/*************************************************************************/ /* mesh_instance.cpp */ /*************************************************************************/ /* 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). */ /* */ /* 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 "core/project_settings.h" #include "physics_body.h" #include "scene/resources/material.h" #include "scene/scene_string_names.h" #include "servers/visual/visual_server_globals.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::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::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 *p_list) const { List ls; for (const Map::Element *E = blend_shape_tracks.front(); E; E = E->next()) { ls.push_back(E->key()); } ls.sort(); for (List::Element *E = ls.front(); E; E = E->next()) { p_list->push_back(PropertyInfo(Variant::REAL, E->get(), PROPERTY_HINT_RANGE, "-1,1,0.00001")); } 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,SpatialMaterial")); } } } void MeshInstance::set_mesh(const Ref &p_mesh) { if (mesh == p_mesh) return; if (mesh.is_valid()) { mesh->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed); } if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) { ERR_FAIL_COND(!skin_ref->get_skeleton_node()); skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning"); } if (software_skinning) { memdelete(software_skinning); software_skinning = nullptr; } 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()); _initialize_skinning(false, false); } else { set_base(RID()); } update_gizmo(); _change_notify(); } Ref MeshInstance::get_mesh() const { return mesh; } void MeshInstance::_resolve_skeleton_path() { Ref new_skin_reference; if (!skeleton_path.is_empty()) { Skeleton *skeleton = Object::cast_to(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(); } } } if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) { ERR_FAIL_COND(!skin_ref->get_skeleton_node()); skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning"); } skin_ref = new_skin_reference; software_skinning_flags &= ~SoftwareSkinning::FLAG_BONES_READY; _initialize_skinning(); } bool MeshInstance::_is_global_software_skinning_enabled() { // Check if forced in project settings. if (GLOBAL_GET("rendering/quality/skinning/force_software_skinning")) { return true; } // Check if enabled in project settings. if (!GLOBAL_GET("rendering/quality/skinning/software_skinning_fallback")) { return false; } // Check if requested by renderer settings. return VSG::storage->has_os_feature("skinning_fallback"); } bool MeshInstance::_is_software_skinning_enabled() const { // Using static local variable which will be initialized only once, // so _is_global_software_skinning_enabled can be only called once on first use. static bool global_software_skinning = _is_global_software_skinning_enabled(); return global_software_skinning; } void MeshInstance::_initialize_skinning(bool p_force_reset, bool p_call_attach_skeleton) { if (mesh.is_null()) { return; } VisualServer *visual_server = VisualServer::get_singleton(); bool update_mesh = false; if (skin_ref.is_valid()) { if (_is_software_skinning_enabled()) { if (is_visible_in_tree()) { ERR_FAIL_COND(!skin_ref->get_skeleton_node()); if (!skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) { skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning"); } } if (p_force_reset && software_skinning) { memdelete(software_skinning); software_skinning = nullptr; } if (!software_skinning) { software_skinning = memnew(SoftwareSkinning); if (mesh->get_blend_shape_count() > 0) { ERR_PRINT("Blend shapes are not supported for software skinning."); } Ref software_mesh; software_mesh.instance(); RID mesh_rid = software_mesh->get_rid(); // Initialize mesh for dynamic update. int surface_count = mesh->get_surface_count(); software_skinning->surface_data.resize(surface_count); for (int surface_index = 0; surface_index < surface_count; ++surface_index) { ERR_CONTINUE(Mesh::PRIMITIVE_TRIANGLES != mesh->surface_get_primitive_type(surface_index)); SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index]; surface_data.transform_tangents = false; surface_data.ensure_correct_normals = false; uint32_t format = mesh->surface_get_format(surface_index); ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_VERTEX)); ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_BONES)); ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_WEIGHTS)); format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE; format &= ~Mesh::ARRAY_COMPRESS_VERTEX; format &= ~Mesh::ARRAY_COMPRESS_WEIGHTS; format &= ~Mesh::ARRAY_FLAG_USE_16_BIT_BONES; Array write_arrays = mesh->surface_get_arrays(surface_index); Array read_arrays; read_arrays.resize(Mesh::ARRAY_MAX); read_arrays[Mesh::ARRAY_VERTEX] = write_arrays[Mesh::ARRAY_VERTEX]; read_arrays[Mesh::ARRAY_BONES] = write_arrays[Mesh::ARRAY_BONES]; read_arrays[Mesh::ARRAY_WEIGHTS] = write_arrays[Mesh::ARRAY_WEIGHTS]; write_arrays[Mesh::ARRAY_BONES] = Variant(); write_arrays[Mesh::ARRAY_WEIGHTS] = Variant(); if (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS) { ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_NORMAL)); format &= ~Mesh::ARRAY_COMPRESS_NORMAL; read_arrays[Mesh::ARRAY_NORMAL] = write_arrays[Mesh::ARRAY_NORMAL]; Ref mat = get_active_material(surface_index); if (mat.is_valid()) { Ref spatial_mat = mat; if (spatial_mat.is_valid()) { // Spatial material, check from material settings. surface_data.transform_tangents = spatial_mat->get_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING); surface_data.ensure_correct_normals = spatial_mat->get_flag(SpatialMaterial::FLAG_ENSURE_CORRECT_NORMALS); } else { // Custom shader, must check for compiled flags. surface_data.transform_tangents = VSG::storage->material_uses_tangents(mat->get_rid()); surface_data.ensure_correct_normals = VSG::storage->material_uses_ensure_correct_normals(mat->get_rid()); } } if (surface_data.transform_tangents) { ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_TANGENT)); format &= ~Mesh::ARRAY_COMPRESS_TANGENT; read_arrays[Mesh::ARRAY_TANGENT] = write_arrays[Mesh::ARRAY_TANGENT]; } } // 1. Temporarily add surface with bone data to create the read buffer. software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, read_arrays, Array(), format); PoolByteArray buffer_read = visual_server->mesh_surface_get_array(mesh_rid, surface_index); surface_data.source_buffer.append_array(buffer_read); surface_data.source_format = software_mesh->surface_get_format(surface_index); software_mesh->surface_remove(surface_index); // 2. Create the surface again without the bone data for the write buffer. software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, write_arrays, Array(), format); Ref material = mesh->surface_get_material(surface_index); software_mesh->surface_set_material(surface_index, material); surface_data.buffer = visual_server->mesh_surface_get_array(mesh_rid, surface_index); surface_data.buffer_write = surface_data.buffer.write(); } software_skinning->mesh_instance = software_mesh; update_mesh = true; } if (p_call_attach_skeleton) { visual_server->instance_attach_skeleton(get_instance(), RID()); } if (is_visible_in_tree() && (software_skinning_flags & SoftwareSkinning::FLAG_BONES_READY)) { // Initialize from current skeleton pose. _update_skinning(); } } else { ERR_FAIL_COND(!skin_ref->get_skeleton_node()); if (skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) { skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning"); } if (p_call_attach_skeleton) { visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton()); } if (software_skinning) { memdelete(software_skinning); software_skinning = nullptr; update_mesh = true; } } } else { if (p_call_attach_skeleton) { visual_server->instance_attach_skeleton(get_instance(), RID()); } if (software_skinning) { memdelete(software_skinning); software_skinning = nullptr; update_mesh = true; } } RID render_mesh = software_skinning ? software_skinning->mesh_instance->get_rid() : mesh->get_rid(); if (update_mesh || (render_mesh != get_base())) { set_base(render_mesh); // Update instance materials after switching mesh. int surface_count = mesh->get_surface_count(); for (int surface_index = 0; surface_index < surface_count; ++surface_index) { if (materials[surface_index].is_valid()) { visual_server->instance_set_surface_material(get_instance(), surface_index, materials[surface_index]->get_rid()); } } } } void MeshInstance::_update_skinning() { ERR_FAIL_COND(!_is_software_skinning_enabled()); #if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED) ERR_FAIL_COND(!is_visible_in_tree()); #else ERR_FAIL_COND(!is_visible()); #endif ERR_FAIL_COND(!software_skinning); Ref software_skinning_mesh = software_skinning->mesh_instance; ERR_FAIL_COND(!software_skinning_mesh.is_valid()); RID mesh_rid = software_skinning_mesh->get_rid(); ERR_FAIL_COND(!mesh_rid.is_valid()); ERR_FAIL_COND(!mesh.is_valid()); RID source_mesh_rid = mesh->get_rid(); ERR_FAIL_COND(!source_mesh_rid.is_valid()); ERR_FAIL_COND(skin_ref.is_null()); RID skeleton = skin_ref->get_skeleton(); ERR_FAIL_COND(!skeleton.is_valid()); VisualServer *visual_server = VisualServer::get_singleton(); // Prepare bone transforms. const int num_bones = visual_server->skeleton_get_bone_count(skeleton); ERR_FAIL_COND(num_bones <= 0); Transform *bone_transforms = (Transform *)alloca(sizeof(Transform) * num_bones); for (int bone_index = 0; bone_index < num_bones; ++bone_index) { bone_transforms[bone_index] = visual_server->skeleton_bone_get_transform(skeleton, bone_index); } // Apply skinning. int surface_count = software_skinning_mesh->get_surface_count(); for (int surface_index = 0; surface_index < surface_count; ++surface_index) { ERR_CONTINUE((uint32_t)surface_index >= software_skinning->surface_data.size()); const SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index]; const bool transform_tangents = surface_data.transform_tangents; const bool ensure_correct_normals = surface_data.ensure_correct_normals; const uint32_t format_write = software_skinning_mesh->surface_get_format(surface_index); const int vertex_count_write = software_skinning_mesh->surface_get_array_len(surface_index); const int index_count_write = software_skinning_mesh->surface_get_array_index_len(surface_index); uint32_t array_offsets_write[Mesh::ARRAY_MAX]; const uint32_t stride_write = visual_server->mesh_surface_make_offsets_from_format(format_write, vertex_count_write, index_count_write, array_offsets_write); const uint32_t offset_vertices_write = array_offsets_write[Mesh::ARRAY_VERTEX]; const uint32_t offset_normals_write = array_offsets_write[Mesh::ARRAY_NORMAL]; const uint32_t offset_tangents_write = array_offsets_write[Mesh::ARRAY_TANGENT]; PoolByteArray buffer_source = surface_data.source_buffer; PoolByteArray::Read buffer_read = buffer_source.read(); const uint32_t format_read = surface_data.source_format; ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_BONES)); ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_WEIGHTS)); const int vertex_count = mesh->surface_get_array_len(surface_index); const int index_count = mesh->surface_get_array_index_len(surface_index); ERR_CONTINUE(vertex_count != vertex_count_write); uint32_t array_offsets[Mesh::ARRAY_MAX]; const uint32_t stride = visual_server->mesh_surface_make_offsets_from_format(format_read, vertex_count, index_count, array_offsets); const uint32_t offset_vertices = array_offsets[Mesh::ARRAY_VERTEX]; const uint32_t offset_normals = array_offsets[Mesh::ARRAY_NORMAL]; const uint32_t offset_tangents = array_offsets[Mesh::ARRAY_TANGENT]; const uint32_t offset_bones = array_offsets[Mesh::ARRAY_BONES]; const uint32_t offset_weights = array_offsets[Mesh::ARRAY_WEIGHTS]; PoolByteArray buffer = surface_data.buffer; PoolByteArray::Write buffer_write = surface_data.buffer_write; for (int vertex_index = 0; vertex_index < vertex_count; ++vertex_index) { const uint32_t vertex_offset = vertex_index * stride; const uint32_t vertex_offset_write = vertex_index * stride_write; float bone_weights[4]; const float *weight_ptr = (const float *)(buffer_read.ptr() + offset_weights + vertex_offset); bone_weights[0] = weight_ptr[0]; bone_weights[1] = weight_ptr[1]; bone_weights[2] = weight_ptr[2]; bone_weights[3] = weight_ptr[3]; const uint8_t *bones_ptr = buffer_read.ptr() + offset_bones + vertex_offset; const int b0 = bones_ptr[0]; const int b1 = bones_ptr[1]; const int b2 = bones_ptr[2]; const int b3 = bones_ptr[3]; Transform transform; transform.origin = bone_weights[0] * bone_transforms[b0].origin + bone_weights[1] * bone_transforms[b1].origin + bone_weights[2] * bone_transforms[b2].origin + bone_weights[3] * bone_transforms[b3].origin; transform.basis = bone_transforms[b0].basis * bone_weights[0] + bone_transforms[b1].basis * bone_weights[1] + bone_transforms[b2].basis * bone_weights[2] + bone_transforms[b3].basis * bone_weights[3]; const Vector3 &vertex_read = (const Vector3 &)buffer_read[vertex_offset + offset_vertices]; Vector3 &vertex = (Vector3 &)buffer_write[vertex_offset_write + offset_vertices_write]; vertex = transform.xform(vertex_read); if (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS) { if (ensure_correct_normals) { transform.basis.invert(); transform.basis.transpose(); } const Vector3 &normal_read = (const Vector3 &)buffer_read[vertex_offset + offset_normals]; Vector3 &normal = (Vector3 &)buffer_write[vertex_offset_write + offset_normals_write]; normal = transform.basis.xform(normal_read); if (transform_tangents) { const Vector3 &tangent_read = (const Vector3 &)buffer_read[vertex_offset + offset_tangents]; Vector3 &tangent = (Vector3 &)buffer_write[vertex_offset_write + offset_tangents_write]; tangent = transform.basis.xform(tangent_read); } } } visual_server->mesh_surface_update_region(mesh_rid, surface_index, 0, buffer); } software_skinning_flags |= SoftwareSkinning::FLAG_BONES_READY; } void MeshInstance::set_skin(const Ref &p_skin) { skin_internal = p_skin; skin = p_skin; if (!is_inside_tree()) return; _resolve_skeleton_path(); } Ref 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 MeshInstance::get_faces(uint32_t p_usage_flags) const { if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING))) return PoolVector(); if (mesh.is_null()) return PoolVector(); return mesh->get_faces(); } Node *MeshInstance::create_trimesh_collision_node() { if (mesh.is_null()) return NULL; Ref 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(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(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 = 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(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(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(); } if (p_what == NOTIFICATION_VISIBILITY_CHANGED) { if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled()) { ERR_FAIL_COND(!skin_ref->get_skeleton_node()); if (is_visible_in_tree()) { skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning"); } else { skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning"); } } } } int MeshInstance::get_surface_material_count() const { return materials.size(); } void MeshInstance::set_surface_material(int p_surface, const Ref &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()); if (software_skinning) { _initialize_skinning(true); } } Ref MeshInstance::get_surface_material(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref()); return materials[p_surface]; } Ref MeshInstance::get_active_material(int p_surface) const { Ref material_override = get_material_override(); if (material_override.is_valid()) { return material_override; } Ref surface_material = get_surface_material(p_surface); if (surface_material.is_valid()) { return surface_material; } Ref mesh = get_mesh(); if (mesh.is_valid()) { return mesh->surface_get_material(p_surface); } return Ref(); } void MeshInstance::set_material_override(const Ref &p_material) { if (p_material == get_material_override()) { return; } GeometryInstance::set_material_override(p_material); if (software_skinning) { _initialize_skinning(true); } } void MeshInstance::set_software_skinning_transform_normals(bool p_enabled) { if (p_enabled == is_software_skinning_transform_normals_enabled()) { return; } if (p_enabled) { software_skinning_flags |= SoftwareSkinning::FLAG_TRANSFORM_NORMALS; } else { software_skinning_flags &= ~SoftwareSkinning::FLAG_TRANSFORM_NORMALS; } if (software_skinning) { _initialize_skinning(true); } } bool MeshInstance::is_software_skinning_transform_normals_enabled() const { return 0 != (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS); } void MeshInstance::_mesh_changed() { ERR_FAIL_COND(mesh.is_null()); materials.resize(mesh->get_surface_count()); if (software_skinning) { _initialize_skinning(true); } } void MeshInstance::create_debug_tangents() { Vector lines; Vector colors; Ref 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 verts = arrays[Mesh::ARRAY_VERTEX]; Vector norms = arrays[Mesh::ARRAY_NORMAL]; if (norms.size() == 0) continue; Vector 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 sm; sm.instance(); sm->set_flag(SpatialMaterial::FLAG_UNSHADED, true); sm->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); sm->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); Ref 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 (is_inside_tree() && 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("get_active_material", "surface"), &MeshInstance::get_active_material); ClassDB::bind_method(D_METHOD("set_software_skinning_transform_normals", "enabled"), &MeshInstance::set_software_skinning_transform_normals); ClassDB::bind_method(D_METHOD("is_software_skinning_transform_normals_enabled"), &MeshInstance::is_software_skinning_transform_normals_enabled); 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("_update_skinning"), &MeshInstance::_update_skinning); 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_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("Software Skinning", "software_skinning"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "software_skinning_transform_normals"), "set_software_skinning_transform_normals", "is_software_skinning_transform_normals_enabled"); } MeshInstance::MeshInstance() { skeleton_path = NodePath(".."); software_skinning = nullptr; software_skinning_flags = SoftwareSkinning::FLAG_TRANSFORM_NORMALS; } MeshInstance::~MeshInstance() { if (software_skinning) { memdelete(software_skinning); software_skinning = nullptr; } }