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https://github.com/Relintai/pandemonium_engine.git
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Relintai
5ab825ddf8
For this reason, this PR binds the mesh merging functionality.
It also slightly modifies the calling from RoomManager to use a Vector of Node *, in order to allow binding of the function. - lawnjelly - cf1b3fdd55
1349 lines
44 KiB
C++
1349 lines
44 KiB
C++
/*************************************************************************/
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/* mesh_instance.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "mesh_instance.h"
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#include "collision_shape.h"
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#include "core/core_string_names.h"
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#include "core/project_settings.h"
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#include "physics_body.h"
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#include "scene/3d/skeleton.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/skin.h"
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#include "scene/scene_string_names.h"
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#include "servers/visual/visual_server_globals.h"
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#include "skeleton.h"
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bool MeshInstance::_set(const StringName &p_name, const Variant &p_value) {
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//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
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//add to it that it's probably found on first call to _set anyway.
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if (!get_instance().is_valid()) {
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return false;
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}
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Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
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if (E) {
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E->get().value = p_value;
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VisualServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), E->get().idx, E->get().value);
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return true;
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}
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= materials.size() || idx < 0) {
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return false;
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}
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set_surface_material(idx, p_value);
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return true;
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}
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return false;
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}
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bool MeshInstance::_get(const StringName &p_name, Variant &r_ret) const {
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if (!get_instance().is_valid()) {
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return false;
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}
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const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
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if (E) {
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r_ret = E->get().value;
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return true;
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}
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if (p_name.operator String().begins_with("material/")) {
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int idx = p_name.operator String().get_slicec('/', 1).to_int();
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if (idx >= materials.size() || idx < 0) {
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return false;
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}
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r_ret = materials[idx];
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return true;
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}
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return false;
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}
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void MeshInstance::_get_property_list(List<PropertyInfo> *p_list) const {
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List<String> ls;
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for (const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.front(); E; E = E->next()) {
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ls.push_back(E->key());
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}
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ls.sort();
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for (List<String>::Element *E = ls.front(); E; E = E->next()) {
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p_list->push_back(PropertyInfo(Variant::REAL, E->get(), PROPERTY_HINT_RANGE, "-1,1,0.00001"));
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}
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if (mesh.is_valid()) {
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"));
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}
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}
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}
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void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
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if (mesh == p_mesh) {
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return;
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}
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if (mesh.is_valid()) {
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mesh->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
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}
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if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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}
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if (software_skinning) {
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memdelete(software_skinning);
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software_skinning = nullptr;
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}
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mesh = p_mesh;
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blend_shape_tracks.clear();
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if (mesh.is_valid()) {
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for (int i = 0; i < mesh->get_blend_shape_count(); i++) {
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BlendShapeTrack mt;
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mt.idx = i;
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mt.value = 0;
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blend_shape_tracks["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = mt;
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}
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mesh->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
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materials.resize(mesh->get_surface_count());
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_initialize_skinning(false, true);
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} else {
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set_base(RID());
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}
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update_gizmo();
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_change_notify();
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}
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Ref<Mesh> MeshInstance::get_mesh() const {
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return mesh;
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}
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void MeshInstance::_resolve_skeleton_path() {
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Ref<SkinReference> new_skin_reference;
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if (!skeleton_path.is_empty()) {
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Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
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if (skeleton) {
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new_skin_reference = skeleton->register_skin(skin_internal);
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if (skin_internal.is_null()) {
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//a skin was created for us
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skin_internal = new_skin_reference->get_skin();
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_change_notify();
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}
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}
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}
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if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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}
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skin_ref = new_skin_reference;
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software_skinning_flags &= ~SoftwareSkinning::FLAG_BONES_READY;
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_initialize_skinning();
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}
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bool MeshInstance::_is_global_software_skinning_enabled() {
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// Check if forced in project settings.
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if (GLOBAL_GET("rendering/quality/skinning/force_software_skinning")) {
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return true;
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}
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// Check if enabled in project settings.
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if (!GLOBAL_GET("rendering/quality/skinning/software_skinning_fallback")) {
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return false;
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}
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// Check if requested by renderer settings.
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return VSG::storage->has_os_feature("skinning_fallback");
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}
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bool MeshInstance::_is_software_skinning_enabled() const {
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// Using static local variable which will be initialized only once,
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// so _is_global_software_skinning_enabled can be only called once on first use.
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static bool global_software_skinning = _is_global_software_skinning_enabled();
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return global_software_skinning;
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}
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void MeshInstance::_initialize_skinning(bool p_force_reset, bool p_call_attach_skeleton) {
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if (mesh.is_null()) {
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return;
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}
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VisualServer *visual_server = VisualServer::get_singleton();
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bool update_mesh = false;
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if (skin_ref.is_valid()) {
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if (_is_software_skinning_enabled()) {
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if (is_visible_in_tree()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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if (!skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
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skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning");
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}
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}
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if (p_force_reset && software_skinning) {
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memdelete(software_skinning);
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software_skinning = nullptr;
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}
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if (!software_skinning) {
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software_skinning = memnew(SoftwareSkinning);
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if (mesh->get_blend_shape_count() > 0) {
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ERR_PRINT("Blend shapes are not supported for software skinning.");
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}
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Ref<ArrayMesh> software_mesh;
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software_mesh.instance();
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RID mesh_rid = software_mesh->get_rid();
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// Initialize mesh for dynamic update.
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int surface_count = mesh->get_surface_count();
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software_skinning->surface_data.resize(surface_count);
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for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
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ERR_CONTINUE(Mesh::PRIMITIVE_TRIANGLES != mesh->surface_get_primitive_type(surface_index));
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SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index];
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surface_data.transform_tangents = false;
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surface_data.ensure_correct_normals = false;
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uint32_t format = mesh->surface_get_format(surface_index);
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ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_VERTEX));
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ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_BONES));
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ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_WEIGHTS));
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format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
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format &= ~Mesh::ARRAY_COMPRESS_VERTEX;
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format &= ~Mesh::ARRAY_COMPRESS_WEIGHTS;
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format &= ~Mesh::ARRAY_FLAG_USE_16_BIT_BONES;
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Array write_arrays = mesh->surface_get_arrays(surface_index);
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Array read_arrays;
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read_arrays.resize(Mesh::ARRAY_MAX);
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read_arrays[Mesh::ARRAY_VERTEX] = write_arrays[Mesh::ARRAY_VERTEX];
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read_arrays[Mesh::ARRAY_BONES] = write_arrays[Mesh::ARRAY_BONES];
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read_arrays[Mesh::ARRAY_WEIGHTS] = write_arrays[Mesh::ARRAY_WEIGHTS];
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write_arrays[Mesh::ARRAY_BONES] = Variant();
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write_arrays[Mesh::ARRAY_WEIGHTS] = Variant();
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if (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS) {
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ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_NORMAL));
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format &= ~Mesh::ARRAY_COMPRESS_NORMAL;
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read_arrays[Mesh::ARRAY_NORMAL] = write_arrays[Mesh::ARRAY_NORMAL];
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Ref<Material> mat = get_active_material(surface_index);
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if (mat.is_valid()) {
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Ref<SpatialMaterial> spatial_mat = mat;
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if (spatial_mat.is_valid()) {
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// Spatial material, check from material settings.
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surface_data.transform_tangents = spatial_mat->get_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING);
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surface_data.ensure_correct_normals = spatial_mat->get_flag(SpatialMaterial::FLAG_ENSURE_CORRECT_NORMALS);
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} else {
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// Custom shader, must check for compiled flags.
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surface_data.transform_tangents = VSG::storage->material_uses_tangents(mat->get_rid());
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surface_data.ensure_correct_normals = VSG::storage->material_uses_ensure_correct_normals(mat->get_rid());
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}
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}
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if (surface_data.transform_tangents) {
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ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_TANGENT));
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format &= ~Mesh::ARRAY_COMPRESS_TANGENT;
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read_arrays[Mesh::ARRAY_TANGENT] = write_arrays[Mesh::ARRAY_TANGENT];
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}
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}
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// 1. Temporarily add surface with bone data to create the read buffer.
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software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, read_arrays, Array(), format);
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PoolByteArray buffer_read = visual_server->mesh_surface_get_array(mesh_rid, surface_index);
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surface_data.source_buffer.append_array(buffer_read);
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surface_data.source_format = software_mesh->surface_get_format(surface_index);
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software_mesh->surface_remove(surface_index);
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// 2. Create the surface again without the bone data for the write buffer.
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software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, write_arrays, Array(), format);
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Ref<Material> material = mesh->surface_get_material(surface_index);
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software_mesh->surface_set_material(surface_index, material);
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surface_data.buffer = visual_server->mesh_surface_get_array(mesh_rid, surface_index);
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surface_data.buffer_write = surface_data.buffer.write();
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}
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software_skinning->mesh_instance = software_mesh;
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update_mesh = true;
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}
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if (p_call_attach_skeleton) {
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visual_server->instance_attach_skeleton(get_instance(), RID());
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}
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if (is_visible_in_tree() && (software_skinning_flags & SoftwareSkinning::FLAG_BONES_READY)) {
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// Initialize from current skeleton pose.
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_update_skinning();
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}
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} else {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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if (skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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}
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if (p_call_attach_skeleton) {
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visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
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}
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if (software_skinning) {
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memdelete(software_skinning);
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software_skinning = nullptr;
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update_mesh = true;
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}
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}
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} else {
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if (p_call_attach_skeleton) {
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visual_server->instance_attach_skeleton(get_instance(), RID());
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}
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if (software_skinning) {
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memdelete(software_skinning);
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software_skinning = nullptr;
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update_mesh = true;
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}
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}
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RID render_mesh = software_skinning ? software_skinning->mesh_instance->get_rid() : mesh->get_rid();
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if (update_mesh || (render_mesh != get_base())) {
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set_base(render_mesh);
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// Update instance materials after switching mesh.
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int surface_count = mesh->get_surface_count();
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for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
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if (materials[surface_index].is_valid()) {
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visual_server->instance_set_surface_material(get_instance(), surface_index, materials[surface_index]->get_rid());
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}
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}
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}
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}
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void MeshInstance::_update_skinning() {
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ERR_FAIL_COND(!_is_software_skinning_enabled());
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#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
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ERR_FAIL_COND(!is_visible_in_tree());
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#else
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ERR_FAIL_COND(!is_visible());
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#endif
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ERR_FAIL_COND(!software_skinning);
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Ref<Mesh> software_skinning_mesh = software_skinning->mesh_instance;
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ERR_FAIL_COND(!software_skinning_mesh.is_valid());
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RID mesh_rid = software_skinning_mesh->get_rid();
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ERR_FAIL_COND(!mesh_rid.is_valid());
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ERR_FAIL_COND(!mesh.is_valid());
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RID source_mesh_rid = mesh->get_rid();
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ERR_FAIL_COND(!source_mesh_rid.is_valid());
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ERR_FAIL_COND(skin_ref.is_null());
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RID skeleton = skin_ref->get_skeleton();
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ERR_FAIL_COND(!skeleton.is_valid());
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Vector3 aabb_min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
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Vector3 aabb_max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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VisualServer *visual_server = VisualServer::get_singleton();
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// Prepare bone transforms.
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const int num_bones = visual_server->skeleton_get_bone_count(skeleton);
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ERR_FAIL_COND(num_bones <= 0);
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Transform *bone_transforms = (Transform *)alloca(sizeof(Transform) * num_bones);
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for (int bone_index = 0; bone_index < num_bones; ++bone_index) {
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bone_transforms[bone_index] = visual_server->skeleton_bone_get_transform(skeleton, bone_index);
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}
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// Apply skinning.
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int surface_count = software_skinning_mesh->get_surface_count();
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for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
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ERR_CONTINUE((uint32_t)surface_index >= software_skinning->surface_data.size());
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const SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index];
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const bool transform_tangents = surface_data.transform_tangents;
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const bool ensure_correct_normals = surface_data.ensure_correct_normals;
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const uint32_t format_write = software_skinning_mesh->surface_get_format(surface_index);
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const int vertex_count_write = software_skinning_mesh->surface_get_array_len(surface_index);
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const int index_count_write = software_skinning_mesh->surface_get_array_index_len(surface_index);
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uint32_t array_offsets_write[Mesh::ARRAY_MAX];
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uint32_t array_strides_write[Mesh::ARRAY_MAX];
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visual_server->mesh_surface_make_offsets_from_format(format_write, vertex_count_write, index_count_write, array_offsets_write, array_strides_write);
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ERR_FAIL_COND(array_strides_write[Mesh::ARRAY_VERTEX] != array_strides_write[Mesh::ARRAY_NORMAL]);
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const uint32_t stride_write = array_strides_write[Mesh::ARRAY_VERTEX];
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const uint32_t offset_vertices_write = array_offsets_write[Mesh::ARRAY_VERTEX];
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const uint32_t offset_normals_write = array_offsets_write[Mesh::ARRAY_NORMAL];
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const uint32_t offset_tangents_write = array_offsets_write[Mesh::ARRAY_TANGENT];
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PoolByteArray buffer_source = surface_data.source_buffer;
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PoolByteArray::Read buffer_read = buffer_source.read();
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const uint32_t format_read = surface_data.source_format;
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ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_BONES));
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ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_WEIGHTS));
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const int vertex_count = mesh->surface_get_array_len(surface_index);
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const int index_count = mesh->surface_get_array_index_len(surface_index);
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|
|
ERR_CONTINUE(vertex_count != vertex_count_write);
|
|
|
|
uint32_t array_offsets[Mesh::ARRAY_MAX];
|
|
uint32_t array_strides[Mesh::ARRAY_MAX];
|
|
visual_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);
|
|
}
|
|
|
|
visual_server->mesh_surface_update_region(mesh_rid, surface_index, 0, buffer);
|
|
}
|
|
|
|
visual_server->mesh_set_custom_aabb(mesh_rid, AABB(aabb_min, aabb_max - aabb_min));
|
|
|
|
software_skinning_flags |= SoftwareSkinning::FLAG_BONES_READY;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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) {
|
|
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("skeleton_updated", this, "_update_skinning");
|
|
} else {
|
|
skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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()) {
|
|
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
|
|
} else {
|
|
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
|
|
}
|
|
|
|
if (software_skinning) {
|
|
_initialize_skinning(true);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void MeshInstance::_mesh_changed() {
|
|
ERR_FAIL_COND(mesh.is_null());
|
|
materials.resize(mesh->get_surface_count());
|
|
|
|
if (software_skinning) {
|
|
_initialize_skinning(true);
|
|
}
|
|
}
|
|
|
|
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, PoolVector<Vector3> &r_verts, PoolVector<Vector3> &r_norms, PoolVector<real_t> &r_tangents, PoolVector<Color> &r_colors, PoolVector<Vector2> &r_uvs, PoolVector<Vector2> &r_uv2s, PoolVector<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);
|
|
|
|
PoolVector<Vector3> verts = arrays[VS::ARRAY_VERTEX];
|
|
PoolVector<Vector3> normals = arrays[VS::ARRAY_NORMAL];
|
|
PoolVector<real_t> tangents = arrays[VS::ARRAY_TANGENT];
|
|
PoolVector<Color> colors = arrays[VS::ARRAY_COLOR];
|
|
PoolVector<Vector2> uvs = arrays[VS::ARRAY_TEX_UV];
|
|
PoolVector<Vector2> uv2s = arrays[VS::ARRAY_TEX_UV2];
|
|
PoolVector<int> indices = arrays[VS::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 first_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();
|
|
|
|
for (int n = 0; n < verts.size(); n++) {
|
|
Vector3 pt_world = tr.xform(verts[n]);
|
|
r_verts.push_back(pt_world);
|
|
|
|
if (normals.size()) {
|
|
Vector3 pt_norm = normal_basis.xform(normals[n]);
|
|
pt_norm.normalize();
|
|
r_norms.push_back(pt_norm);
|
|
}
|
|
|
|
if (tangents.size()) {
|
|
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();
|
|
r_tangents.push_back(pt_tangent.x);
|
|
r_tangents.push_back(pt_tangent.y);
|
|
r_tangents.push_back(pt_tangent.z);
|
|
r_tangents.push_back(fourth);
|
|
}
|
|
|
|
if (colors.size()) {
|
|
r_colors.push_back(colors[n]);
|
|
}
|
|
|
|
if (uvs.size()) {
|
|
r_uvs.push_back(uvs[n]);
|
|
}
|
|
|
|
if (uv2s.size()) {
|
|
r_uv2s.push_back(uv2s[n]);
|
|
}
|
|
}
|
|
|
|
// indices
|
|
for (int n = 0; n < indices.size(); n++) {
|
|
int ind = indices[n] + first_index;
|
|
r_inds.push_back(ind);
|
|
}
|
|
}
|
|
|
|
bool MeshInstance::_ensure_indices_valid(PoolVector<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());
|
|
PoolVector<int>::Write write = r_indices.write();
|
|
int *pi = write.ptr();
|
|
|
|
// this is assuming each triangle vertex is unique
|
|
for (int n = 0; n < p_verts.size(); n++) {
|
|
*pi = n;
|
|
pi++;
|
|
}
|
|
}
|
|
|
|
if (!_check_for_valid_indices(r_indices, p_verts, nullptr)) {
|
|
LocalVector<int, int32_t> new_inds;
|
|
_check_for_valid_indices(r_indices, p_verts, &new_inds);
|
|
|
|
// copy the new indices
|
|
r_indices.resize(new_inds.size());
|
|
PoolVector<int>::Write write = r_indices.write();
|
|
int *pi = write.ptr();
|
|
|
|
for (int n = 0; n < new_inds.size(); n++) {
|
|
pi[n] = new_inds[n];
|
|
}
|
|
|
|
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 PoolVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int, int32_t> *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++) {
|
|
PoolVector<Vector3> verts;
|
|
PoolVector<Vector3> normals;
|
|
PoolVector<real_t> tangents;
|
|
PoolVector<Color> colors;
|
|
PoolVector<Vector2> uvs;
|
|
PoolVector<Vector2> uv2s;
|
|
PoolVector<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 (int n = 0; n < inds.size(); n++) {
|
|
int i = inds[n];
|
|
if (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] = verts;
|
|
if (normals.size()) {
|
|
arr[Mesh::ARRAY_NORMAL] = normals;
|
|
}
|
|
if (tangents.size()) {
|
|
arr[Mesh::ARRAY_TANGENT] = tangents;
|
|
}
|
|
if (colors.size()) {
|
|
arr[Mesh::ARRAY_COLOR] = colors;
|
|
}
|
|
if (uvs.size()) {
|
|
arr[Mesh::ARRAY_TEX_UV] = uvs;
|
|
}
|
|
if (uv2s.size()) {
|
|
arr[Mesh::ARRAY_TEX_UV2] = uv2s;
|
|
}
|
|
arr[Mesh::ARRAY_INDEX] = 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);
|
|
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);
|
|
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin);
|
|
ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin);
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
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);
|
|
ClassDB::bind_method(D_METHOD("_update_skinning"), &MeshInstance::_update_skinning);
|
|
|
|
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);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "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", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
|
|
|
|
ADD_GROUP("Software Skinning", "software_skinning");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "software_skinning_transform_normals"), "set_software_skinning_transform_normals", "is_software_skinning_transform_normals_enabled");
|
|
}
|
|
|
|
MeshInstance::MeshInstance() {
|
|
skeleton_path = NodePath("..");
|
|
software_skinning = nullptr;
|
|
software_skinning_flags = SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
|
|
}
|
|
|
|
MeshInstance::~MeshInstance() {
|
|
if (software_skinning) {
|
|
memdelete(software_skinning);
|
|
software_skinning = nullptr;
|
|
}
|
|
}
|