pandemonium_engine/modules/mesh_data_resource/nodes/mesh_data_instance.cpp

293 lines
8.5 KiB
C++

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