Backported ImporterMesh and ImporterMeshInstance3D from Godot4.

This commit is contained in:
Relintai 2022-08-07 22:44:27 +02:00
parent cda00a7b80
commit 7301c3f43c
4 changed files with 810 additions and 0 deletions

View File

@ -0,0 +1,85 @@
/*************************************************************************/
/* importer_mesh_instance_3d.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 "importer_mesh_instance_3d.h"
#include "scene/resources/importer_mesh.h"
void ImporterMeshInstance3D::set_mesh(const Ref<ImporterMesh> &p_mesh) {
mesh = p_mesh;
}
Ref<ImporterMesh> ImporterMeshInstance3D::get_mesh() const {
return mesh;
}
void ImporterMeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
skin = p_skin;
}
Ref<Skin> ImporterMeshInstance3D::get_skin() const {
return skin;
}
void ImporterMeshInstance3D::set_surface_material(int p_idx, const Ref<Material> &p_material) {
ERR_FAIL_COND(p_idx < 0);
if (p_idx >= surface_materials.size()) {
surface_materials.resize(p_idx + 1);
}
surface_materials.write[p_idx] = p_material;
}
Ref<Material> ImporterMeshInstance3D::get_surface_material(int p_idx) const {
ERR_FAIL_COND_V(p_idx < 0, Ref<Material>());
if (p_idx >= surface_materials.size()) {
return Ref<Material>();
}
return surface_materials[p_idx];
}
void ImporterMeshInstance3D::set_skeleton_path(const NodePath &p_path) {
skeleton_path = p_path;
}
NodePath ImporterMeshInstance3D::get_skeleton_path() const {
return skeleton_path;
}
void ImporterMeshInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &ImporterMeshInstance3D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &ImporterMeshInstance3D::get_mesh);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &ImporterMeshInstance3D::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &ImporterMeshInstance3D::get_skin);
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &ImporterMeshInstance3D::set_skeleton_path);
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &ImporterMeshInstance3D::get_skeleton_path);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "ImporterMesh"), "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_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
}

View File

@ -0,0 +1,64 @@
/*************************************************************************/
/* importer_mesh_instance_3d.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef IMPORTER_MESH_INSTANCE_3D_H
#define IMPORTER_MESH_INSTANCE_3D_H
#include "scene/3d/spatial.h"
#include "scene/resources/skin.h"
class ImporterMesh;
class ImporterMeshInstance3D : public Spatial {
GDCLASS(ImporterMeshInstance3D, Spatial)
Ref<ImporterMesh> mesh;
Ref<Skin> skin;
NodePath skeleton_path;
Vector<Ref<Material>> surface_materials;
protected:
static void _bind_methods();
public:
void set_mesh(const Ref<ImporterMesh> &p_mesh);
Ref<ImporterMesh> get_mesh() const;
void set_skin(const Ref<Skin> &p_skin);
Ref<Skin> get_skin() const;
void set_surface_material(int p_idx, const Ref<Material> &p_material);
Ref<Material> get_surface_material(int p_idx) const;
void set_skeleton_path(const NodePath &p_path);
NodePath get_skeleton_path() const;
};
#endif // IMPORTER_MESH_INSTANCE_3D_H

View File

@ -0,0 +1,534 @@
/*************************************************************************/
/* importer_mesh.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 "importer_mesh.h"
#include "core/math/random_pcg.h"
#include "scene/resources/surface_tool.h"
#include "core/method_bind_ext.gen.inc"
#include <cstdint>
void ImporterMesh::Surface::split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals) {
_split_normals(arrays, p_indices, p_normals);
for (int i = 0; i < blend_shape_data.size(); ++i) {
_split_normals(blend_shape_data.write[i].arrays, p_indices, p_normals);
}
}
void ImporterMesh::Surface::_split_normals(Array &r_arrays, const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals) {
ERR_FAIL_COND(r_arrays.size() != VS::ARRAY_MAX);
const PoolVector3Array &vertices = r_arrays[VS::ARRAY_VERTEX];
int current_vertex_count = vertices.size();
int new_vertex_count = p_indices.size();
int final_vertex_count = current_vertex_count + new_vertex_count;
const int *indices_ptr = p_indices.ptr();
for (int i = 0; i < r_arrays.size(); i++) {
if (i == VS::ARRAY_INDEX) {
continue;
}
if (r_arrays[i].get_type() == Variant::NIL) {
continue;
}
switch (r_arrays[i].get_type()) {
case Variant::POOL_VECTOR3_ARRAY: {
PoolVector3Array data = r_arrays[i];
data.resize(final_vertex_count);
PoolVector3Array::Write w = data.write();
Vector3 *data_ptr = w.ptr();
if (i == VS::ARRAY_NORMAL) {
const Vector3 *normals_ptr = p_normals.ptr();
memcpy(&data_ptr[current_vertex_count], normals_ptr, sizeof(Vector3) * new_vertex_count);
} else {
for (int j = 0; j < new_vertex_count; j++) {
data_ptr[current_vertex_count + j] = data_ptr[indices_ptr[j]];
}
}
r_arrays[i] = data;
} break;
case Variant::POOL_VECTOR2_ARRAY: {
PoolVector2Array data = r_arrays[i];
data.resize(final_vertex_count);
PoolVector2Array::Write w = data.write();
Vector2 *data_ptr = w.ptr();
for (int j = 0; j < new_vertex_count; j++) {
data_ptr[current_vertex_count + j] = data_ptr[indices_ptr[j]];
}
r_arrays[i] = data;
} break;
case Variant::POOL_REAL_ARRAY: {
PoolRealArray data = r_arrays[i];
int elements = data.size() / current_vertex_count;
data.resize(final_vertex_count * elements);
PoolRealArray::Write w = data.write();
float *data_ptr = w.ptr();
for (int j = 0; j < new_vertex_count; j++) {
memcpy(&data_ptr[(current_vertex_count + j) * elements], &data_ptr[indices_ptr[j] * elements], sizeof(float) * elements);
}
r_arrays[i] = data;
} break;
case Variant::POOL_INT_ARRAY: {
PoolIntArray data = r_arrays[i];
int elements = data.size() / current_vertex_count;
data.resize(final_vertex_count * elements);
PoolIntArray::Write w = data.write();
int32_t *data_ptr = w.ptr();
for (int j = 0; j < new_vertex_count; j++) {
memcpy(&data_ptr[(current_vertex_count + j) * elements], &data_ptr[indices_ptr[j] * elements], sizeof(int32_t) * elements);
}
r_arrays[i] = data;
} break;
case Variant::POOL_BYTE_ARRAY: {
PoolByteArray data = r_arrays[i];
int elements = data.size() / current_vertex_count;
data.resize(final_vertex_count * elements);
PoolByteArray::Write w = data.write();
uint8_t *data_ptr = w.ptr();
for (int j = 0; j < new_vertex_count; j++) {
memcpy(&data_ptr[(current_vertex_count + j) * elements], &data_ptr[indices_ptr[j] * elements], sizeof(uint8_t) * elements);
}
r_arrays[i] = data;
} break;
case Variant::POOL_COLOR_ARRAY: {
PoolColorArray data = r_arrays[i];
data.resize(final_vertex_count);
PoolColorArray::Write w = data.write();
Color *data_ptr = w.ptr();
for (int j = 0; j < new_vertex_count; j++) {
data_ptr[current_vertex_count + j] = data_ptr[indices_ptr[j]];
}
r_arrays[i] = data;
} break;
default: {
ERR_FAIL_MSG("Unhandled array type.");
} break;
}
}
}
void ImporterMesh::add_blend_shape(const String &p_name) {
ERR_FAIL_COND(surfaces.size() > 0);
blend_shapes.push_back(p_name);
}
int ImporterMesh::get_blend_shape_count() const {
return blend_shapes.size();
}
String ImporterMesh::get_blend_shape_name(int p_blend_shape) const {
ERR_FAIL_INDEX_V(p_blend_shape, blend_shapes.size(), String());
return blend_shapes[p_blend_shape];
}
void ImporterMesh::set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode) {
blend_shape_mode = p_blend_shape_mode;
}
Mesh::BlendShapeMode ImporterMesh::get_blend_shape_mode() const {
return blend_shape_mode;
}
void ImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, const Ref<Material> &p_material, const String &p_name, const uint32_t p_flags) {
ERR_FAIL_COND(p_blend_shapes.size() != blend_shapes.size());
ERR_FAIL_COND(p_arrays.size() != Mesh::ARRAY_MAX);
Surface s;
s.primitive = p_primitive;
s.arrays = p_arrays;
s.name = p_name;
s.flags = p_flags;
Vector<Vector3> vertex_array = p_arrays[Mesh::ARRAY_VERTEX];
int vertex_count = vertex_array.size();
ERR_FAIL_COND(vertex_count == 0);
for (int i = 0; i < blend_shapes.size(); i++) {
Array bsdata = p_blend_shapes[i];
ERR_FAIL_COND(bsdata.size() != Mesh::ARRAY_MAX);
Vector<Vector3> vertex_data = bsdata[Mesh::ARRAY_VERTEX];
ERR_FAIL_COND(vertex_data.size() != vertex_count);
Surface::BlendShape bs;
bs.arrays = bsdata;
s.blend_shape_data.push_back(bs);
}
List<Variant> lods;
p_lods.get_key_list(&lods);
for (List<Variant>::Element *E = lods.front(); E; E = E->next()) {
Variant e = E->get();
ERR_CONTINUE(!e.is_num());
Surface::LOD lod;
lod.distance = e;
lod.indices = p_lods[e];
ERR_CONTINUE(lod.indices.size() == 0);
s.lods.push_back(lod);
}
s.material = p_material;
surfaces.push_back(s);
mesh.unref();
}
int ImporterMesh::get_surface_count() const {
return surfaces.size();
}
Mesh::PrimitiveType ImporterMesh::get_surface_primitive_type(int p_surface) {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Mesh::PRIMITIVE_TRIANGLES);
return surfaces[p_surface].primitive;
}
Array ImporterMesh::get_surface_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
return surfaces[p_surface].arrays;
}
String ImporterMesh::get_surface_name(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), String());
return surfaces[p_surface].name;
}
void ImporterMesh::set_surface_name(int p_surface, const String &p_name) {
ERR_FAIL_INDEX(p_surface, surfaces.size());
surfaces.write[p_surface].name = p_name;
mesh.unref();
}
Array ImporterMesh::get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
ERR_FAIL_INDEX_V(p_blend_shape, surfaces[p_surface].blend_shape_data.size(), Array());
return surfaces[p_surface].blend_shape_data[p_blend_shape].arrays;
}
int ImporterMesh::get_surface_lod_count(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
return surfaces[p_surface].lods.size();
}
Vector<int> ImporterMesh::get_surface_lod_indices(int p_surface, int p_lod) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Vector<int>());
ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), Vector<int>());
return surfaces[p_surface].lods[p_lod].indices;
}
float ImporterMesh::get_surface_lod_size(int p_surface, int p_lod) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), 0);
return surfaces[p_surface].lods[p_lod].distance;
}
uint32_t ImporterMesh::get_surface_format(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
return surfaces[p_surface].flags;
}
Ref<Material> ImporterMesh::get_surface_material(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Ref<Material>());
return surfaces[p_surface].material;
}
void ImporterMesh::set_surface_material(int p_surface, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_surface, surfaces.size());
surfaces.write[p_surface].material = p_material;
mesh.unref();
}
bool ImporterMesh::has_mesh() const {
return mesh.is_valid();
}
Ref<ArrayMesh> ImporterMesh::get_mesh(const Ref<ArrayMesh> &p_base) {
ERR_FAIL_COND_V(surfaces.size() == 0, Ref<ArrayMesh>());
if (mesh.is_null()) {
if (p_base.is_valid()) {
mesh = p_base;
}
if (mesh.is_null()) {
mesh.instance();
}
mesh->set_name(get_name());
if (has_meta("import_id")) {
mesh->set_meta("import_id", get_meta("import_id"));
}
for (int i = 0; i < blend_shapes.size(); i++) {
mesh->add_blend_shape(blend_shapes[i]);
}
mesh->set_blend_shape_mode(blend_shape_mode);
for (int i = 0; i < surfaces.size(); i++) {
Array bs_data;
if (surfaces[i].blend_shape_data.size()) {
for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) {
bs_data.push_back(surfaces[i].blend_shape_data[j].arrays);
}
}
mesh->add_surface_from_arrays(surfaces[i].primitive, surfaces[i].arrays, bs_data, surfaces[i].flags);
if (surfaces[i].material.is_valid()) {
mesh->surface_set_material(mesh->get_surface_count() - 1, surfaces[i].material);
}
if (!surfaces[i].name.empty()) {
mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name);
}
}
}
return mesh;
}
void ImporterMesh::clear() {
surfaces.clear();
blend_shapes.clear();
mesh.unref();
}
void ImporterMesh::_set_data(const Dictionary &p_data) {
clear();
if (p_data.has("blend_shape_names")) {
blend_shapes = p_data["blend_shape_names"];
}
if (p_data.has("surfaces")) {
Array surface_arr = p_data["surfaces"];
for (int i = 0; i < surface_arr.size(); i++) {
Dictionary s = surface_arr[i];
ERR_CONTINUE(!s.has("primitive"));
ERR_CONTINUE(!s.has("arrays"));
Mesh::PrimitiveType prim = Mesh::PrimitiveType(int(s["primitive"]));
ERR_CONTINUE(prim >= Mesh::PRIMITIVE_TRIANGLES);
Array arr = s["arrays"];
Dictionary lods;
String name;
if (s.has("name")) {
name = s["name"];
}
if (s.has("lods")) {
lods = s["lods"];
}
Array b_shapes;
if (s.has("b_shapes")) {
b_shapes = s["b_shapes"];
}
Ref<Material> material;
if (s.has("material")) {
material = s["material"];
}
uint32_t flags = 0;
if (s.has("flags")) {
flags = s["flags"];
}
add_surface(prim, arr, b_shapes, lods, material, name, flags);
}
}
}
Dictionary ImporterMesh::_get_data() const {
Dictionary data;
if (blend_shapes.size()) {
data["blend_shape_names"] = blend_shapes;
}
Array surface_arr;
for (int i = 0; i < surfaces.size(); i++) {
Dictionary d;
d["primitive"] = surfaces[i].primitive;
d["arrays"] = surfaces[i].arrays;
if (surfaces[i].blend_shape_data.size()) {
Array bs_data;
for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) {
bs_data.push_back(surfaces[i].blend_shape_data[j].arrays);
}
d["blend_shapes"] = bs_data;
}
if (surfaces[i].lods.size()) {
Dictionary lods;
for (int j = 0; j < surfaces[i].lods.size(); j++) {
lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices;
}
d["lods"] = lods;
}
if (surfaces[i].material.is_valid()) {
d["material"] = surfaces[i].material;
}
if (!surfaces[i].name.empty()) {
d["name"] = surfaces[i].name;
}
if (surfaces[i].flags != 0) {
d["flags"] = surfaces[i].flags;
}
surface_arr.push_back(d);
}
data["surfaces"] = surface_arr;
return data;
}
Vector<Face3> ImporterMesh::get_faces() const {
Vector<Face3> faces;
for (int i = 0; i < surfaces.size(); i++) {
if (surfaces[i].primitive == Mesh::PRIMITIVE_TRIANGLES) {
Vector<Vector3> vertices = surfaces[i].arrays[Mesh::ARRAY_VERTEX];
Vector<int> indices = surfaces[i].arrays[Mesh::ARRAY_INDEX];
if (indices.size()) {
for (int j = 0; j < indices.size(); j += 3) {
Face3 f;
f.vertex[0] = vertices[indices[j + 0]];
f.vertex[1] = vertices[indices[j + 1]];
f.vertex[2] = vertices[indices[j + 2]];
faces.push_back(f);
}
} else {
for (int j = 0; j < vertices.size(); j += 3) {
Face3 f;
f.vertex[0] = vertices[j + 0];
f.vertex[1] = vertices[j + 1];
f.vertex[2] = vertices[j + 2];
faces.push_back(f);
}
}
}
}
return faces;
}
Ref<Shape> ImporterMesh::create_trimesh_shape() const {
Vector<Face3> faces = get_faces();
if (faces.size() == 0) {
return Ref<Shape>();
}
PoolVector<Vector3> face_points;
face_points.resize(faces.size() * 3);
for (int i = 0; i < face_points.size(); i += 3) {
Face3 f = faces.get(i / 3);
face_points.set(i, f.vertex[0]);
face_points.set(i + 1, f.vertex[1]);
face_points.set(i + 2, f.vertex[2]);
}
Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
shape->set_faces(face_points);
return shape;
}
Ref<NavigationMesh> ImporterMesh::create_navigation_mesh() {
Vector<Face3> faces = get_faces();
if (faces.size() == 0) {
return Ref<NavigationMesh>();
}
HashMap<Vector3, int> unique_vertices;
LocalVector<int> face_indices;
for (int i = 0; i < faces.size(); i++) {
for (int j = 0; j < 3; j++) {
Vector3 v = faces[i].vertex[j];
int idx;
if (unique_vertices.has(v)) {
idx = unique_vertices[v];
} else {
idx = unique_vertices.size();
unique_vertices[v] = idx;
}
face_indices.push_back(idx);
}
}
PoolVector<Vector3> vertices;
vertices.resize(unique_vertices.size());
const Vector3 *key = NULL;
while ((key = unique_vertices.next(key))) {
Vector3 k = *key;
vertices.set(unique_vertices[k], k);
}
Ref<NavigationMesh> nm;
nm.instance();
nm->set_vertices(vertices);
Vector<int> v3;
v3.resize(3);
for (uint32_t i = 0; i < face_indices.size(); i += 3) {
v3.write[0] = face_indices[i + 0];
v3.write[1] = face_indices[i + 1];
v3.write[2] = face_indices[i + 2];
nm->add_polygon(v3);
}
return nm;
}
struct EditorSceneFormatImporterMeshLightmapSurface {
Ref<Material> material;
LocalVector<SurfaceTool::Vertex> vertices;
Mesh::PrimitiveType primitive = Mesh::PrimitiveType::PRIMITIVE_TRIANGLES;
uint32_t format = 0;
String name;
};
void ImporterMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &ImporterMesh::add_blend_shape);
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &ImporterMesh::get_blend_shape_count);
ClassDB::bind_method(D_METHOD("get_blend_shape_name", "blend_shape_idx"), &ImporterMesh::get_blend_shape_name);
ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &ImporterMesh::set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &ImporterMesh::get_blend_shape_mode);
ClassDB::bind_method(D_METHOD("add_surface", "primitive", "arrays", "blend_shapes", "lods", "material", "name", "flags"), &ImporterMesh::add_surface, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(Ref<Material>()), DEFVAL(String()), DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_surface_count"), &ImporterMesh::get_surface_count);
ClassDB::bind_method(D_METHOD("get_surface_primitive_type", "surface_idx"), &ImporterMesh::get_surface_primitive_type);
ClassDB::bind_method(D_METHOD("get_surface_name", "surface_idx"), &ImporterMesh::get_surface_name);
ClassDB::bind_method(D_METHOD("get_surface_arrays", "surface_idx"), &ImporterMesh::get_surface_arrays);
ClassDB::bind_method(D_METHOD("get_surface_blend_shape_arrays", "surface_idx", "blend_shape_idx"), &ImporterMesh::get_surface_blend_shape_arrays);
ClassDB::bind_method(D_METHOD("get_surface_lod_count", "surface_idx"), &ImporterMesh::get_surface_lod_count);
ClassDB::bind_method(D_METHOD("get_surface_lod_size", "surface_idx", "lod_idx"), &ImporterMesh::get_surface_lod_size);
ClassDB::bind_method(D_METHOD("get_surface_lod_indices", "surface_idx", "lod_idx"), &ImporterMesh::get_surface_lod_indices);
ClassDB::bind_method(D_METHOD("get_surface_material", "surface_idx"), &ImporterMesh::get_surface_material);
ClassDB::bind_method(D_METHOD("get_surface_format", "surface_idx"), &ImporterMesh::get_surface_format);
ClassDB::bind_method(D_METHOD("set_surface_name", "surface_idx", "name"), &ImporterMesh::set_surface_name);
ClassDB::bind_method(D_METHOD("set_surface_material", "surface_idx", "material"), &ImporterMesh::set_surface_material);
ClassDB::bind_method(D_METHOD("get_mesh", "base_mesh"), &ImporterMesh::get_mesh, DEFVAL(Ref<ArrayMesh>()));
ClassDB::bind_method(D_METHOD("clear"), &ImporterMesh::clear);
ClassDB::bind_method(D_METHOD("_set_data", "data"), &ImporterMesh::_set_data);
ClassDB::bind_method(D_METHOD("_get_data"), &ImporterMesh::_get_data);
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_data", "_get_data");
}

View File

@ -0,0 +1,127 @@
/*************************************************************************/
/* importer_mesh.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef IMPORTER_MESH_H
#define IMPORTER_MESH_H
#include "core/resource.h"
#include "core/local_vector.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"
#include "scene/resources/mesh.h"
#include "scene/resources/navigation_mesh.h"
#include <cstdint>
// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
// so the data is not registered (hence, quality loss), importing happens faster and
// its easier to modify before saving
class ImporterMesh : public Resource {
GDCLASS(ImporterMesh, Resource)
struct Surface {
Mesh::PrimitiveType primitive;
Array arrays;
struct BlendShape {
Array arrays;
};
Vector<BlendShape> blend_shape_data;
struct LOD {
Vector<int> indices;
float distance = 0.0f;
};
Vector<LOD> lods;
Ref<Material> material;
String name;
uint32_t flags = 0;
struct LODComparator {
_FORCE_INLINE_ bool operator()(const LOD &l, const LOD &r) const {
return l.distance < r.distance;
}
};
void split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
static void _split_normals(Array &r_arrays, const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
};
Vector<Surface> surfaces;
Vector<String> blend_shapes;
Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
Ref<ArrayMesh> mesh;
Ref<ImporterMesh> shadow_mesh;
Size2i lightmap_size_hint;
protected:
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
static void _bind_methods();
public:
void add_blend_shape(const String &p_name);
int get_blend_shape_count() const;
String get_blend_shape_name(int p_blend_shape) const;
void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String(), const uint32_t p_flags = 0);
int get_surface_count() const;
void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
Mesh::BlendShapeMode get_blend_shape_mode() const;
Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
String get_surface_name(int p_surface) const;
void set_surface_name(int p_surface, const String &p_name);
Array get_surface_arrays(int p_surface) const;
Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
int get_surface_lod_count(int p_surface) const;
Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
float get_surface_lod_size(int p_surface, int p_lod) const;
Ref<Material> get_surface_material(int p_surface) const;
uint32_t get_surface_format(int p_surface) const;
void set_surface_material(int p_surface, const Ref<Material> &p_material);
Vector<Face3> get_faces() const;
Ref<Shape> create_trimesh_shape() const;
Ref<NavigationMesh> create_navigation_mesh();
bool has_mesh() const;
Ref<ArrayMesh> get_mesh(const Ref<ArrayMesh> &p_base = Ref<ArrayMesh>());
void clear();
};
#endif // IMPORTER_MESH_H