godot/scene/resources/surface_tool.h
2021-06-11 18:48:42 +02:00

199 lines
8.6 KiB
C++

/*************************************************************************/
/* surface_tool.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SURFACE_TOOL_H
#define SURFACE_TOOL_H
#include "core/templates/local_vector.h"
#include "scene/resources/mesh.h"
#include "thirdparty/misc/mikktspace.h"
class SurfaceTool : public RefCounted {
GDCLASS(SurfaceTool, RefCounted);
public:
struct Vertex {
Vector3 vertex;
Color color;
Vector3 normal; // normal, binormal, tangent
Vector3 binormal;
Vector3 tangent;
Vector2 uv;
Vector2 uv2;
Vector<int> bones;
Vector<float> weights;
Color custom[RS::ARRAY_CUSTOM_COUNT];
uint32_t smooth_group = 0;
bool operator==(const Vertex &p_vertex) const;
Vertex() {}
};
enum CustomFormat {
CUSTOM_RGBA8_UNORM = RS::ARRAY_CUSTOM_RGBA8_UNORM,
CUSTOM_RGBA8_SNORM = RS::ARRAY_CUSTOM_RGBA8_SNORM,
CUSTOM_RG_HALF = RS::ARRAY_CUSTOM_RG_HALF,
CUSTOM_RGBA_HALF = RS::ARRAY_CUSTOM_RGBA_HALF,
CUSTOM_R_FLOAT = RS::ARRAY_CUSTOM_R_FLOAT,
CUSTOM_RG_FLOAT = RS::ARRAY_CUSTOM_RG_FLOAT,
CUSTOM_RGB_FLOAT = RS::ARRAY_CUSTOM_RGB_FLOAT,
CUSTOM_RGBA_FLOAT = RS::ARRAY_CUSTOM_RGBA_FLOAT,
CUSTOM_MAX = RS::ARRAY_CUSTOM_MAX
};
enum SkinWeightCount {
SKIN_4_WEIGHTS,
SKIN_8_WEIGHTS
};
typedef void (*OptimizeVertexCacheFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, size_t vertex_count);
static OptimizeVertexCacheFunc optimize_vertex_cache_func;
typedef size_t (*SimplifyFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float *r_error);
static SimplifyFunc simplify_func;
typedef size_t (*SimplifyWithAttribFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_data, size_t vertex_count, size_t vertex_stride, size_t target_index_count, float target_error, float *result_error, const float *attributes, const float *attribute_weights, size_t attribute_count);
static SimplifyWithAttribFunc simplify_with_attrib_func;
typedef float (*SimplifyScaleFunc)(const float *vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
static SimplifyScaleFunc simplify_scale_func;
typedef size_t (*SimplifySloppyFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float *out_result_error);
static SimplifySloppyFunc simplify_sloppy_func;
private:
struct VertexHasher {
static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
};
struct WeightSort {
int index = 0;
float weight = 0.0;
bool operator<(const WeightSort &p_right) const {
return weight < p_right.weight;
}
};
bool begun = false;
bool first = false;
Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_LINES;
uint32_t format = 0;
Ref<Material> material;
//arrays
LocalVector<Vertex> vertex_array;
LocalVector<int> index_array;
//memory
Color last_color;
Vector3 last_normal;
Vector2 last_uv;
Vector2 last_uv2;
Vector<int> last_bones;
Vector<float> last_weights;
Plane last_tangent;
uint32_t last_smooth_group = 0;
SkinWeightCount skin_weights = SKIN_4_WEIGHTS;
Color last_custom[RS::ARRAY_CUSTOM_COUNT];
CustomFormat last_custom_format[RS::ARRAY_CUSTOM_COUNT];
void _create_list_from_arrays(Array arr, LocalVector<Vertex> *r_vertex, LocalVector<int> *r_index, uint32_t &lformat);
void _create_list(const Ref<Mesh> &p_existing, int p_surface, LocalVector<Vertex> *r_vertex, LocalVector<int> *r_index, uint32_t &lformat);
//mikktspace callbacks
static int mikktGetNumFaces(const SMikkTSpaceContext *pContext);
static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace);
static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert);
static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert);
static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert);
static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
const tbool bIsOrientationPreserving, const int iFace, const int iVert);
protected:
static void _bind_methods();
public:
void set_skin_weight_count(SkinWeightCount p_weights);
SkinWeightCount get_skin_weight_count() const;
void set_custom_format(int p_index, CustomFormat p_format);
CustomFormat get_custom_format(int p_index) const;
Mesh::PrimitiveType get_primitive() const;
void begin(Mesh::PrimitiveType p_primitive);
void set_color(Color p_color);
void set_normal(const Vector3 &p_normal);
void set_tangent(const Plane &p_tangent);
void set_uv(const Vector2 &p_uv);
void set_uv2(const Vector2 &p_uv2);
void set_custom(int p_index, const Color &p_custom);
void set_bones(const Vector<int> &p_bones);
void set_weights(const Vector<float> &p_weights);
void set_smooth_group(uint32_t p_group);
void add_vertex(const Vector3 &p_vertex);
void add_triangle_fan(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs = Vector<Vector2>(), const Vector<Color> &p_colors = Vector<Color>(), const Vector<Vector2> &p_uv2s = Vector<Vector2>(), const Vector<Vector3> &p_normals = Vector<Vector3>(), const Vector<Plane> &p_tangents = Vector<Plane>());
void add_index(int p_index);
void index();
void deindex();
void generate_normals(bool p_flip = false);
void generate_tangents();
void optimize_indices_for_cache();
float get_max_axis_length() const;
Vector<int> generate_lod(float p_threshold, int p_target_index_count = 3);
void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
void clear();
LocalVector<Vertex> &get_vertex_array() { return vertex_array; }
void create_from_triangle_arrays(const Array &p_arrays);
static void create_vertex_array_from_triangle_arrays(const Array &p_arrays, LocalVector<Vertex> &ret, uint32_t *r_format = nullptr);
Array commit_to_arrays();
void create_from(const Ref<Mesh> &p_existing, int p_surface);
void create_from_blend_shape(const Ref<Mesh> &p_existing, int p_surface, const String &p_blend_shape_name);
void append_from(const Ref<Mesh> &p_existing, int p_surface, const Transform3D &p_xform);
Ref<ArrayMesh> commit(const Ref<ArrayMesh> &p_existing = Ref<ArrayMesh>(), uint32_t p_flags = 0);
SurfaceTool();
};
VARIANT_ENUM_CAST(SurfaceTool::CustomFormat)
VARIANT_ENUM_CAST(SurfaceTool::SkinWeightCount)
#endif