godot/scene/resources/mesh.cpp

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/*************************************************************************/
/* mesh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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() {
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triangle_mesh.unref();
;
}
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Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
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if (triangle_mesh.is_valid())
return triangle_mesh;
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int facecount = 0;
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for (int i = 0; i < get_surface_count(); i++) {
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if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
continue;
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if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
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facecount += surface_get_array_index_len(i);
} else {
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facecount += surface_get_array_len(i);
}
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}
if (facecount == 0 || (facecount % 3) != 0)
return triangle_mesh;
PoolVector<Vector3> faces;
faces.resize(facecount);
PoolVector<Vector3>::Write facesw = faces.write();
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int widx = 0;
for (int i = 0; i < get_surface_count(); i++) {
if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
continue;
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Array a = surface_get_arrays(i);
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int vc = surface_get_array_len(i);
PoolVector<Vector3> vertices = a[ARRAY_VERTEX];
PoolVector<Vector3>::Read vr = vertices.read();
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if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
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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;
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if (len>0) {
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indices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_INDEX);
has_indices=true;
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} else {
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len=vertices.size();
has_indices=false;
}
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if (len<=0)
continue;
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PoolVector<int>::Read indicesr = indices.read();
const int *indicesptr = indicesr.ptr();
PoolVector<Vector3>::Read verticesr = vertices.read();
const Vector3 *verticesptr = verticesr.ptr();
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int old_faces=faces.size();
int new_faces=old_faces+(len/3);
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faces.resize(new_faces);
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PoolVector<Face3>::Write facesw = faces.write();
Face3 *facesptr=facesw.ptr();
for (int i=0;i<len/3;i++) {
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Face3 face;
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for (int j=0;j<3;j++) {
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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++) {
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Array a = surface_get_arrays(i);
PoolVector<Vector3> v = a[ARRAY_VERTEX];
vertices.append_array(v);
}
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Ref<ConvexPolygonShape> shape = memnew(ConvexPolygonShape);
shape->set_points(vertices);
return shape;
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}
Ref<Shape> Mesh::create_trimesh_shape() const {
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PoolVector<Face3> faces = get_faces();
if (faces.size() == 0)
return Ref<Shape>();
PoolVector<Vector3> face_points;
face_points.resize(faces.size() * 3);
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for (int i = 0; i < face_points.size(); i++) {
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Face3 f = faces.get(i / 3);
face_points.set(i, f.vertex[i % 3]);
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}
Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
shape->set_faces(face_points);
return shape;
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}
Ref<Mesh> Mesh::create_outline(float p_margin) const {
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Array arrays;
int index_accum = 0;
for (int i = 0; i < get_surface_count(); i++) {
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if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
continue;
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Array a = surface_get_arrays(i);
int vcount = 0;
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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) {
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case ARRAY_VERTEX:
case ARRAY_NORMAL: {
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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: {
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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;
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} 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;
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} 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;
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} 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;
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} break;
}
}
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}
}
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{
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();
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if (indices.size()) {
vc = indices.size();
ir = indices.write();
has_indices = true;
}
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Map<Vector3, Vector3> normal_accum;
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//fill normals with triangle normals
for (int i = 0; i < vc; i += 3) {
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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
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for (Map<Vector3, Vector3>::Element *E = normal_accum.front(); E; E = E->next()) {
E->get().normalize();
}
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//displace normals
int vc2 = vertices.size();
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for (int i = 0; i < vc2; i++) {
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Vector3 t = r[i];
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Map<Vector3, Vector3>::Element *E = normal_accum.find(t);
ERR_CONTINUE(!E);
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t += E->get() * p_margin;
r[i] = t;
}
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r = PoolVector<Vector3>::Write();
arrays[ARRAY_VERTEX] = vertices;
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if (!has_indices) {
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PoolVector<int> new_indices;
new_indices.resize(vertices.size());
PoolVector<int>::Write iw = new_indices.write();
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for (int j = 0; j < vc2; j += 3) {
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iw[j] = j;
iw[j + 1] = j + 2;
iw[j + 2] = j + 1;
}
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iw = PoolVector<int>::Write();
arrays[ARRAY_INDEX] = new_indices;
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} else {
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for (int j = 0; j < vc; j += 3) {
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SWAP(ir[j + 1], ir[j + 2]);
}
ir = PoolVector<int>::Write();
arrays[ARRAY_INDEX] = indices;
}
}
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Ref<ArrayMesh> newmesh = memnew(ArrayMesh);
newmesh->add_surface_from_arrays(PRIMITIVE_TRIANGLES, arrays);
return newmesh;
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}
Mesh::Mesh() {
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}
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
};
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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
};
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/* compatibility */
static const int _format_translate[] = {
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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,
};
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bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) {
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String sname = p_name;
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if (p_name == "blend_shape/names") {
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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;
}
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if (p_name == "blend_shape/mode") {
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set_blend_shape_mode(BlendShapeMode(int(p_value)));
return true;
}
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if (sname.begins_with("surface_")) {
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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;
}
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if (sname == "custom_aabb/custom_aabb") {
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set_custom_aabb(p_value);
return true;
}
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if (!sname.begins_with("surfaces"))
return false;
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int idx = sname.get_slicec('/', 1).to_int();
String what = sname.get_slicec('/', 2);
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if (idx == surfaces.size()) {
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//create
Dictionary d = p_value;
ERR_FAIL_COND_V(!d.has("primitive"), false);
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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"]);
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} else if (d.has("array_data")) {
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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"];
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ERR_FAIL_COND_V(!d.has("format"), false);
uint32_t format = d["format"];
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ERR_FAIL_COND_V(!d.has("primitive"), false);
uint32_t primitive = d["primitive"];
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ERR_FAIL_COND_V(!d.has("vertex_count"), false);
int vertex_count = d["vertex_count"];
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int index_count = 0;
if (d.has("index_count"))
index_count = d["index_count"];
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Vector<PoolVector<uint8_t> > blend_shapes;
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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);
}
}
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ERR_FAIL_COND_V(!d.has("aabb"), false);
Rect3 aabb = d["aabb"];
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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];
}
}
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add_surface(format, PrimitiveType(primitive), array_data, vertex_count, array_index_data, index_count, aabb, blend_shapes, bone_aabb);
} else {
ERR_FAIL_V(false);
}
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if (d.has("material")) {
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surface_set_material(idx, d["material"]);
}
if (d.has("name")) {
surface_set_name(idx, d["name"]);
}
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return true;
}
return false;
}
bool ArrayMesh::_get(const StringName &p_name, Variant &r_ret) const {
if (_is_generated())
return false;
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String sname = p_name;
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if (p_name == "blend_shape/names") {
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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") {
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r_ret = get_blend_shape_mode();
return true;
} else if (sname.begins_with("surface_")) {
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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") {
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r_ret = custom_aabb;
return true;
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} else if (!sname.begins_with("surfaces"))
return false;
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int idx = sname.get_slicec('/', 1).to_int();
ERR_FAIL_INDEX_V(idx, surfaces.size(), false);
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Dictionary d;
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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);
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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;
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Vector<PoolVector<uint8_t> > blend_shape_data = VS::get_singleton()->mesh_surface_get_blend_shapes(mesh, idx);
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Array md;
for (int i = 0; i < blend_shape_data.size(); i++) {
md.push_back(blend_shape_data[i]);
}
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d["blend_shape_data"] = md;
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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;
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r_ret = d;
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return true;
}
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void ArrayMesh::_get_property_list(List<PropertyInfo> *p_list) const {
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if (_is_generated())
return;
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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"));
}
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for (int i = 0; i < surfaces.size(); i++) {
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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));
p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "Material", PROPERTY_USAGE_EDITOR));
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}
p_list->push_back(PropertyInfo(Variant::RECT3, "custom_aabb/custom_aabb"));
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}
void ArrayMesh::_recompute_aabb() {
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// regenerate AABB
aabb = Rect3();
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for (int i = 0; i < surfaces.size(); i++) {
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if (i == 0)
aabb = surfaces[i].aabb;
else
aabb.merge_with(surfaces[i].aabb);
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}
}
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) {
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Surface s;
s.aabb = p_aabb;
surfaces.push_back(s);
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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);
}
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void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_flags) {
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ERR_FAIL_COND(p_arrays.size() != ARRAY_MAX);
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Surface s;
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)p_primitive, p_arrays, p_blend_shapes, p_flags);
surfaces.push_back(s);
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/* make aABB? */ {
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PoolVector<Vector3> vertices = p_arrays[ARRAY_VERTEX];
int len = vertices.size();
ERR_FAIL_COND(len == 0);
PoolVector<Vector3>::Read r = vertices.read();
const Vector3 *vtx = r.ptr();
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// check AABB
Rect3 aabb;
for (int i = 0; i < len; i++) {
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if (i == 0)
aabb.pos = vtx[i];
else
aabb.expand_to(vtx[i]);
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}
surfaces[surfaces.size() - 1].aabb = aabb;
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_recompute_aabb();
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}
_clear_triangle_mesh();
_change_notify();
emit_changed();
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}
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 Array();
}
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;
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if (blend_shapes.find(name) != -1) {
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int count = 2;
do {
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name = String(p_name) + " " + itos(count);
count++;
} while (blend_shapes.find(name) != -1);
}
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blend_shapes.push_back(name);
VS::get_singleton()->mesh_set_blend_shape_count(mesh, blend_shapes.size());
}
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int ArrayMesh::get_blend_shape_count() const {
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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() {
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if (surfaces.size()) {
ERR_EXPLAIN("Can't set shape key count if surfaces are already created.");
ERR_FAIL_COND(surfaces.size());
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}
blend_shapes.clear();
}
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void ArrayMesh::set_blend_shape_mode(BlendShapeMode p_mode) {
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blend_shape_mode = p_mode;
VS::get_singleton()->mesh_set_blend_shape_mode(mesh, (VS::BlendShapeMode)p_mode);
}
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ArrayMesh::BlendShapeMode ArrayMesh::get_blend_shape_mode() const {
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return blend_shape_mode;
}
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void ArrayMesh::surface_remove(int p_idx) {
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ERR_FAIL_INDEX(p_idx, surfaces.size());
VisualServer::get_singleton()->mesh_remove_surface(mesh, p_idx);
surfaces.remove(p_idx);
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_clear_triangle_mesh();
_recompute_aabb();
_change_notify();
emit_changed();
}
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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);
}
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int ArrayMesh::surface_get_array_index_len(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, surfaces.size(), -1);
return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, p_idx);
}
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uint32_t ArrayMesh::surface_get_format(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, surfaces.size(), 0);
return VisualServer::get_singleton()->mesh_surface_get_format(mesh, p_idx);
}
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ArrayMesh::PrimitiveType ArrayMesh::surface_get_primitive_type(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, surfaces.size(), PRIMITIVE_LINES);
return (PrimitiveType)VisualServer::get_singleton()->mesh_surface_get_primitive_type(mesh, p_idx);
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}
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.pos = 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:Material"), &ArrayMesh::surface_set_material);
ClassDB::bind_method(D_METHOD("surface_get_material: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("create_trimesh_shape:Shape"), &ArrayMesh::create_trimesh_shape);
ClassDB::bind_method(D_METHOD("create_convex_shape:Shape"), &ArrayMesh::create_convex_shape);
ClassDB::bind_method(D_METHOD("create_outline:ArrayMesh", "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:TriangleMesh"), &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_CONSTANT(ARRAY_VERTEX);
BIND_CONSTANT(ARRAY_NORMAL);
BIND_CONSTANT(ARRAY_TANGENT);
BIND_CONSTANT(ARRAY_COLOR);
BIND_CONSTANT(ARRAY_TEX_UV);
BIND_CONSTANT(ARRAY_TEX_UV2);
BIND_CONSTANT(ARRAY_BONES);
BIND_CONSTANT(ARRAY_WEIGHTS);
BIND_CONSTANT(ARRAY_INDEX);
BIND_CONSTANT(ARRAY_FORMAT_VERTEX);
BIND_CONSTANT(ARRAY_FORMAT_NORMAL);
BIND_CONSTANT(ARRAY_FORMAT_TANGENT);
BIND_CONSTANT(ARRAY_FORMAT_COLOR);
BIND_CONSTANT(ARRAY_FORMAT_TEX_UV);
BIND_CONSTANT(ARRAY_FORMAT_TEX_UV2);
BIND_CONSTANT(ARRAY_FORMAT_BONES);
BIND_CONSTANT(ARRAY_FORMAT_WEIGHTS);
BIND_CONSTANT(ARRAY_FORMAT_INDEX);
BIND_CONSTANT(PRIMITIVE_POINTS);
BIND_CONSTANT(PRIMITIVE_LINES);
BIND_CONSTANT(PRIMITIVE_LINE_STRIP);
BIND_CONSTANT(PRIMITIVE_LINE_LOOP);
BIND_CONSTANT(PRIMITIVE_TRIANGLES);
BIND_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
BIND_CONSTANT(PRIMITIVE_TRIANGLE_FAN);
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}
ArrayMesh::ArrayMesh() {
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mesh = VisualServer::get_singleton()->mesh_create();
blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE;
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}
ArrayMesh::~ArrayMesh() {
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VisualServer::get_singleton()->free(mesh);
}
////////////////////////
#if 0
void QuadMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &QuadMesh::set_material);
ClassDB::bind_method(D_METHOD("get_material:Material"), &QuadMesh::get_material);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
}
void QuadMesh::set_material(const Ref<Material> &p_material) {
surface_set_material(0, p_material);
}
Ref<Material> QuadMesh::get_material() const {
return surface_get_material(0);
}
QuadMesh::QuadMesh() {
PoolVector<Vector3> faces;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<Vector2> uvs;
faces.resize(4);
normals.resize(4);
tangents.resize(4 * 4);
uvs.resize(4);
for (int i = 0; i < 4; i++) {
static const Vector3 quad_faces[4] = {
Vector3(-1, -1, 0),
Vector3(-1, 1, 0),
Vector3(1, 1, 0),
Vector3(1, -1, 0),
};
faces.set(i, quad_faces[i]);
normals.set(i, Vector3(0, 0, 1));
tangents.set(i * 4 + 0, 1.0);
tangents.set(i * 4 + 1, 0.0);
tangents.set(i * 4 + 2, 0.0);
tangents.set(i * 4 + 3, 1.0);
static const Vector2 quad_uv[4] = {
Vector2(0, 1),
Vector2(0, 0),
Vector2(1, 0),
Vector2(1, 1),
};
uvs.set(i, quad_uv[i]);
}
Array arr;
arr.resize(ARRAY_MAX);
arr[ARRAY_VERTEX] = faces;
arr[ARRAY_NORMAL] = normals;
arr[ARRAY_TANGENT] = tangents;
arr[ARRAY_TEX_UV] = uvs;
add_surface_from_arrays(PRIMITIVE_TRIANGLE_FAN, arr);
}
#endif