}
}
ERR_FAIL_COND_V(!d.has("aabb"), false);
Rect3 aabb = d["aabb"];
Vector<Rect3> bone_aabb;
if (d.has("bone_aabb")) {
Array baabb = d["bone_aabb"];
bone_aabb.resize(baabb.size());
for (int i = 0; i < baabb.size(); i++) {
bone_aabb[i] = baabb[i];
}
}
add_surface(format, PrimitiveType(primitive), array_data, vertex_count, array_index_data, index_count, aabb, blend_shapes, bone_aabb);
} else {
ERR_FAIL_V(false);
}
if (d.has("material")) {
surface_set_material(idx, d["material"]);
}
if (d.has("name")) {
surface_set_name(idx, d["name"]);
}
return true;
}
return false;
}
bool ArrayMesh::_get(const StringName &p_name, Variant &r_ret) const {
if (_is_generated())
return false;
String sname = p_name;
if (p_name == "blend_shape/names") {
PoolVector<String> sk;
for (int i = 0; i < blend_shapes.size(); i++)
sk.push_back(blend_shapes[i]);
r_ret = sk;
return true;
} else if (p_name == "blend_shape/mode") {
r_ret = get_blend_shape_mode();
return true;
} else if (sname.begins_with("surface_")) {
int sl = sname.find("/");
if (sl == -1)
return false;
int idx = sname.substr(8, sl - 8).to_int() - 1;
String what = sname.get_slicec('/', 1);
if (what == "material")
r_ret = surface_get_material(idx);
else if (what == "name")
r_ret = surface_get_name(idx);
return true;
} else if (sname == "custom_aabb/custom_aabb") {
r_ret = custom_aabb;
return true;
} else if (!sname.begins_with("surfaces"))
return false;
int idx = sname.get_slicec('/', 1).to_int();
ERR_FAIL_INDEX_V(idx, surfaces.size(), false);
Dictionary d;
d["array_data"] = VS::get_singleton()->mesh_surface_get_array(mesh, idx);
d["vertex_count"] = VS::get_singleton()->mesh_surface_get_array_len(mesh, idx);
d["array_index_data"] = VS::get_singleton()->mesh_surface_get_index_array(mesh, idx);
d["index_count"] = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, idx);
d["primitive"] = VS::get_singleton()->mesh_surface_get_primitive_type(mesh, idx);
d["format"] = VS::get_singleton()->mesh_surface_get_format(mesh, idx);
d["aabb"] = VS::get_singleton()->mesh_surface_get_aabb(mesh, idx);
Vector<Rect3> skel_aabb = VS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh, idx);
Array arr;
for (int i = 0; i < skel_aabb.size(); i++) {
arr[i] = skel_aabb[i];
}
d["skeleton_aabb"] = arr;
Vector<PoolVector<uint8_t> > blend_shape_data = VS::get_singleton()->mesh_surface_get_blend_shapes(mesh, idx);
Array md;
for (int i = 0; i < blend_shape_data.size(); i++) {
md.push_back(blend_shape_data[i]);
}
d["blend_shape_data"] = md;
Ref<Material> m = surface_get_material(idx);
if (m.is_valid())
d["material"] = m;
String n = surface_get_name(idx);
if (n != "")
d["name"] = n;
r_ret = d;
return true;
}
void ArrayMesh::_get_property_list(List<PropertyInfo> *p_list) const {
if (_is_generated())
return;
if (blend_shapes.size()) {
p_list->push_back(PropertyInfo(Variant::POOL_STRING_ARRAY, "blend_shape/names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::INT, "blend_shape/mode", PROPERTY_HINT_ENUM, "Normalized,Relative"));
}
for (int i = 0; i < surfaces.size(); i++) {
p_list->push_back(PropertyInfo(Variant::DICTIONARY, "surfaces/" + itos(i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::STRING, "surface_" + itos(i + 1) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
if (surfaces[i].is_2d) {
p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial", PROPERTY_USAGE_EDITOR));
} else {
p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial", PROPERTY_USAGE_EDITOR));
}
}
p_list->push_back(PropertyInfo(Variant::RECT3, "custom_aabb/custom_aabb"));
}
void ArrayMesh::_recompute_aabb() {
// regenerate AABB
aabb = Rect3();
for (int i = 0; i < surfaces.size(); i++) {
if (i == 0)
aabb = surfaces[i].aabb;
else
aabb.merge_with(surfaces[i].aabb);
}
}
void ArrayMesh::add_surface(uint32_t p_format, PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const Rect3 &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes, const Vector<Rect3> &p_bone_aabbs) {
Surface s;
s.aabb = p_aabb;
s.is_2d = p_format & ARRAY_FLAG_USE_2D_VERTICES;
surfaces.push_back(s);
_recompute_aabb();
VisualServer::get_singleton()->mesh_add_surface(mesh, p_format, (VS::PrimitiveType)p_primitive, p_array, p_vertex_count, p_index_array, p_index_count, p_aabb, p_blend_shapes, p_bone_aabbs);
}
void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_flags) {
ERR_FAIL_COND(p_arrays.size() != ARRAY_MAX);
Surface s;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)p_primitive, p_arrays, p_blend_shapes, p_flags);
surfaces.push_back(s);
/* make aABB? */ {
Variant arr = p_arrays[ARRAY_VERTEX];
PoolVector<Vector3> vertices = arr;
int len = vertices.size();
ERR_FAIL_COND(len == 0);
PoolVector<Vector3>::Read r = vertices.read();
const Vector3 *vtx = r.ptr();
// check AABB
Rect3 aabb;
for (int i = 0; i < len; i++) {
if (i == 0)
aabb.position = vtx[i];
else
aabb.expand_to(vtx[i]);
}
surfaces[surfaces.size() - 1].aabb = aabb;
surfaces[surfaces.size() - 1].is_2d = arr.get_type() == Variant::POOL_VECTOR2_ARRAY;
_recompute_aabb();
}
_clear_triangle_mesh();
_change_notify();
emit_changed();
}
Array ArrayMesh::surface_get_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, p_surface);
}
Array ArrayMesh::surface_get_blend_shape_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
return VisualServer::get_singleton()->mesh_surface_get_blend_shape_arrays(mesh, p_surface);
}
int ArrayMesh::get_surface_count() const {
return surfaces.size();
}
void ArrayMesh::add_blend_shape(const StringName &p_name) {
if (surfaces.size()) {
ERR_EXPLAIN("Can't add a shape key count if surfaces are already created.");
ERR_FAIL_COND(surfaces.size());
}
StringName name = p_name;
if (blend_shapes.find(name) != -1) {
int count = 2;
do {
name = String(p_name) + " " + itos(count);
count++;
} while (blend_shapes.find(name) != -1);
}
blend_shapes.push_back(name);
VS::get_singleton()->mesh_set_blend_shape_count(mesh, blend_shapes.size());
}
int ArrayMesh::get_blend_shape_count() const {
return blend_shapes.size();
}
StringName ArrayMesh::get_blend_shape_name(int p_index) const {
ERR_FAIL_INDEX_V(p_index, blend_shapes.size(), StringName());
return blend_shapes[p_index];
}
void ArrayMesh::clear_blend_shapes() {
if (surfaces.size()) {
ERR_EXPLAIN("Can't set shape key count if surfaces are already created.");
ERR_FAIL_COND(surfaces.size());
}
blend_shapes.clear();
}
void ArrayMesh::set_blend_shape_mode(BlendShapeMode p_mode) {
blend_shape_mode = p_mode;
VS::get_singleton()->mesh_set_blend_shape_mode(mesh, (VS::BlendShapeMode)p_mode);
}
ArrayMesh::BlendShapeMode ArrayMesh::get_blend_shape_mode() const {
return blend_shape_mode;
}
void ArrayMesh::surface_remove(int p_idx) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
VisualServer::get_singleton()->mesh_remove_surface(mesh, p_idx);
surfaces.remove(p_idx);
_clear_triangle_mesh();
_recompute_aabb();
_change_notify();
emit_changed();
}
int ArrayMesh::surface_get_array_len(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), -1);
return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, p_idx);
}
int ArrayMesh::surface_get_array_index_len(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), -1);
return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, p_idx);
}
uint32_t ArrayMesh::surface_get_format(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), 0);
return VisualServer::get_singleton()->mesh_surface_get_format(mesh, p_idx);
}
ArrayMesh::PrimitiveType ArrayMesh::surface_get_primitive_type(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), PRIMITIVE_LINES);
return (PrimitiveType)VisualServer::get_singleton()->mesh_surface_get_primitive_type(mesh, p_idx);
}
void ArrayMesh::surface_set_material(int p_idx, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
if (surfaces[p_idx].material == p_material)
return;
surfaces[p_idx].material = p_material;
VisualServer::get_singleton()->mesh_surface_set_material(mesh, p_idx, p_material.is_null() ? RID() : p_material->get_rid());
_change_notify("material");
}
void ArrayMesh::surface_set_name(int p_idx, const String &p_name) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
surfaces[p_idx].name = p_name;
}
String ArrayMesh::surface_get_name(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), String());
return surfaces[p_idx].name;
}
void ArrayMesh::surface_set_custom_aabb(int p_idx, const Rect3 &p_aabb) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
surfaces[p_idx].aabb = p_aabb;
// set custom aabb too?
}
Ref<Material> ArrayMesh::surface_get_material(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), Ref<Material>());
return surfaces[p_idx].material;
}
void ArrayMesh::add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data) {
VisualServer::get_singleton()->mesh_add_surface_from_mesh_data(mesh, p_mesh_data);
Rect3 aabb;
for (int i = 0; i < p_mesh_data.vertices.size(); i++) {
if (i == 0)
aabb.position = p_mesh_data.vertices[i];
else
aabb.expand_to(p_mesh_data.vertices[i]);
}
Surface s;
s.aabb = aabb;
if (surfaces.size() == 0)
aabb = s.aabb;
else
aabb.merge_with(s.aabb);
_clear_triangle_mesh();
surfaces.push_back(s);
_change_notify();
emit_changed();
}
RID ArrayMesh::get_rid() const {
return mesh;
}
Rect3 ArrayMesh::get_aabb() const {
return aabb;
}
void ArrayMesh::set_custom_aabb(const Rect3 &p_custom) {
custom_aabb = p_custom;
VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
}
Rect3 ArrayMesh::get_custom_aabb() const {
return custom_aabb;
}
void ArrayMesh::center_geometry() {
/*
Vector3 ofs = aabb.pos+aabb.size*0.5;
for(int i=0;i<get_surface_count();i++) {
PoolVector<Vector3> geom = surface_get_array(i,ARRAY_VERTEX);
int gc =geom.size();
PoolVector<Vector3>::Write w = geom.write();
surfaces[i].aabb.pos-=ofs;
for(int i=0;i<gc;i++) {
w[i]-=ofs;
}
w = PoolVector<Vector3>::Write();
surface_set_array(i,ARRAY_VERTEX,geom);
}
aabb.pos-=ofs;
*/
}
void ArrayMesh::regen_normalmaps() {
Vector<Ref<SurfaceTool> > surfs;
for (int i = 0; i < get_surface_count(); i++) {
Ref<SurfaceTool> st = memnew(SurfaceTool);
st->create_from(Ref<ArrayMesh>(this), i);
surfs.push_back(st);
}
while (get_surface_count()) {
surface_remove(0);
}
for (int i = 0; i < surfs.size(); i++) {
surfs[i]->generate_tangents();
surfs[i]->commit(Ref<ArrayMesh>(this));
}
}
void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &ArrayMesh::add_blend_shape);
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &ArrayMesh::get_blend_shape_count);
ClassDB::bind_method(D_METHOD("get_blend_shape_name", "index"), &ArrayMesh::get_blend_shape_name);
ClassDB::bind_method(D_METHOD("clear_blend_shapes"), &ArrayMesh::clear_blend_shapes);
ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &ArrayMesh::set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &ArrayMesh::get_blend_shape_mode);
ClassDB::bind_method(D_METHOD("add_surface_from_arrays", "primitive", "arrays", "blend_shapes", "compress_flags"), &ArrayMesh::add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
ClassDB::bind_method(D_METHOD("get_surface_count"), &ArrayMesh::get_surface_count);
ClassDB::bind_method(D_METHOD("surface_remove", "surf_idx"), &ArrayMesh::surface_remove);
ClassDB::bind_method(D_METHOD("surface_get_array_len", "surf_idx"), &ArrayMesh::surface_get_array_len);
ClassDB::bind_method(D_METHOD("surface_get_array_index_len", "surf_idx"), &ArrayMesh::surface_get_array_index_len);
ClassDB::bind_method(D_METHOD("surface_get_format", "surf_idx"), &ArrayMesh::surface_get_format);
ClassDB::bind_method(D_METHOD("surface_get_primitive_type", "surf_idx"), &ArrayMesh::surface_get_primitive_type);
ClassDB::bind_method(D_METHOD("surface_set_material", "surf_idx", "material"), &ArrayMesh::surface_set_material);
ClassDB::bind_method(D_METHOD("surface_get_material", "surf_idx"), &ArrayMesh::surface_get_material);
ClassDB::bind_method(D_METHOD("surface_set_name", "surf_idx", "name"), &ArrayMesh::surface_set_name);
ClassDB::bind_method(D_METHOD("surface_get_name", "surf_idx"), &ArrayMesh::surface_get_name);
ClassDB::bind_method(D_METHOD("surface_get_arrays", "surf_idx"), &ArrayMesh::surface_get_arrays);
ClassDB::bind_method(D_METHOD("surface_get_blend_shape_arrays", "surf_idx"), &ArrayMesh::surface_get_blend_shape_arrays);
ClassDB::bind_method(D_METHOD("create_trimesh_shape"), &ArrayMesh::create_trimesh_shape);
ClassDB::bind_method(D_METHOD("create_convex_shape"), &ArrayMesh::create_convex_shape);
ClassDB::bind_method(D_METHOD("create_outline", "margin"), &ArrayMesh::create_outline);
ClassDB::bind_method(D_METHOD("center_geometry"), &ArrayMesh::center_geometry);
ClassDB::set_method_flags(get_class_static(), _scs_create("center_geometry"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("regen_normalmaps"), &ArrayMesh::regen_normalmaps);
ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normalmaps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("get_faces"), &ArrayMesh::get_faces);
ClassDB::bind_method(D_METHOD("generate_triangle_mesh"), &ArrayMesh::generate_triangle_mesh);
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &ArrayMesh::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_custom_aabb"), &ArrayMesh::get_custom_aabb);
BIND_CONSTANT(NO_INDEX_ARRAY);
BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
BIND_ENUM_CONSTANT(ARRAY_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_COLOR);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_BONES);
BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_INDEX);
BIND_ENUM_CONSTANT(ARRAY_MAX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
}
ArrayMesh::ArrayMesh() {
mesh = VisualServer::get_singleton()->mesh_create();
blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE;
}
ArrayMesh::~ArrayMesh() {
VisualServer::get_singleton()->free(mesh);
}