godot/scene/3d/mesh_instance.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

321 lines
9.3 KiB
C++

/*************************************************************************/
/* mesh_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#include "mesh_instance.h"
#include "skeleton.h"
#include "physics_body.h"
#include "body_shape.h"
#include "scene/scene_string_names.h"
#include "core_string_names.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<StringName,MorphTrack>::Element *E = morph_tracks.find(p_name);
if (E) {
E->get().value=p_value;
VisualServer::get_singleton()->instance_set_morph_target_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<StringName,MorphTrack>::Element *E = morph_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<PropertyInfo> *p_list) const {
List<String> ls;
for(const Map<StringName,MorphTrack>::Element *E=morph_tracks.front();E;E=E->next()) {
ls.push_back(E->key());
}
ls.sort();;
for(List<String>::Element *E=ls.front();E;E=E->next()) {
p_list->push_back( PropertyInfo(Variant::REAL,E->get(),PROPERTY_HINT_RANGE,"0,1,0.01"));
}
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, "Material"));
}
}
}
void MeshInstance::set_mesh(const Ref<Mesh>& p_mesh) {
if (mesh==p_mesh)
return;
if (mesh.is_valid()) {
mesh->disconnect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_mesh_changed);
materials.clear();
}
mesh=p_mesh;
morph_tracks.clear();
if (mesh.is_valid()) {
for(int i=0;i<mesh->get_morph_target_count();i++) {
MorphTrack mt;
mt.idx=i;
mt.value=0;
morph_tracks["morph/"+String(mesh->get_morph_target_name(i))]=mt;
}
mesh->connect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_mesh_changed);
materials.resize(mesh->get_surface_count());
set_base(mesh->get_rid());
} else {
set_base(RID());
}
_change_notify();
}
Ref<Mesh> MeshInstance::get_mesh() const {
return mesh;
}
void MeshInstance::_resolve_skeleton_path(){
if (skeleton_path.is_empty())
return;
Skeleton *skeleton=get_node(skeleton_path)?get_node(skeleton_path)->cast_to<Skeleton>():NULL;
if (skeleton)
VisualServer::get_singleton()->instance_attach_skeleton( get_instance(), skeleton->get_skeleton() );
}
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();
}
DVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
if (!(p_usage_flags&(FACES_SOLID|FACES_ENCLOSING)))
return DVector<Face3>();
if (mesh.is_null())
return DVector<Face3>();
return mesh->get_faces();
}
Node* MeshInstance::create_trimesh_collision_node() {
if (mesh.is_null())
return NULL;
Ref<Shape> shape = mesh->create_trimesh_shape();
if (shape.is_null())
return NULL;
StaticBody * static_body = memnew( StaticBody );
static_body->add_shape( shape );
return static_body;
}
void MeshInstance::create_trimesh_collision() {
StaticBody* static_body = create_trimesh_collision_node()->cast_to<StaticBody>();
ERR_FAIL_COND(!static_body);
static_body->set_name( String(get_name()) + "_col" );
add_child(static_body);
if (get_owner())
static_body->set_owner( get_owner() );
CollisionShape *cshape = memnew( CollisionShape );
cshape->set_shape(static_body->get_shape(0));
static_body->add_child(cshape);
if (get_owner())
cshape->set_owner( get_owner() );
}
Node* MeshInstance::create_convex_collision_node() {
if (mesh.is_null())
return NULL;
Ref<Shape> shape = mesh->create_convex_shape();
if (shape.is_null())
return NULL;
StaticBody * static_body = memnew( StaticBody );
static_body->add_shape( shape );
return static_body;
}
void MeshInstance::create_convex_collision() {
StaticBody* static_body = create_convex_collision_node()->cast_to<StaticBody>();
ERR_FAIL_COND(!static_body);
static_body->set_name( String(get_name()) + "_col" );
add_child(static_body);
if (get_owner())
static_body->set_owner( get_owner() );
CollisionShape *cshape = memnew( CollisionShape );
cshape->set_shape(static_body->get_shape(0));
static_body->add_child(cshape);
if (get_owner())
cshape->set_owner( get_owner() );
}
void MeshInstance::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE) {
_resolve_skeleton_path();
}
}
void MeshInstance::set_surface_material(int p_surface,const Ref<Material>& p_material) {
ERR_FAIL_INDEX(p_surface,materials.size());
materials[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());
}
Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface,materials.size(),Ref<Material>());
return materials[p_surface];
}
void MeshInstance::_mesh_changed() {
materials.resize( mesh->get_surface_count() );
}
void MeshInstance::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_mesh","mesh:Mesh"),&MeshInstance::set_mesh);
ObjectTypeDB::bind_method(_MD("get_mesh:Mesh"),&MeshInstance::get_mesh);
ObjectTypeDB::bind_method(_MD("set_skeleton_path","skeleton_path:NodePath"),&MeshInstance::set_skeleton_path);
ObjectTypeDB::bind_method(_MD("get_skeleton_path:NodePath"),&MeshInstance::get_skeleton_path);
ObjectTypeDB::bind_method(_MD("get_aabb"),&MeshInstance::get_aabb);
ObjectTypeDB::bind_method(_MD("create_trimesh_collision"),&MeshInstance::create_trimesh_collision);
ObjectTypeDB::set_method_flags("MeshInstance","create_trimesh_collision",METHOD_FLAGS_DEFAULT);
ObjectTypeDB::bind_method(_MD("create_convex_collision"),&MeshInstance::create_convex_collision);
ObjectTypeDB::set_method_flags("MeshInstance","create_convex_collision",METHOD_FLAGS_DEFAULT);
ObjectTypeDB::bind_method(_MD("_mesh_changed"),&MeshInstance::_mesh_changed);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "mesh/mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh" ), _SCS("set_mesh"), _SCS("get_mesh"));
ADD_PROPERTY( PropertyInfo (Variant::NODE_PATH, "mesh/skeleton"), _SCS("set_skeleton_path"), _SCS("get_skeleton_path"));
}
MeshInstance::MeshInstance()
{
skeleton_path=NodePath("..");
}
MeshInstance::~MeshInstance() {
}