pandemonium_engine/modules/props/prop_mesher.h

261 lines
8.4 KiB
C++

#ifndef PROP_MESHER_H
#define PROP_MESHER_H
/*************************************************************************/
/* prop_mesher.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/containers/pool_vector.h"
#include "core/containers/vector.h"
#include "core/math/color.h"
#include "core/object/reference.h"
#include "scene/3d/mesh_instance.h"
#include "core/math/rect2.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "scene/main/node.h"
#include "scene/resources/material/material.h"
#include "scene/resources/mesh/mesh.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../mesh_data_resource/mesh_data_resource.h"
#endif
#ifdef MODULE_TERRAMAN_ENABLED
#include "../terraman/data/terrain_light.h"
#endif
class OpenSimplexNoise;
class PropLight;
class PropMaterialCache;
class TiledWallData;
class PropMesher : public Reference {
GDCLASS(PropMesher, Reference);
public:
static const String BINDING_STRING_BUILD_FLAGS;
const double PI_2 = 3.141592653589793238463 / 2;
const double PI = 3.141592653589793238463;
enum BuildFlags {
BUILD_FLAG_USE_LIGHTING = 1 << 0,
BUILD_FLAG_USE_AO = 1 << 1,
BUILD_FLAG_USE_RAO = 1 << 2,
BUILD_FLAG_BAKE_LIGHTS = 1 << 3,
};
struct Vertex {
Vector3 vertex;
Color color;
Vector3 normal; // normal, binormal, tangent
Vector3 binormal;
Vector3 tangent;
Vector2 uv;
Vector2 uv2;
Vector<int> bones;
Vector<float> weights;
bool operator==(const Vertex &p_vertex) const;
Vertex() {}
};
struct VertexHasher {
static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
};
struct WeightSort {
int index;
float weight;
bool operator<(const WeightSort &p_right) const {
return weight < p_right.weight;
}
};
public:
int get_channel_index_type() const;
void set_channel_index_type(const int value);
int get_channel_index_isolevel() const;
void set_channel_index_isolevel(const int value);
int get_mesher_index() const;
void set_mesher_index(const int value);
int get_format() const;
void set_format(const int value);
int get_texture_scale() const;
void set_texture_scale(const int value);
Ref<Material> get_material();
void set_material(const Ref<Material> &material);
float get_ao_strength() const;
void set_ao_strength(const float value);
float get_base_light_value() const;
void set_base_light_value(const float value);
float get_voxel_scale() const;
void set_voxel_scale(const float voxel_scale);
Rect2 get_uv_margin() const;
void set_uv_margin(const Rect2 margin);
int get_build_flags() const;
void set_build_flags(const int flags);
void reset();
void add_tiled_wall_simple(const int width, const int height, const Transform &transform, const Ref<TiledWallData> &tiled_wall_data, Ref<PropMaterialCache> cache);
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);
Vector2 transform_uv(const Vector2 &uv, const Rect2 &rect) const;
Vector2 transform_uv_scaled(const Vector2 &uv, const Rect2 &rect, const int x, const int y, const int texture_scale) const;
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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));
void add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform, const Rect2 uv_rect = Rect2(0, 0, 1, 1));
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));
#endif
void generate_ao();
float get_random_ao(const Vector3 &position);
Color get_light_color_at(const Vector3 &position, const Vector3 &normal);
void add_mesher(const Ref<PropMesher> &mesher);
void _add_mesher(const Ref<PropMesher> &mesher);
void add_light(const Ref<PropLight> &light);
void clear_lights();
PoolVector<Vector3> build_collider() const;
void bake_colors();
void bake_colors_rao();
void bake_colors_lights_rao();
void bake_colors_lights();
#ifdef MODULE_TERRAMAN_ENABLED
void bake_lights(MeshInstance *node, Vector<Ref<TerrainLight>> &lights);
#endif
Array build_mesh();
void build_mesh_into(RID mesh);
void generate_normals(bool p_flip = false);
void remove_doubles();
void remove_doubles_hashed();
PoolVector<Vector3> get_vertices() const;
void set_vertices(const PoolVector<Vector3> &values);
int get_vertex_count() const;
Vector3 get_vertex(const int idx) const;
void remove_vertex(const int idx);
void add_vertex(const Vector3 &vertex);
PoolVector<Vector3> get_normals() const;
void set_normals(const PoolVector<Vector3> &values);
Vector3 get_normal(const int idx) const;
void add_normal(const Vector3 &normal);
PoolVector<Color> get_colors() const;
void set_colors(const PoolVector<Color> &values);
Color get_color(const int idx) const;
void add_color(const Color &color);
PoolVector<Vector2> get_uvs() const;
void set_uvs(const PoolVector<Vector2> &values);
Vector2 get_uv(const int idx) const;
void add_uv(const Vector2 &vector);
PoolVector<Vector2> get_uv2s() const;
void set_uv2s(const PoolVector<Vector2> &values);
Vector2 get_uv2(const int idx) const;
void add_uv2(const Vector2 &vector);
PoolVector<int> get_indices() const;
void set_indices(const PoolVector<int> &values);
int get_indices_count() const;
int get_index(const int idx) const;
void remove_index(const int idx);
void add_indices(const int index);
PropMesher();
~PropMesher();
protected:
static void _bind_methods();
int _channel_index_type;
int _channel_index_isolevel;
int _mesher_index;
int _format;
int _texture_scale;
PoolVector<Vertex> _vertices;
PoolVector<int> _indices;
Vector<Ref<PropLight>> _lights;
Color _last_color;
Vector3 _last_normal;
Vector2 _last_uv;
Vector2 _last_uv2;
Vector<int> _last_bones;
Vector<float> _last_weights;
Plane _last_tangent;
Ref<Material> _material;
float _voxel_scale;
float _ao_strength;
float _base_light_value;
Rect2 _uv_margin;
int _build_flags;
Ref<OpenSimplexNoise> _noise;
float _rao_scale_factor;
int _rao_seed;
};
VARIANT_ENUM_CAST(PropMesher::BuildFlags);
#endif