mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 17:07:20 +01:00
261 lines
8.4 KiB
C++
261 lines
8.4 KiB
C++
#ifndef PROP_MESHER_H
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#define PROP_MESHER_H
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/*************************************************************************/
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/* prop_mesher.h */
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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 "core/containers/pool_vector.h"
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#include "core/containers/vector.h"
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#include "core/math/color.h"
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#include "core/object/reference.h"
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#include "scene/3d/mesh_instance.h"
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#include "core/math/rect2.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "scene/main/node.h"
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#include "scene/resources/material/material.h"
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#include "scene/resources/mesh/mesh.h"
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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#include "../mesh_data_resource/mesh_data_resource.h"
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#endif
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#ifdef MODULE_TERRAMAN_ENABLED
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#include "../terraman/data/terrain_light.h"
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#endif
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class OpenSimplexNoise;
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class PropLight;
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class PropMaterialCache;
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class TiledWallData;
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class PropMesher : public Reference {
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GDCLASS(PropMesher, Reference);
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public:
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static const String BINDING_STRING_BUILD_FLAGS;
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const double PI_2 = 3.141592653589793238463 / 2;
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const double PI = 3.141592653589793238463;
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enum BuildFlags {
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BUILD_FLAG_USE_LIGHTING = 1 << 0,
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BUILD_FLAG_USE_AO = 1 << 1,
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BUILD_FLAG_USE_RAO = 1 << 2,
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BUILD_FLAG_BAKE_LIGHTS = 1 << 3,
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};
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struct Vertex {
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Vector3 vertex;
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Color color;
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Vector3 normal; // normal, binormal, tangent
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Vector3 binormal;
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Vector3 tangent;
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Vector2 uv;
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Vector2 uv2;
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Vector<int> bones;
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Vector<float> weights;
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bool operator==(const Vertex &p_vertex) const;
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Vertex() {}
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};
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struct VertexHasher {
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static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
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};
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struct WeightSort {
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int index;
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float weight;
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bool operator<(const WeightSort &p_right) const {
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return weight < p_right.weight;
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}
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};
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public:
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int get_channel_index_type() const;
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void set_channel_index_type(const int value);
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int get_channel_index_isolevel() const;
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void set_channel_index_isolevel(const int value);
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int get_mesher_index() const;
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void set_mesher_index(const int value);
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int get_format() const;
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void set_format(const int value);
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int get_texture_scale() const;
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void set_texture_scale(const int value);
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Ref<Material> get_material();
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void set_material(const Ref<Material> &material);
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float get_ao_strength() const;
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void set_ao_strength(const float value);
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float get_base_light_value() const;
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void set_base_light_value(const float value);
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float get_voxel_scale() const;
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void set_voxel_scale(const float voxel_scale);
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Rect2 get_uv_margin() const;
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void set_uv_margin(const Rect2 margin);
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int get_build_flags() const;
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void set_build_flags(const int flags);
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void reset();
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void add_tiled_wall_simple(const int width, const int height, const Transform &transform, const Ref<TiledWallData> &tiled_wall_data, Ref<PropMaterialCache> cache);
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void add_tiled_wall_mesh_rect_simple(const float x, const float y, const float y_size, const float prev_z_offset, const float current_z_offset, const Transform &transform, const Rect2 &texture_rect, const int texture_scale);
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Vector2 transform_uv(const Vector2 &uv, const Rect2 &rect) const;
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Vector2 transform_uv_scaled(const Vector2 &uv, const Rect2 &rect, const int x, const int y, const int texture_scale) const;
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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void add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position = Vector3(0, 0, 0), const Vector3 rotation = Vector3(0, 0, 0), const Vector3 scale = Vector3(1.0, 1.0, 1.0), const Rect2 uv_rect = Rect2(0, 0, 1, 1));
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void add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
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void add_mesh_data_resource_transform_colored(Ref<MeshDataResource> mesh, const Transform transform, const PoolColorArray &colors, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
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#endif
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void generate_ao();
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float get_random_ao(const Vector3 &position);
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Color get_light_color_at(const Vector3 &position, const Vector3 &normal);
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void add_mesher(const Ref<PropMesher> &mesher);
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void _add_mesher(const Ref<PropMesher> &mesher);
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void add_light(const Ref<PropLight> &light);
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void clear_lights();
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PoolVector<Vector3> build_collider() const;
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void bake_colors();
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void bake_colors_rao();
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void bake_colors_lights_rao();
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void bake_colors_lights();
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#ifdef MODULE_TERRAMAN_ENABLED
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void bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &lights);
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#endif
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Array build_mesh();
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void build_mesh_into(RID mesh);
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void generate_normals(bool p_flip = false);
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void remove_doubles();
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void remove_doubles_hashed();
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PoolVector<Vector3> get_vertices() const;
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void set_vertices(const PoolVector<Vector3> &values);
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int get_vertex_count() const;
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Vector3 get_vertex(const int idx) const;
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void remove_vertex(const int idx);
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void add_vertex(const Vector3 &vertex);
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PoolVector<Vector3> get_normals() const;
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void set_normals(const PoolVector<Vector3> &values);
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Vector3 get_normal(const int idx) const;
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void add_normal(const Vector3 &normal);
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PoolVector<Color> get_colors() const;
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void set_colors(const PoolVector<Color> &values);
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Color get_color(const int idx) const;
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void add_color(const Color &color);
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PoolVector<Vector2> get_uvs() const;
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void set_uvs(const PoolVector<Vector2> &values);
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Vector2 get_uv(const int idx) const;
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void add_uv(const Vector2 &vector);
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PoolVector<Vector2> get_uv2s() const;
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void set_uv2s(const PoolVector<Vector2> &values);
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Vector2 get_uv2(const int idx) const;
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void add_uv2(const Vector2 &vector);
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PoolVector<int> get_indices() const;
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void set_indices(const PoolVector<int> &values);
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int get_indices_count() const;
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int get_index(const int idx) const;
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void remove_index(const int idx);
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void add_indices(const int index);
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PropMesher();
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~PropMesher();
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protected:
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static void _bind_methods();
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int _channel_index_type;
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int _channel_index_isolevel;
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int _mesher_index;
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int _format;
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int _texture_scale;
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PoolVector<Vertex> _vertices;
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PoolVector<int> _indices;
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Vector<Ref<PropLight>> _lights;
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Color _last_color;
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Vector3 _last_normal;
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Vector2 _last_uv;
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Vector2 _last_uv2;
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Vector<int> _last_bones;
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Vector<float> _last_weights;
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Plane _last_tangent;
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Ref<Material> _material;
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float _voxel_scale;
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float _ao_strength;
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float _base_light_value;
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Rect2 _uv_margin;
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int _build_flags;
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Ref<OpenSimplexNoise> _noise;
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float _rao_scale_factor;
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int _rao_seed;
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};
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VARIANT_ENUM_CAST(PropMesher::BuildFlags);
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#endif
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