pandemonium_engine/scene/3d/mesh_instance.cpp

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/*************************************************************************/
/* mesh_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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"
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#include "core/config/project_settings.h"
#include "core/core_string_names.h"
#include "physics_body.h"
#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
#include "scene/scene_string_names.h"
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#include "servers/rendering/rendering_server_globals.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_SKELETON_3D_ENABLED
#include "modules/skeleton_3d/nodes/skeleton.h"
#include "modules/skeleton_3d/resources/skin.h"
#endif
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, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
if (E) {
E->get().value = p_value;
RenderingServer::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<StringName, BlendShapeTrack>::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<PropertyInfo> *p_list) const {
List<String> ls;
for (const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_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, "-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<Mesh> &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("pose_updated", this, "_update_skinning");
}
#ifdef MODULE_SKELETON_3D_ENABLED
if (software_skinning) {
memdelete(software_skinning);
software_skinning = nullptr;
}
#endif
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());
#ifdef MODULE_SKELETON_3D_ENABLED
_initialize_skinning(false, true);
#endif
} else {
set_base(RID());
}
update_gizmos();
_change_notify();
}
Ref<Mesh> MeshInstance::get_mesh() const {
return mesh;
}
#ifdef MODULE_SKELETON_3D_ENABLED
void MeshInstance::_resolve_skeleton_path() {
Ref<SkinReference> new_skin_reference;
if (!skeleton_path.is_empty()) {
Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
if (skeleton) {
if (skin_internal.is_null()) {
new_skin_reference = skeleton->register_skin(skeleton->create_skin_from_rest_transforms());
//a skin was created for us
skin_internal = new_skin_reference->get_skin();
_change_notify();
} else {
new_skin_reference = skeleton->register_skin(skin_internal);
}
}
}
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("pose_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 RSG::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;
}
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RenderingServer *rendering_server = RenderingServer::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("pose_updated", this, "_update_skinning")) {
skin_ref->get_skeleton_node()->connect("pose_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<ArrayMesh> 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<Material> mat = get_active_material(surface_index);
if (mat.is_valid()) {
Ref<SpatialMaterial> 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 = RSG::storage->material_uses_tangents(mat->get_rid());
surface_data.ensure_correct_normals = RSG::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);
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PoolByteArray buffer_read = rendering_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> material = mesh->surface_get_material(surface_index);
software_mesh->surface_set_material(surface_index, material);
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surface_data.buffer = rendering_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) {
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rendering_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("pose_updated", this, "_update_skinning")) {
skin_ref->get_skeleton_node()->disconnect("pose_updated", this, "_update_skinning");
}
if (p_call_attach_skeleton) {
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rendering_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) {
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rendering_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()) {
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rendering_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<Mesh> 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());
Vector3 aabb_min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
Vector3 aabb_max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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RenderingServer *rendering_server = RenderingServer::get_singleton();
// Prepare bone transforms.
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const int num_bones = rendering_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) {
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bone_transforms[bone_index] = rendering_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];
uint32_t array_strides_write[Mesh::ARRAY_MAX];
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rendering_server->mesh_surface_make_offsets_from_format(format_write, vertex_count_write, index_count_write, array_offsets_write, array_strides_write);
ERR_FAIL_COND(array_strides_write[Mesh::ARRAY_VERTEX] != array_strides_write[Mesh::ARRAY_NORMAL]);
const uint32_t stride_write = array_strides_write[Mesh::ARRAY_VERTEX];
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];
uint32_t array_strides[Mesh::ARRAY_MAX];
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rendering_server->mesh_surface_make_offsets_from_format(format_read, vertex_count, index_count, array_offsets, array_strides);
ERR_FAIL_COND(array_strides[Mesh::ARRAY_VERTEX] != array_strides[Mesh::ARRAY_NORMAL]);
const uint32_t stride = array_strides[Mesh::ARRAY_VERTEX];
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);
}
}
aabb_min.x = MIN(aabb_min.x, vertex.x);
aabb_min.y = MIN(aabb_min.y, vertex.y);
aabb_min.z = MIN(aabb_min.z, vertex.z);
aabb_max.x = MAX(aabb_max.x, vertex.x);
aabb_max.y = MAX(aabb_max.y, vertex.y);
aabb_max.z = MAX(aabb_max.z, vertex.z);
}
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rendering_server->mesh_surface_update_region(mesh_rid, surface_index, 0, buffer);
}
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rendering_server->mesh_set_custom_aabb(mesh_rid, AABB(aabb_min, aabb_max - aabb_min));
software_skinning_flags |= SoftwareSkinning::FLAG_BONES_READY;
}
#endif
#ifdef MODULE_SKELETON_3D_ENABLED
void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
skin_internal = p_skin;
skin = p_skin;
if (!is_inside_tree()) {
return;
}
_resolve_skeleton_path();
}
Ref<Skin> 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;
}
#endif
AABB MeshInstance::get_aabb() const {
if (!mesh.is_null()) {
return mesh->get_aabb();
}
return AABB();
}
PoolVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING))) {
return PoolVector<Face3>();
}
if (mesh.is_null()) {
return PoolVector<Face3>();
}
return mesh->get_faces();
}
Node *MeshInstance::create_trimesh_collision_node() {
if (mesh.is_null()) {
return nullptr;
}
Ref<Shape> shape = mesh->create_trimesh_shape();
if (shape.is_null()) {
return nullptr;
}
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<StaticBody>(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<CollisionShape>(static_body->get_child(0));
static_body->set_owner(get_owner());
cshape->set_owner(get_owner());
}
}
Node *MeshInstance::create_multiple_convex_collisions_node() {
if (mesh.is_null()) {
return nullptr;
}
Vector<Ref<Shape>> shapes = mesh->convex_decompose();
if (!shapes.size()) {
return nullptr;
}
StaticBody *static_body = memnew(StaticBody);
for (int i = 0; i < shapes.size(); i++) {
CollisionShape *cshape = memnew(CollisionShape);
cshape->set_shape(shapes[i]);
static_body->add_child(cshape);
}
return static_body;
}
void MeshInstance::create_multiple_convex_collisions() {
StaticBody *static_body = Object::cast_to<StaticBody>(create_multiple_convex_collisions_node());
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());
int count = static_body->get_child_count();
for (int i = 0; i < count; i++) {
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(i));
cshape->set_owner(get_owner());
}
}
}
Node *MeshInstance::create_convex_collision_node(bool p_clean, bool p_simplify) {
if (mesh.is_null()) {
return nullptr;
}
Ref<Shape> shape = mesh->create_convex_shape(p_clean, p_simplify);
if (shape.is_null()) {
return nullptr;
}
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(bool p_clean, bool p_simplify) {
StaticBody *static_body = Object::cast_to<StaticBody>(create_convex_collision_node(p_clean, p_simplify));
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<CollisionShape>(static_body->get_child(0));
static_body->set_owner(get_owner());
cshape->set_owner(get_owner());
}
}
void MeshInstance::_notification(int p_what) {
#ifdef MODULE_SKELETON_3D_ENABLED
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("pose_updated", this, "_update_skinning");
} else {
skin_ref->get_skeleton_node()->disconnect("pose_updated", this, "_update_skinning");
}
}
}
#endif
}
int MeshInstance::get_surface_material_count() const {
return materials.size();
}
void MeshInstance::set_surface_material(int p_surface, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_surface, materials.size());
materials.write[p_surface] = p_material;
if (materials[p_surface].is_valid()) {
RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
} else {
RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
}
#ifdef MODULE_SKELETON_3D_ENABLED
if (software_skinning) {
_initialize_skinning(true);
}
#endif
}
Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref<Material>());
return materials[p_surface];
}
Ref<Material> MeshInstance::get_active_material(int p_surface) const {
Ref<Material> material_override = get_material_override();
if (material_override.is_valid()) {
return material_override;
}
Ref<Material> surface_material = get_surface_material(p_surface);
if (surface_material.is_valid()) {
return surface_material;
}
Ref<Mesh> mesh = get_mesh();
if (mesh.is_valid()) {
return mesh->surface_get_material(p_surface);
}
return Ref<Material>();
}
void MeshInstance::set_material_override(const Ref<Material> &p_material) {
if (p_material == get_material_override()) {
return;
}
GeometryInstance::set_material_override(p_material);
if (software_skinning) {
_initialize_skinning(true);
}
}
void MeshInstance::set_material_overlay(const Ref<Material> &p_material) {
if (p_material == get_material_overlay()) {
return;
}
GeometryInstance::set_material_overlay(p_material);
}
#ifdef MODULE_SKELETON_3D_ENABLED
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);
}
#endif
void MeshInstance::_mesh_changed() {
ERR_FAIL_COND(mesh.is_null());
materials.resize(mesh->get_surface_count());
#ifdef MODULE_SKELETON_3D_ENABLED
if (software_skinning) {
_initialize_skinning(true);
}
#endif
}
void MeshInstance::create_debug_tangents() {
Vector<Vector3> lines;
Vector<Color> colors;
Ref<Mesh> 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<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
Vector<Vector3> norms = arrays[Mesh::ARRAY_NORMAL];
if (norms.size() == 0) {
continue;
}
Vector<float> 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<SpatialMaterial> 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<ArrayMesh> 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
}
}
bool MeshInstance::merge_meshes(Vector<Variant> p_list, bool p_use_global_space, bool p_check_compatibility) {
// bound function only support variants, so we need to convert to a list of MeshInstances
Vector<MeshInstance *> mis;
for (int n = 0; n < p_list.size(); n++) {
MeshInstance *mi = Object::cast_to<MeshInstance>(p_list[n]);
if (mi) {
if (mi != this) {
mis.push_back(mi);
} else {
ERR_PRINT("Destination MeshInstance cannot be a source.");
}
} else {
ERR_PRINT("Only MeshInstances can be merged.");
}
}
ERR_FAIL_COND_V(!mis.size(), "Array contains no MeshInstances");
return _merge_meshes(mis, p_use_global_space, p_check_compatibility);
}
bool MeshInstance::is_mergeable_with(Node *p_other) const {
const MeshInstance *mi = Object::cast_to<MeshInstance>(p_other);
if (mi) {
return _is_mergeable_with(*mi);
}
return false;
}
bool MeshInstance::_is_mergeable_with(const MeshInstance &p_other) const {
if (!get_mesh().is_valid() || !p_other.get_mesh().is_valid()) {
return false;
}
if (!get_allow_merging() || !p_other.get_allow_merging()) {
return false;
}
// various settings that must match
if (get_material_overlay() != p_other.get_material_overlay()) {
return false;
}
if (get_material_override() != p_other.get_material_override()) {
return false;
}
if (get_cast_shadows_setting() != p_other.get_cast_shadows_setting()) {
return false;
}
if (is_visible() != p_other.is_visible()) {
return false;
}
Ref<Mesh> rmesh_a = get_mesh();
Ref<Mesh> rmesh_b = p_other.get_mesh();
int num_surfaces = rmesh_a->get_surface_count();
if (num_surfaces != rmesh_b->get_surface_count()) {
return false;
}
for (int n = 0; n < num_surfaces; n++) {
// materials must match
if (get_active_material(n) != p_other.get_active_material(n)) {
return false;
}
// formats must match
uint32_t format_a = rmesh_a->surface_get_format(n);
uint32_t format_b = rmesh_b->surface_get_format(n);
if (format_a != format_b) {
return false;
}
}
// NOTE : These three commented out sections below are more conservative
// checks for whether to allow mesh merging. I am not absolutely sure a priori
// how conservative we need to be, so we can further enable this if testing
// shows they are required.
// if (get_surface_material_count() != p_other.get_surface_material_count()) {
// return false;
// }
// for (int n = 0; n < get_surface_material_count(); n++) {
// if (get_surface_material(n) != p_other.get_surface_material(n)) {
// return false;
// }
// }
// test only allow identical meshes
// if (get_mesh() != p_other.get_mesh()) {
// return false;
// }
return true;
}
void MeshInstance::_merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, LocalVector<Vector3> &r_verts, LocalVector<Vector3> &r_norms, LocalVector<real_t> &r_tangents, LocalVector<Color> &r_colors, LocalVector<Vector2> &r_uvs, LocalVector<Vector2> &r_uv2s, LocalVector<int> &r_inds) {
_merge_log("\t\t\tmesh data from " + p_mi.get_name());
// get the mesh verts in local space
Ref<Mesh> rmesh = p_mi.get_mesh();
if (rmesh->get_surface_count() <= p_surface_id) {
return;
}
Array arrays = rmesh->surface_get_arrays(p_surface_id);
LocalVector<Vector3> verts = PoolVector<Vector3>(arrays[RS::ARRAY_VERTEX]);
if (!verts.size()) {
// early out if there are no vertices, no point in doing anything else
return;
}
LocalVector<Vector3> normals = PoolVector<Vector3>(arrays[RS::ARRAY_NORMAL]);
LocalVector<real_t> tangents = PoolVector<real_t>(arrays[RS::ARRAY_TANGENT]);
LocalVector<Color> colors = PoolVector<Color>(arrays[RS::ARRAY_COLOR]);
LocalVector<Vector2> uvs = PoolVector<Vector2>(arrays[RS::ARRAY_TEX_UV]);
LocalVector<Vector2> uv2s = PoolVector<Vector2>(arrays[RS::ARRAY_TEX_UV2]);
LocalVector<int> indices = PoolVector<int>(arrays[RS::ARRAY_INDEX]);
// The attributes present must match the first mesh for the attributes
// to remain in sync. Here we reject meshes with different attributes.
// We could alternatively invent missing attributes.
// This should hopefully be already caught by the mesh_format, but is included just in case here.
// Don't perform these checks on the first Mesh, the first Mesh is a master
// and determines the attributes we want to be present.
if (r_verts.size() != 0) {
if ((bool)r_norms.size() != (bool)normals.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (Normals), ignoring surface.");
}
if ((bool)r_tangents.size() != (bool)tangents.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (Tangents), ignoring surface.");
}
if ((bool)r_colors.size() != (bool)colors.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (Colors), ignoring surface.");
}
if ((bool)r_uvs.size() != (bool)uvs.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (UVs), ignoring surface.");
}
if ((bool)r_uv2s.size() != (bool)uv2s.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (UV2s), ignoring surface.");
}
}
// The checking for valid triangles should be on WORLD SPACE vertices,
// NOT model space
// special case, if no indices, create some
int num_indices_before = indices.size();
if (!_ensure_indices_valid(indices, verts)) {
_merge_log("\tignoring INVALID TRIANGLES (duplicate indices or zero area triangle) detected in " + p_mi.get_name() + ", num inds before / after " + itos(num_indices_before) + " / " + itos(indices.size()));
}
// the first index of this mesh is offset from the verts we already have stored in the merged mesh
int starting_index = r_verts.size();
// transform verts to world space
Transform tr = p_mi.get_global_transform();
// But relative to the destination transform.
// This can either be identity (when the destination is global space),
// or the global transform of the owner MeshInstance (if using local space is selected).
tr = p_dest_tr_inv * tr;
// to transform normals
Basis normal_basis = tr.basis.inverse();
normal_basis.transpose();
int num_verts = verts.size();
// verts
DEV_ASSERT(num_verts > 0);
int first_vert = r_verts.size();
r_verts.resize(first_vert + num_verts);
Vector3 *dest_verts = &r_verts[first_vert];
for (int n = 0; n < num_verts; n++) {
Vector3 pt_world = tr.xform(verts[n]);
*dest_verts++ = pt_world;
}
// normals
if (normals.size()) {
int first_norm = r_norms.size();
r_norms.resize(first_norm + num_verts);
Vector3 *dest_norms = &r_norms[first_norm];
for (int n = 0; n < num_verts; n++) {
Vector3 pt_norm = normal_basis.xform(normals[n]);
pt_norm.normalize();
*dest_norms++ = pt_norm;
}
}
// tangents
if (tangents.size()) {
int first_tang = r_tangents.size();
r_tangents.resize(first_tang + (num_verts * 4));
real_t *dest_tangents = &r_tangents[first_tang];
for (int n = 0; n < num_verts; n++) {
int tstart = n * 4;
Vector3 pt_tangent = Vector3(tangents[tstart], tangents[tstart + 1], tangents[tstart + 2]);
real_t fourth = tangents[tstart + 3];
pt_tangent = normal_basis.xform(pt_tangent);
pt_tangent.normalize();
*dest_tangents++ = pt_tangent.x;
*dest_tangents++ = pt_tangent.y;
*dest_tangents++ = pt_tangent.z;
*dest_tangents++ = fourth;
}
}
// colors
if (colors.size()) {
int first_col = r_colors.size();
r_colors.resize(first_col + num_verts);
Color *dest_colors = &r_colors[first_col];
for (int n = 0; n < num_verts; n++) {
*dest_colors++ = colors[n];
}
}
// uvs
if (uvs.size()) {
int first_uv = r_uvs.size();
r_uvs.resize(first_uv + num_verts);
Vector2 *dest_uvs = &r_uvs[first_uv];
for (int n = 0; n < num_verts; n++) {
*dest_uvs++ = uvs[n];
}
}
// uv2s
if (uv2s.size()) {
int first_uv2 = r_uv2s.size();
r_uv2s.resize(first_uv2 + num_verts);
Vector2 *dest_uv2s = &r_uv2s[first_uv2];
for (int n = 0; n < num_verts; n++) {
*dest_uv2s++ = uv2s[n];
}
}
// indices
if (indices.size()) {
int first_ind = r_inds.size();
r_inds.resize(first_ind + indices.size());
int *dest_inds = &r_inds[first_ind];
for (unsigned int n = 0; n < indices.size(); n++) {
int ind = indices[n] + starting_index;
*dest_inds++ = ind;
}
}
}
bool MeshInstance::_ensure_indices_valid(LocalVector<int> &r_indices, const PoolVector<Vector3> &p_verts) const {
// no indices? create some
if (!r_indices.size()) {
_merge_log("\t\t\t\tindices are blank, creating...");
// indices are blank!! let's create some, assuming the mesh is using triangles
r_indices.resize(p_verts.size());
// this is assuming each triangle vertex is unique
for (unsigned int n = 0; n < r_indices.size(); n++) {
r_indices[n] = n;
}
}
if (!_check_for_valid_indices(r_indices, p_verts, nullptr)) {
LocalVector<int> new_inds;
_check_for_valid_indices(r_indices, p_verts, &new_inds);
// copy the new indices
r_indices = new_inds;
return false;
}
return true;
}
// check for invalid tris, or make a list of the valid triangles, depending on whether r_inds is set
bool MeshInstance::_check_for_valid_indices(const LocalVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int> *r_inds) const {
int nTris = p_inds.size();
nTris /= 3;
int indCount = 0;
for (int t = 0; t < nTris; t++) {
int i0 = p_inds[indCount++];
int i1 = p_inds[indCount++];
int i2 = p_inds[indCount++];
bool ok = true;
// if the indices are the same, the triangle is invalid
if (i0 == i1) {
ok = false;
}
if (i1 == i2) {
ok = false;
}
if (i0 == i2) {
ok = false;
}
// check positions
if (ok) {
// vertex positions
const Vector3 &p0 = p_verts[i0];
const Vector3 &p1 = p_verts[i1];
const Vector3 &p2 = p_verts[i2];
// if the area is zero, the triangle is invalid (and will crash xatlas if we use it)
if (_triangle_is_degenerate(p0, p1, p2, 0.00001)) {
_merge_log("\t\tdetected zero area triangle, ignoring");
ok = false;
}
}
if (ok) {
// if the triangle is ok, we will output it if we are outputting
if (r_inds) {
r_inds->push_back(i0);
r_inds->push_back(i1);
r_inds->push_back(i2);
}
} else {
// if triangle not ok, return failed check if we are not outputting
if (!r_inds) {
return false;
}
}
}
return true;
}
bool MeshInstance::_triangle_is_degenerate(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, real_t p_epsilon) const {
// not interested in the actual area, but numerical stability
Vector3 edge1 = p_b - p_a;
Vector3 edge2 = p_c - p_a;
// for numerical stability keep these values reasonably high
edge1 *= 1024.0;
edge2 *= 1024.0;
Vector3 vec = edge1.cross(edge2);
real_t sl = vec.length_squared();
if (sl <= p_epsilon) {
return true;
}
return false;
}
// If p_check_compatibility is set to false you MUST have performed a prior check using
// is_mergeable_with, otherwise you could get mismatching surface formats leading to graphical errors etc.
bool MeshInstance::_merge_meshes(Vector<MeshInstance *> p_list, bool p_use_global_space, bool p_check_compatibility) {
if (p_list.size() < 1) {
// should not happen but just in case
return false;
}
// use the first mesh instance to get common data like number of surfaces
const MeshInstance *first = p_list[0];
// Mesh compatibility checking. This is relatively expensive, so if done already (e.g. in Room system)
// this step can be avoided.
LocalVector<bool> compat_list;
if (p_check_compatibility) {
compat_list.resize(p_list.size());
for (int n = 0; n < p_list.size(); n++) {
compat_list[n] = false;
}
compat_list[0] = true;
for (uint32_t n = 1; n < compat_list.size(); n++) {
compat_list[n] = first->_is_mergeable_with(*p_list[n]);
if (compat_list[n] == false) {
WARN_PRINT("MeshInstance " + p_list[n]->get_name() + " is incompatible for merging with " + first->get_name() + ", ignoring.");
}
}
}
Ref<ArrayMesh> am;
am.instance();
// If we want a local space result, we need the world space transform of this MeshInstance
// available to back transform verts from world space.
Transform dest_tr_inv;
if (!p_use_global_space) {
if (is_inside_tree()) {
dest_tr_inv = get_global_transform();
dest_tr_inv.affine_invert();
} else {
WARN_PRINT("MeshInstance must be inside tree to merge using local space, falling back to global space.");
}
}
for (int s = 0; s < first->get_mesh()->get_surface_count(); s++) {
LocalVector<Vector3> verts;
LocalVector<Vector3> normals;
LocalVector<real_t> tangents;
LocalVector<Color> colors;
LocalVector<Vector2> uvs;
LocalVector<Vector2> uv2s;
LocalVector<int> inds;
for (int n = 0; n < p_list.size(); n++) {
// Ignore if the mesh is incompatible
if (p_check_compatibility && (!compat_list[n])) {
continue;
}
_merge_into_mesh_data(*p_list[n], dest_tr_inv, s, verts, normals, tangents, colors, uvs, uv2s, inds);
} // for n through source meshes
if (!verts.size()) {
WARN_PRINT_ONCE("No vertices for surface");
}
// sanity check on the indices
for (unsigned int n = 0; n < inds.size(); n++) {
int i = inds[n];
if ((unsigned int)i >= verts.size()) {
WARN_PRINT_ONCE("Mesh index out of range, invalid mesh, aborting");
return false;
}
}
Array arr;
arr.resize(Mesh::ARRAY_MAX);
arr[Mesh::ARRAY_VERTEX] = PoolVector<Vector3>(verts);
if (normals.size()) {
arr[Mesh::ARRAY_NORMAL] = PoolVector<Vector3>(normals);
}
if (tangents.size()) {
arr[Mesh::ARRAY_TANGENT] = PoolVector<real_t>(tangents);
}
if (colors.size()) {
arr[Mesh::ARRAY_COLOR] = PoolVector<Color>(colors);
}
if (uvs.size()) {
arr[Mesh::ARRAY_TEX_UV] = PoolVector<Vector2>(uvs);
}
if (uv2s.size()) {
arr[Mesh::ARRAY_TEX_UV2] = PoolVector<Vector2>(uv2s);
}
arr[Mesh::ARRAY_INDEX] = PoolVector<int>(inds);
am->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr, Array(), Mesh::ARRAY_COMPRESS_DEFAULT);
} // for s through surfaces
// set all the surfaces on the mesh
set_mesh(am);
// set merged materials
int num_surfaces = first->get_mesh()->get_surface_count();
for (int n = 0; n < num_surfaces; n++) {
set_surface_material(n, first->get_active_material(n));
}
// set some properties to match the merged meshes
set_material_overlay(first->get_material_overlay());
set_material_override(first->get_material_override());
set_cast_shadows_setting(first->get_cast_shadows_setting());
return true;
}
void MeshInstance::_merge_log(String p_string) const {
print_verbose(p_string);
}
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);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
#ifdef MODULE_SKELETON_3D_ENABLED
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);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
#endif
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);
#ifdef MODULE_SKELETON_3D_ENABLED
ADD_GROUP("Software Skinning", "software_skinning");
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);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "software_skinning_transform_normals"), "set_software_skinning_transform_normals", "is_software_skinning_transform_normals_enabled");
#endif
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_multiple_convex_collisions"), &MeshInstance::create_multiple_convex_collisions);
ClassDB::set_method_flags("MeshInstance", "create_multiple_convex_collisions", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("create_convex_collision", "clean", "simplify"), &MeshInstance::create_convex_collision, DEFVAL(true), DEFVAL(false));
ClassDB::set_method_flags("MeshInstance", "create_convex_collision", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("_mesh_changed"), &MeshInstance::_mesh_changed);
#ifdef MODULE_SKELETON_3D_ENABLED
ClassDB::bind_method(D_METHOD("_update_skinning"), &MeshInstance::_update_skinning);
#endif
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);
ClassDB::bind_method(D_METHOD("is_mergeable_with", "other_mesh_instance"), &MeshInstance::is_mergeable_with);
ClassDB::bind_method(D_METHOD("merge_meshes", "mesh_instances", "use_global_space", "check_compatibility"), &MeshInstance::merge_meshes, DEFVAL(Vector<Variant>()), DEFVAL(false), DEFVAL(true));
ClassDB::set_method_flags("MeshInstance", "merge_meshes", METHOD_FLAGS_DEFAULT);
}
MeshInstance::MeshInstance() {
#ifdef MODULE_SKELETON_3D_ENABLED
skeleton_path = NodePath("..");
software_skinning = nullptr;
software_skinning_flags = SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
#endif
}
MeshInstance::~MeshInstance() {
#ifdef MODULE_SKELETON_3D_ENABLED
if (software_skinning) {
memdelete(software_skinning);
software_skinning = nullptr;
}
#endif
}