mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-29 07:07:14 +01:00
293 lines
8.5 KiB
C++
293 lines
8.5 KiB
C++
/*************************************************************************/
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/* mesh_data_instance.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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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_data_instance.h"
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#include "scene/resources/material/spatial_material.h"
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#include "scene/resources/texture.h"
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#include "core/io/image.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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#include "../../texture_packer/texture_resource/packer_image_resource.h"
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#endif
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#include "scene/3d/mesh_instance.h"
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bool MeshDataInstance::get_snap_to_mesh() const {
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return _snap_to_mesh;
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}
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void MeshDataInstance::set_snap_to_mesh(const bool value) {
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_snap_to_mesh = value;
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}
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Vector3 MeshDataInstance::get_snap_axis() const {
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return _snap_axis;
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}
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void MeshDataInstance::set_snap_axis(const Vector3 &value) {
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_snap_axis = value;
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}
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Ref<MeshDataResource> MeshDataInstance::get_mesh_data() {
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return _mesh;
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}
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void MeshDataInstance::set_mesh_data(const Ref<MeshDataResource> &mesh) {
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if (_mesh.is_valid()) {
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_mesh->disconnect("changed", this, "refresh");
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}
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_mesh = mesh;
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refresh();
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if (_mesh.is_valid()) {
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_mesh->connect("changed", this, "refresh");
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}
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emit_signal("mesh_data_resource_changed", _mesh);
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}
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Ref<Texture> MeshDataInstance::get_texture() {
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return _texture;
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}
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void MeshDataInstance::set_texture(const Ref<Texture> &texture) {
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_texture = texture;
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setup_material_texture();
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refresh();
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}
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Ref<Material> MeshDataInstance::get_material() {
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return _material;
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}
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void MeshDataInstance::set_material(const Ref<Material> &mat) {
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_material = mat;
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setup_material_texture();
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refresh();
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}
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AABB MeshDataInstance::get_aabb() const {
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if (!_mesh.is_valid()) {
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return AABB();
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}
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return _mesh->get_aabb();
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}
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PoolVector<Face3> MeshDataInstance::get_faces(uint32_t p_usage_flags) const {
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PoolVector<Face3> faces;
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if (_mesh.is_valid()) {
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Array arrs = _mesh->get_array_const();
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if (arrs.size() != Mesh::ARRAY_MAX) {
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return faces;
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}
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PoolVector<Vector3> vertices = arrs[Mesh::ARRAY_VERTEX];
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PoolVector<int> indices = arrs[Mesh::ARRAY_INDEX];
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int ts = indices.size() / 3;
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faces.resize(ts);
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PoolVector<Face3>::Write w = faces.write();
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PoolVector<Vector3>::Read rv = vertices.read();
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PoolVector<int>::Read ri = indices.read();
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for (int i = 0; i < ts; i++) {
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int im3 = (i * 3);
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for (int j = 0; j < 3; j++) {
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w[i].vertex[j] = rv[indices[im3 + j]];
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}
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}
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w.release();
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}
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return faces;
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}
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void MeshDataInstance::refresh() {
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if (!is_inside_tree()) {
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return;
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}
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if (_mesh_rid == RID()) {
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_mesh_rid = RenderingServer::get_singleton()->mesh_create();
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RS::get_singleton()->instance_set_base(get_instance(), _mesh_rid);
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}
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RenderingServer::get_singleton()->mesh_clear(_mesh_rid);
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if (!_mesh.is_valid()) {
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return;
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}
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Array arr = _mesh->get_array();
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if (arr.size() != Mesh::ARRAY_MAX) {
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return;
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}
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PoolVector<Vector3> vertices = arr[Mesh::ARRAY_VERTEX];
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if (vertices.size() == 0) {
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return;
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}
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RenderingServer::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, arr);
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if (_material.is_valid()) {
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RenderingServer::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, _material->get_rid());
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}
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}
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void MeshDataInstance::setup_material_texture() {
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if (!is_inside_tree()) {
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return;
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}
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if (!_texture.is_valid()) {
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if (_material.is_valid()) {
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Ref<SpatialMaterial> sm = _material;
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if (!sm.is_valid()) {
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return;
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}
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sm->set_texture(SpatialMaterial::TEXTURE_ALBEDO, _texture);
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}
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return;
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} else {
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Ref<SpatialMaterial> sm = _material;
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if (!sm.is_valid()) {
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return;
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}
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#ifdef MODULE_TEXTURE_PACKER_ENABLED
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Ref<PackerImageResource> r = _texture;
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if (r.is_valid()) {
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Ref<Image> i = r->get_data();
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Ref<ImageTexture> tex;
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tex.instance();
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tex->create_from_image(i, 0);
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if (sm.is_valid()) {
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sm->set_texture(SpatialMaterial::TEXTURE_ALBEDO, tex);
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}
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return;
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}
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#endif
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sm->set_texture(SpatialMaterial::TEXTURE_ALBEDO, _texture);
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}
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}
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void MeshDataInstance::free_meshes() {
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if (_mesh_rid != RID()) {
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RS::get_singleton()->free(_mesh_rid);
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_mesh_rid = RID();
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}
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}
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MeshDataInstance::MeshDataInstance() {
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_dirty = false;
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_snap_to_mesh = false;
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_snap_axis = Vector3(0, -1, 0);
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set_portal_mode(PORTAL_MODE_GLOBAL);
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//set_notify_transform(true);
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}
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MeshDataInstance::~MeshDataInstance() {
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_mesh.unref();
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_texture.unref();
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}
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void MeshDataInstance::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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setup_material_texture();
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refresh();
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break;
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}
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case NOTIFICATION_EXIT_TREE: {
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free_meshes();
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break;
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}
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/*
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case NOTIFICATION_TRANSFORM_CHANGED: {
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RenderingServer *vs = RenderingServer::get_singleton();
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vs->instance_set_transform(get_instance(), get_global_transform());
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break;
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}*/
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}
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}
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void MeshDataInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_snap_to_mesh"), &MeshDataInstance::get_snap_to_mesh);
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ClassDB::bind_method(D_METHOD("set_snap_to_mesh", "value"), &MeshDataInstance::set_snap_to_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "snap_to_mesh"), "set_snap_to_mesh", "get_snap_to_mesh");
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ClassDB::bind_method(D_METHOD("get_snap_axis"), &MeshDataInstance::get_snap_axis);
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ClassDB::bind_method(D_METHOD("set_snap_axis", "value"), &MeshDataInstance::set_snap_axis);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "snap_axis"), "set_snap_axis", "get_snap_axis");
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ClassDB::bind_method(D_METHOD("get_mesh_data"), &MeshDataInstance::get_mesh_data);
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ClassDB::bind_method(D_METHOD("set_mesh_data", "value"), &MeshDataInstance::set_mesh_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh_data", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource"), "set_mesh_data", "get_mesh_data");
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ClassDB::bind_method(D_METHOD("get_texture"), &MeshDataInstance::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture", "value"), &MeshDataInstance::set_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ClassDB::bind_method(D_METHOD("get_material"), &MeshDataInstance::get_material);
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ClassDB::bind_method(D_METHOD("set_material", "value"), &MeshDataInstance::set_material);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
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ClassDB::bind_method(D_METHOD("refresh"), &MeshDataInstance::refresh);
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ADD_SIGNAL(MethodInfo("mesh_data_resource_changed", PropertyInfo(Variant::OBJECT, "mdr", PROPERTY_HINT_RESOURCE_TYPE, "MeshDataResource")));
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}
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