#ifndef MESH_H #define MESH_H /*************************************************************************/ /* mesh.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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 "core/containers/local_vector.h" #include "core/math/face3.h" #include "core/math/triangle_mesh.h" #include "core/object/resource.h" #include "scene/resources/material/material.h" #include "scene/resources/shapes/shape.h" #include "servers/rendering_server.h" class Mesh : public Resource { GDCLASS(Mesh, Resource); mutable Ref triangle_mesh; //cached mutable Vector debug_lines; protected: static void _bind_methods(); public: enum { NO_INDEX_ARRAY = RenderingServer::NO_INDEX_ARRAY, ARRAY_WEIGHTS_SIZE = RenderingServer::ARRAY_WEIGHTS_SIZE }; enum ArrayType { ARRAY_VERTEX = RenderingServer::ARRAY_VERTEX, ARRAY_NORMAL = RenderingServer::ARRAY_NORMAL, ARRAY_TANGENT = RenderingServer::ARRAY_TANGENT, ARRAY_COLOR = RenderingServer::ARRAY_COLOR, ARRAY_TEX_UV = RenderingServer::ARRAY_TEX_UV, ARRAY_TEX_UV2 = RenderingServer::ARRAY_TEX_UV2, ARRAY_BONES = RenderingServer::ARRAY_BONES, ARRAY_WEIGHTS = RenderingServer::ARRAY_WEIGHTS, ARRAY_INDEX = RenderingServer::ARRAY_INDEX, ARRAY_MAX = RenderingServer::ARRAY_MAX }; enum ArrayFormat { /* ARRAY FORMAT FLAGS */ ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL, ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT, ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR, ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV, ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2, ARRAY_FORMAT_BONES = 1 << ARRAY_BONES, ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS, ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX, ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1), ARRAY_COMPRESS_VERTEX = 1 << (ARRAY_VERTEX + ARRAY_COMPRESS_BASE), // mandatory ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_BONES = 1 << (ARRAY_BONES + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_WEIGHTS = 1 << (ARRAY_WEIGHTS + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE), ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1, ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2, ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3, ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = ARRAY_COMPRESS_INDEX << 4, ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS | ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION }; enum PrimitiveType { PRIMITIVE_POINTS = RenderingServer::PRIMITIVE_POINTS, PRIMITIVE_LINES = RenderingServer::PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP = RenderingServer::PRIMITIVE_LINE_STRIP, PRIMITIVE_LINE_LOOP = RenderingServer::PRIMITIVE_LINE_LOOP, PRIMITIVE_TRIANGLES = RenderingServer::PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP = RenderingServer::PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_TRIANGLE_FAN = RenderingServer::PRIMITIVE_TRIANGLE_FAN, }; enum BlendShapeMode { BLEND_SHAPE_MODE_NORMALIZED = RS::BLEND_SHAPE_MODE_NORMALIZED, BLEND_SHAPE_MODE_RELATIVE = RS::BLEND_SHAPE_MODE_RELATIVE, }; enum StorageMode { STORAGE_MODE_GPU, STORAGE_MODE_CPU, STORAGE_MODE_CPU_AND_GPU, }; virtual int get_surface_count() const = 0; virtual int surface_get_array_len(int p_idx) const = 0; virtual int surface_get_array_index_len(int p_idx) const = 0; virtual bool surface_is_softbody_friendly(int p_idx) const; virtual Array surface_get_arrays(int p_surface) const = 0; virtual Array surface_get_blend_shape_arrays(int p_surface) const = 0; virtual uint32_t surface_get_format(int p_idx) const = 0; virtual PrimitiveType surface_get_primitive_type(int p_idx) const = 0; virtual void surface_set_material(int p_idx, const Ref &p_material) = 0; virtual Ref surface_get_material(int p_idx) const = 0; virtual int get_blend_shape_count() const = 0; int surface_get_face_count(int p_idx) const; virtual StringName get_blend_shape_name(int p_index) const = 0; virtual void set_blend_shape_name(int p_index, const StringName &p_name) = 0; int get_face_count() const; PoolVector get_faces() const; Ref generate_triangle_mesh() const; Ref generate_triangle_mesh_from_aabb() const; void generate_debug_mesh_lines(Vector &r_lines); void generate_debug_mesh_indices(Vector &r_points); Ref create_trimesh_shape() const; Ref create_convex_shape(bool p_clean = true, bool p_simplify = false) const; Ref create_outline(float p_margin) const; virtual AABB get_aabb() const = 0; virtual void set_storage_mode(StorageMode p_storage_mode); void clear_cache() const; typedef Vector> (*ConvexDecompositionFunc)(const real_t *p_vertices, int p_vertex_count, const uint32_t *p_triangles, int p_triangle_count, int p_max_convex_hulls, Vector> *r_convex_indices); static ConvexDecompositionFunc convex_decomposition_function; Vector> convex_decompose(int p_max_convex_hulls = -1) const; Mesh(); }; class ArrayMesh : public Mesh { GDCLASS(ArrayMesh, Mesh); RES_BASE_EXTENSION("mesh"); private: // Storing the mesh data on CPU struct CPUSurface { Array arrays; Array blend_shapes; PrimitiveType primitive_type; int num_verts = 0; int num_inds = 0; }; struct Surface { String name; AABB aabb; Ref material; bool is_2d; // Watch for bugs here. // When calling add_surface() rather than add_surface_from_arrays(), // the creation flags will be unset, and left at default. // Conversion from CPU to GPU memory assumes that creation_flags are // correct, so is only TRULY safe when used with add_surface_from_arrays(). uint32_t creation_flags = ARRAY_COMPRESS_DEFAULT; uint32_t creation_format = 0; }; Vector surfaces; LocalVector _cpu_surfaces; RID mesh; AABB aabb; BlendShapeMode blend_shape_mode; Vector blend_shapes; AABB custom_aabb; void _recompute_aabb(); // Data can be held on GPU, CPU or both. // CPU is quicker for modifications, but can't be // used for rendering. bool _on_cpu = false; bool _on_gpu = true; StorageMode _storage_mode = STORAGE_MODE_GPU; void add_surface_from_arrays_cpu(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes); void add_surface_from_arrays_cpu_with_probe(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_flags, int p_surface_id); void clear_cpu_surfaces(); bool on_cpu() const { return _on_cpu && ((int)_cpu_surfaces.size() == surfaces.size()); } protected: virtual bool _is_generated() const { return false; } bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); public: void add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), uint32_t p_flags = ARRAY_COMPRESS_DEFAULT); void add_surface(uint32_t p_format, PrimitiveType p_primitive, const PoolVector &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const AABB &p_aabb, const Vector> &p_blend_shapes = Vector>(), const Vector &p_bone_aabbs = Vector()); Array surface_get_arrays(int p_surface) const; Array surface_get_blend_shape_arrays(int p_surface) const; void add_blend_shape(const StringName &p_name); int get_blend_shape_count() const; StringName get_blend_shape_name(int p_index) const; void set_blend_shape_name(int p_index, const StringName &p_name); void clear_blend_shapes(); void set_blend_shape_mode(BlendShapeMode p_mode); BlendShapeMode get_blend_shape_mode() const; void surface_update_region(int p_surface, int p_offset, const PoolVector &p_data); int get_surface_count() const; void surface_remove(int p_idx); void clear_surfaces(); void surface_set_custom_aabb(int p_idx, const AABB &p_aabb); //only recognized by driver int surface_get_array_len(int p_idx) const; int surface_get_array_index_len(int p_idx) const; uint32_t surface_get_format(int p_idx) const; PrimitiveType surface_get_primitive_type(int p_idx) const; virtual void surface_set_material(int p_idx, const Ref &p_material); virtual Ref surface_get_material(int p_idx) const; int surface_find_by_name(const String &p_name) const; void surface_set_name(int p_idx, const String &p_name); String surface_get_name(int p_idx) const; void add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data); void set_custom_aabb(const AABB &p_custom); AABB get_custom_aabb() const; AABB get_aabb() const; virtual RID get_rid() const; void regen_normalmaps(); virtual void reload_from_file(); virtual void set_storage_mode(StorageMode p_storage_mode); ArrayMesh(); ~ArrayMesh(); }; VARIANT_ENUM_CAST(Mesh::ArrayType); VARIANT_ENUM_CAST(Mesh::ArrayFormat); VARIANT_ENUM_CAST(Mesh::PrimitiveType); VARIANT_ENUM_CAST(Mesh::BlendShapeMode); #endif