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- /**************************************************************************/
- /* mesh_instance.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #ifndef MESH_INSTANCE_H
- #define MESH_INSTANCE_H
- #include "scene/3d/skeleton.h"
- #include "scene/3d/visual_instance.h"
- #include "scene/resources/mesh.h"
- #include "scene/resources/skin.h"
- #include "core/local_vector.h"
- class MeshInstance : public GeometryInstance {
- GDCLASS(MeshInstance, GeometryInstance);
- protected:
- Ref<Mesh> mesh;
- Ref<Skin> skin;
- Ref<Skin> skin_internal;
- Ref<SkinReference> skin_ref;
- NodePath skeleton_path;
- struct SoftwareSkinning {
- enum Flags {
- // Data flags.
- FLAG_TRANSFORM_NORMALS = 1 << 0,
- // Runtime flags.
- FLAG_BONES_READY = 1 << 1,
- };
- struct SurfaceData {
- PoolByteArray source_buffer;
- uint32_t source_format;
- PoolByteArray buffer;
- PoolByteArray::Write buffer_write;
- bool transform_tangents;
- bool ensure_correct_normals;
- };
- Ref<Mesh> mesh_instance;
- LocalVector<SurfaceData> surface_data;
- };
- SoftwareSkinning *software_skinning;
- uint32_t software_skinning_flags;
- struct BlendShapeTrack {
- int idx;
- float value;
- BlendShapeTrack() {
- idx = 0;
- value = 0;
- }
- };
- Map<StringName, BlendShapeTrack> blend_shape_tracks;
- Vector<Ref<Material>> materials;
- void _mesh_changed();
- void _resolve_skeleton_path();
- bool _is_software_skinning_enabled() const;
- static bool _is_global_software_skinning_enabled();
- void _initialize_skinning(bool p_force_reset = false, bool p_call_attach_skeleton = true);
- void _update_skinning();
- private:
- // merging
- bool _merge_meshes(Vector<MeshInstance *> p_list, bool p_use_global_space, bool p_check_compatibility);
- bool _is_mergeable_with(const MeshInstance &p_other) const;
- void _merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, LocalVector<Vector3> &r_verts, LocalVector<Vector3> &r_norms, LocalVector<real_t> &r_tangents, LocalVector<Color> &r_colors, LocalVector<Vector2> &r_uvs, LocalVector<Vector2> &r_uv2s, LocalVector<int> &r_inds);
- bool _ensure_indices_valid(LocalVector<int> &r_indices, const PoolVector<Vector3> &p_verts) const;
- bool _check_for_valid_indices(const LocalVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int> *r_inds) const;
- bool _triangle_is_degenerate(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, real_t p_epsilon) const;
- void _merge_log(String p_string) const;
- protected:
- bool _set(const StringName &p_name, const Variant &p_value);
- bool _get(const StringName &p_name, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- void _notification(int p_what);
- static void _bind_methods();
- public:
- void set_mesh(const Ref<Mesh> &p_mesh);
- Ref<Mesh> get_mesh() const;
- void set_skin(const Ref<Skin> &p_skin);
- Ref<Skin> get_skin() const;
- void set_skeleton_path(const NodePath &p_skeleton);
- NodePath get_skeleton_path();
- int get_surface_material_count() const;
- void set_surface_material(int p_surface, const Ref<Material> &p_material);
- Ref<Material> get_surface_material(int p_surface) const;
- Ref<Material> get_active_material(int p_surface) const;
- virtual void set_material_override(const Ref<Material> &p_material);
- virtual void set_material_overlay(const Ref<Material> &p_material);
- void set_software_skinning_transform_normals(bool p_enabled);
- bool is_software_skinning_transform_normals_enabled() const;
- Node *create_trimesh_collision_node();
- void create_trimesh_collision();
- Node *create_multiple_convex_collisions_node();
- void create_multiple_convex_collisions();
- Node *create_convex_collision_node(bool p_clean = true, bool p_simplify = false);
- void create_convex_collision(bool p_clean = true, bool p_simplify = false);
- void create_debug_tangents();
- // merging
- bool is_mergeable_with(Node *p_other) const;
- bool merge_meshes(Vector<Variant> p_list, bool p_use_global_space, bool p_check_compatibility);
- virtual AABB get_aabb() const;
- virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
- MeshInstance();
- ~MeshInstance();
- };
- #endif // MESH_INSTANCE_H
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