Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
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there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
189 lines
7.6 KiB
C++
189 lines
7.6 KiB
C++
/*************************************************************************/
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/* surface_tool.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SURFACE_TOOL_H
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#define SURFACE_TOOL_H
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#include "core/templates/local_vector.h"
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#include "scene/resources/mesh.h"
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#include "thirdparty/misc/mikktspace.h"
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class SurfaceTool : public Reference {
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GDCLASS(SurfaceTool, Reference);
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public:
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struct Vertex {
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Vector3 vertex;
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Color color;
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Vector3 normal; // normal, binormal, tangent
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Vector3 binormal;
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Vector3 tangent;
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Vector2 uv;
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Vector2 uv2;
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Vector<int> bones;
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Vector<float> weights;
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Color custom[RS::ARRAY_CUSTOM_COUNT];
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uint32_t smooth_group = 0;
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bool operator==(const Vertex &p_vertex) const;
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Vertex() {}
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};
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enum CustomFormat {
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CUSTOM_RGBA8_UNORM = RS::ARRAY_CUSTOM_RGBA8_UNORM,
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CUSTOM_RGBA8_SNORM = RS::ARRAY_CUSTOM_RGBA8_SNORM,
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CUSTOM_RG_HALF = RS::ARRAY_CUSTOM_RG_HALF,
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CUSTOM_RGBA_HALF = RS::ARRAY_CUSTOM_RGBA_HALF,
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CUSTOM_R_FLOAT = RS::ARRAY_CUSTOM_R_FLOAT,
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CUSTOM_RG_FLOAT = RS::ARRAY_CUSTOM_RG_FLOAT,
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CUSTOM_RGB_FLOAT = RS::ARRAY_CUSTOM_RGB_FLOAT,
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CUSTOM_RGBA_FLOAT = RS::ARRAY_CUSTOM_RGBA_FLOAT,
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CUSTOM_MAX = RS::ARRAY_CUSTOM_MAX
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};
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enum SkinWeightCount {
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SKIN_4_WEIGHTS,
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SKIN_8_WEIGHTS
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};
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typedef void (*OptimizeVertexCacheFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, size_t vertex_count);
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static OptimizeVertexCacheFunc optimize_vertex_cache_func;
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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);
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static SimplifyFunc simplify_func;
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private:
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struct VertexHasher {
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static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
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};
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struct WeightSort {
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int index;
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float weight;
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bool operator<(const WeightSort &p_right) const {
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return weight < p_right.weight;
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}
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};
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bool begun;
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bool first;
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Mesh::PrimitiveType primitive;
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uint32_t format;
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Ref<Material> material;
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//arrays
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LocalVector<Vertex> vertex_array;
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LocalVector<int> index_array;
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//memory
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Color last_color;
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Vector3 last_normal;
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Vector2 last_uv;
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Vector2 last_uv2;
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Vector<int> last_bones;
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Vector<float> last_weights;
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Plane last_tangent;
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uint32_t last_smooth_group = 0;
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SkinWeightCount skin_weights;
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Color last_custom[RS::ARRAY_CUSTOM_COUNT];
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CustomFormat last_custom_format[RS::ARRAY_CUSTOM_COUNT];
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void _create_list_from_arrays(Array arr, LocalVector<Vertex> *r_vertex, LocalVector<int> *r_index, uint32_t &lformat);
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void _create_list(const Ref<Mesh> &p_existing, int p_surface, LocalVector<Vertex> *r_vertex, LocalVector<int> *r_index, uint32_t &lformat);
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//mikktspace callbacks
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static int mikktGetNumFaces(const SMikkTSpaceContext *pContext);
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static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace);
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static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert);
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static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert);
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static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert);
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static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
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const tbool bIsOrientationPreserving, const int iFace, const int iVert);
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protected:
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static void _bind_methods();
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public:
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void set_skin_weight_count(SkinWeightCount p_weights);
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SkinWeightCount get_skin_weight_count() const;
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void set_custom_format(int p_index, CustomFormat p_format);
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CustomFormat get_custom_format(int p_index) const;
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void begin(Mesh::PrimitiveType p_primitive);
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void set_color(Color p_color);
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void set_normal(const Vector3 &p_normal);
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void set_tangent(const Plane &p_tangent);
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void set_uv(const Vector2 &p_uv);
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void set_uv2(const Vector2 &p_uv2);
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void set_custom(int p_index, const Color &p_custom);
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void set_bones(const Vector<int> &p_bones);
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void set_weights(const Vector<float> &p_weights);
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void set_smooth_group(uint32_t p_group);
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void add_vertex(const Vector3 &p_vertex);
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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>());
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void add_index(int p_index);
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void index();
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void deindex();
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void generate_normals(bool p_flip = false);
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void generate_tangents();
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void optimize_indices_for_cache();
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float get_max_axis_length() const;
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Vector<int> generate_lod(float p_threshold, int p_target_index_count = 3);
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void set_material(const Ref<Material> &p_material);
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void clear();
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LocalVector<Vertex> &get_vertex_array() { return vertex_array; }
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void create_from_triangle_arrays(const Array &p_arrays);
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static void create_vertex_array_from_triangle_arrays(const Array &p_arrays, LocalVector<Vertex> &ret, uint32_t *r_format = nullptr);
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Array commit_to_arrays();
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void create_from(const Ref<Mesh> &p_existing, int p_surface);
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void create_from_blend_shape(const Ref<Mesh> &p_existing, int p_surface, const String &p_blend_shape_name);
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void append_from(const Ref<Mesh> &p_existing, int p_surface, const Transform &p_xform);
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Ref<ArrayMesh> commit(const Ref<ArrayMesh> &p_existing = Ref<ArrayMesh>(), uint32_t p_flags = 0);
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SurfaceTool();
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};
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VARIANT_ENUM_CAST(SurfaceTool::CustomFormat)
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VARIANT_ENUM_CAST(SurfaceTool::SkinWeightCount)
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#endif
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