pandemonium_engine/scene/resources/mesh/mesh.cpp

1416 lines
42 KiB
C++

/*************************************************************************/
/* mesh.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.h"
#include "core/containers/local_vector.h"
#include "core/containers/pair.h"
#include "core/crypto/crypto_core.h"
#include "core/math/convex_hull.h"
#include "scene/resources/shapes/concave_polygon_shape.h"
#include "scene/resources/shapes/convex_polygon_shape.h"
#include "surface_tool.h"
#include <stdlib.h>
Mesh::ConvexDecompositionFunc Mesh::convex_decomposition_function = nullptr;
int Mesh::surface_get_face_count(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, get_surface_count(), 0);
switch (surface_get_primitive_type(p_idx)) {
case PRIMITIVE_TRIANGLES: {
int len = (surface_get_format(p_idx) & ARRAY_FORMAT_INDEX) ? surface_get_array_index_len(p_idx) : surface_get_array_len(p_idx);
// Don't error if zero, it's valid (we'll just skip it later).
ERR_FAIL_COND_V_MSG((len % 3) != 0, 0, vformat("Ignoring surface %d, incorrect %s count: %d (for PRIMITIVE_TRIANGLES).", p_idx, (surface_get_format(p_idx) & ARRAY_FORMAT_INDEX) ? "index" : "vertex", len));
return len;
} break;
case PRIMITIVE_TRIANGLE_FAN:
case PRIMITIVE_TRIANGLE_STRIP: {
int len = (surface_get_format(p_idx) & ARRAY_FORMAT_INDEX) ? surface_get_array_index_len(p_idx) : surface_get_array_len(p_idx);
// Don't error if zero, it's valid (we'll just skip it later).
ERR_FAIL_COND_V_MSG(len != 0 && len < 3, 0, vformat("Ignoring surface %d, incorrect %s count: %d (for %s).", p_idx, (surface_get_format(p_idx) & ARRAY_FORMAT_INDEX) ? "index" : "vertex", len, (surface_get_primitive_type(p_idx) == PRIMITIVE_TRIANGLE_FAN) ? "PRIMITIVE_TRIANGLE_FAN" : "PRIMITIVE_TRIANGLE_STRIP"));
return (len == 0) ? 0 : (len - 2) * 3;
} break;
default: {
} break;
}
return 0;
}
int Mesh::get_face_count() const {
int faces_size = 0;
for (int i = 0; i < get_surface_count(); i++) {
faces_size += surface_get_face_count(i);
}
return faces_size;
}
Ref<TriangleMesh> Mesh::generate_triangle_mesh_from_aabb() const {
AABB aabb = get_aabb();
Vector3 pts[8];
Vector3 s = aabb.position;
Vector3 l = s + aabb.size;
pts[0] = Vector3(s.x, s.y, s.z);
pts[1] = Vector3(l.x, s.y, s.z);
pts[2] = Vector3(l.x, l.y, s.z);
pts[3] = Vector3(s.x, l.y, s.z);
pts[4] = Vector3(l.x, l.y, l.z);
pts[5] = Vector3(s.x, l.y, l.z);
pts[6] = Vector3(s.x, s.y, l.z);
pts[7] = Vector3(l.x, s.y, l.z);
PoolVector<Vector3> face_pts;
face_pts.resize(6 * 2 * 3);
PoolVector<Vector3>::Write w = face_pts.write();
int wc = 0;
w[wc++] = pts[0];
w[wc++] = pts[1];
w[wc++] = pts[2];
w[wc++] = pts[0];
w[wc++] = pts[2];
w[wc++] = pts[3];
w[wc++] = pts[6];
w[wc++] = pts[5];
w[wc++] = pts[4];
w[wc++] = pts[6];
w[wc++] = pts[4];
w[wc++] = pts[7];
w[wc++] = pts[1];
w[wc++] = pts[7];
w[wc++] = pts[4];
w[wc++] = pts[1];
w[wc++] = pts[4];
w[wc++] = pts[2];
w[wc++] = pts[0];
w[wc++] = pts[3];
w[wc++] = pts[5];
w[wc++] = pts[0];
w[wc++] = pts[5];
w[wc++] = pts[6];
w[wc++] = pts[0];
w[wc++] = pts[6];
w[wc++] = pts[7];
w[wc++] = pts[0];
w[wc++] = pts[7];
w[wc++] = pts[1];
w[wc++] = pts[2];
w[wc++] = pts[4];
w[wc++] = pts[5];
w[wc++] = pts[2];
w[wc++] = pts[5];
w[wc++] = pts[3];
w.release();
Ref<TriangleMesh> tmesh = Ref<TriangleMesh>(memnew(TriangleMesh));
tmesh->create(face_pts);
return tmesh;
}
Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
if (triangle_mesh.is_valid()) {
return triangle_mesh;
}
int faces_size = get_face_count();
if (faces_size == 0) {
return triangle_mesh;
}
PoolVector<Vector3> faces;
faces.resize(faces_size);
PoolVector<Vector3>::Write facesw = faces.write();
int widx = 0;
for (int i = 0; i < get_surface_count(); i++) {
Mesh::PrimitiveType primitive = surface_get_primitive_type(i);
if (primitive != PRIMITIVE_TRIANGLES && primitive != PRIMITIVE_TRIANGLE_FAN && primitive != PRIMITIVE_TRIANGLE_STRIP) {
continue;
}
int len = (surface_get_format(i) & ARRAY_FORMAT_INDEX) ? surface_get_array_index_len(i) : surface_get_array_len(i);
if ((primitive == PRIMITIVE_TRIANGLES && (len <= 0 || (len % 3) != 0)) || ((primitive == PRIMITIVE_TRIANGLE_FAN || primitive == PRIMITIVE_TRIANGLE_STRIP) && len < 3)) {
// Error was already shown, just skip (including zero).
continue;
}
Array a = surface_get_arrays(i);
ERR_FAIL_COND_V(a.empty(), Ref<TriangleMesh>());
int vc = surface_get_array_len(i);
PoolVector<Vector3> vertices = a[ARRAY_VERTEX];
PoolVector<Vector3>::Read vr = vertices.read();
if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
int ic = surface_get_array_index_len(i);
PoolVector<int> indices = a[ARRAY_INDEX];
PoolVector<int>::Read ir = indices.read();
if (primitive == PRIMITIVE_TRIANGLES) {
for (int j = 0; j < ic; j++) {
int index = ir[j];
facesw[widx++] = vr[index];
}
} else { // PRIMITIVE_TRIANGLE_FAN, PRIMITIVE_TRIANGLE_STRIP
for (int j = 2; j < ic; j++) {
facesw[widx++] = vr[ir[(primitive == PRIMITIVE_TRIANGLE_FAN) ? 0 : j - 2]];
facesw[widx++] = vr[ir[j - 1]];
facesw[widx++] = vr[ir[j]];
}
}
} else {
if (primitive == PRIMITIVE_TRIANGLES) {
for (int j = 0; j < vc; j++) {
facesw[widx++] = vr[j];
}
} else { // PRIMITIVE_TRIANGLE_FAN, PRIMITIVE_TRIANGLE_STRIP
for (int j = 2; j < vc; j++) {
facesw[widx++] = vr[(primitive == PRIMITIVE_TRIANGLE_FAN) ? 0 : j - 2];
facesw[widx++] = vr[j - 1];
facesw[widx++] = vr[j];
}
}
}
}
facesw.release();
triangle_mesh = Ref<TriangleMesh>(memnew(TriangleMesh));
triangle_mesh->create(faces);
return triangle_mesh;
}
void Mesh::generate_debug_mesh_lines(Vector<Vector3> &r_lines) {
if (debug_lines.size() > 0) {
r_lines = debug_lines;
return;
}
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_null()) {
return;
}
PoolVector<int> triangle_indices;
tm->get_indices(&triangle_indices);
const int triangles_num = tm->get_triangles().size();
PoolVector<Vector3> vertices = tm->get_vertices();
debug_lines.resize(tm->get_triangles().size() * 6); // 3 lines x 2 points each line
PoolVector<int>::Read ind_r = triangle_indices.read();
PoolVector<Vector3>::Read ver_r = vertices.read();
for (int j = 0, x = 0, i = 0; i < triangles_num; j += 6, x += 3, ++i) {
// Triangle line 1
debug_lines.write[j + 0] = ver_r[ind_r[x + 0]];
debug_lines.write[j + 1] = ver_r[ind_r[x + 1]];
// Triangle line 2
debug_lines.write[j + 2] = ver_r[ind_r[x + 1]];
debug_lines.write[j + 3] = ver_r[ind_r[x + 2]];
// Triangle line 3
debug_lines.write[j + 4] = ver_r[ind_r[x + 2]];
debug_lines.write[j + 5] = ver_r[ind_r[x + 0]];
}
r_lines = debug_lines;
}
void Mesh::generate_debug_mesh_indices(Vector<Vector3> &r_points) {
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_null()) {
return;
}
PoolVector<Vector3> vertices = tm->get_vertices();
int vertices_size = vertices.size();
r_points.resize(vertices_size);
for (int i = 0; i < vertices_size; ++i) {
r_points.write[i] = vertices[i];
}
}
bool Mesh::surface_is_softbody_friendly(int p_idx) const {
const uint32_t surface_format = surface_get_format(p_idx);
return (surface_format & Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE && (!(surface_format & Mesh::ARRAY_COMPRESS_VERTEX)) && (!(surface_format & Mesh::ARRAY_COMPRESS_NORMAL)));
}
PoolVector<Face3> Mesh::get_faces() const {
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_valid()) {
return tm->get_faces();
}
return PoolVector<Face3>();
}
Ref<Shape> Mesh::create_convex_shape(bool p_clean, bool p_simplify) const {
if (p_simplify) {
Vector<Ref<Shape>> decomposed = convex_decompose(1);
if (decomposed.size() == 1) {
return decomposed[0];
} else {
ERR_PRINT("Convex shape simplification failed, falling back to simpler process.");
}
}
PoolVector<Vector3> vertices;
for (int i = 0; i < get_surface_count(); i++) {
Array a = surface_get_arrays(i);
ERR_FAIL_COND_V(a.empty(), Ref<ConvexPolygonShape>());
PoolVector<Vector3> v = a[ARRAY_VERTEX];
vertices.append_array(v);
}
Ref<ConvexPolygonShape> shape = memnew(ConvexPolygonShape);
if (p_clean) {
Geometry::MeshData md;
Error err = ConvexHullComputer::convex_hull(vertices, md);
if (err == OK) {
int vertex_count = md.vertices.size();
vertices.resize(vertex_count);
{
PoolVector<Vector3>::Write w = vertices.write();
for (int idx = 0; idx < vertex_count; ++idx) {
w[idx] = md.vertices[idx];
}
}
} else {
ERR_PRINT("Convex shape cleaning failed, falling back to simpler process.");
}
}
shape->set_points(vertices);
return shape;
}
Ref<Shape> Mesh::create_trimesh_shape() const {
PoolVector<Face3> faces = get_faces();
if (faces.size() == 0) {
return Ref<Shape>();
}
PoolVector<Vector3> face_points;
face_points.resize(faces.size() * 3);
for (int i = 0; i < face_points.size(); i += 3) {
Face3 f = faces.get(i / 3);
face_points.set(i, f.vertex[0]);
face_points.set(i + 1, f.vertex[1]);
face_points.set(i + 2, f.vertex[2]);
}
Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
shape->set_faces(face_points);
return shape;
}
Ref<Mesh> Mesh::create_outline(float p_margin) const {
Array arrays;
int index_accum = 0;
for (int i = 0; i < get_surface_count(); i++) {
if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES) {
continue;
}
Array a = surface_get_arrays(i);
ERR_FAIL_COND_V(a.empty(), Ref<ArrayMesh>());
if (i == 0) {
arrays = a;
PoolVector<Vector3> v = a[ARRAY_VERTEX];
index_accum += v.size();
} else {
int vcount = 0;
for (int j = 0; j < arrays.size(); j++) {
if (arrays[j].get_type() == Variant::NIL || a[j].get_type() == Variant::NIL) {
//mismatch, do not use
arrays[j] = Variant();
continue;
}
switch (j) {
case ARRAY_VERTEX:
case ARRAY_NORMAL: {
PoolVector<Vector3> dst = arrays[j];
PoolVector<Vector3> src = a[j];
if (j == ARRAY_VERTEX) {
vcount = src.size();
}
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_TANGENT:
case ARRAY_BONES:
case ARRAY_WEIGHTS: {
PoolVector<real_t> dst = arrays[j];
PoolVector<real_t> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_COLOR: {
PoolVector<Color> dst = arrays[j];
PoolVector<Color> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_TEX_UV:
case ARRAY_TEX_UV2: {
PoolVector<Vector2> dst = arrays[j];
PoolVector<Vector2> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_INDEX: {
PoolVector<int> dst = arrays[j];
PoolVector<int> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
{
int ss = src.size();
PoolVector<int>::Write w = src.write();
for (int k = 0; k < ss; k++) {
w[k] += index_accum;
}
}
dst.append_array(src);
arrays[j] = dst;
index_accum += vcount;
} break;
}
}
}
}
ERR_FAIL_COND_V(arrays.size() != ARRAY_MAX, Ref<ArrayMesh>());
{
PoolVector<int>::Write ir;
PoolVector<int> indices = arrays[ARRAY_INDEX];
bool has_indices = false;
PoolVector<Vector3> vertices = arrays[ARRAY_VERTEX];
int vc = vertices.size();
ERR_FAIL_COND_V(!vc, Ref<ArrayMesh>());
PoolVector<Vector3>::Write r = vertices.write();
if (indices.size()) {
ERR_FAIL_COND_V(indices.size() % 3 != 0, Ref<ArrayMesh>());
vc = indices.size();
ir = indices.write();
has_indices = true;
}
RBMap<Vector3, Vector3> normal_accum;
//fill normals with triangle normals
for (int i = 0; i < vc; i += 3) {
Vector3 t[3];
if (has_indices) {
t[0] = r[ir[i + 0]];
t[1] = r[ir[i + 1]];
t[2] = r[ir[i + 2]];
} else {
t[0] = r[i + 0];
t[1] = r[i + 1];
t[2] = r[i + 2];
}
Vector3 n = Plane(t[0], t[1], t[2]).normal;
for (int j = 0; j < 3; j++) {
RBMap<Vector3, Vector3>::Element *E = normal_accum.find(t[j]);
if (!E) {
normal_accum[t[j]] = n;
} else {
float d = n.dot(E->get());
if (d < 1.0) {
E->get() += n * (1.0 - d);
}
//E->get()+=n;
}
}
}
//normalize
for (RBMap<Vector3, Vector3>::Element *E = normal_accum.front(); E; E = E->next()) {
E->get().normalize();
}
//displace normals
int vc2 = vertices.size();
for (int i = 0; i < vc2; i++) {
Vector3 t = r[i];
RBMap<Vector3, Vector3>::Element *E = normal_accum.find(t);
ERR_CONTINUE(!E);
t += E->get() * p_margin;
r[i] = t;
}
r.release();
arrays[ARRAY_VERTEX] = vertices;
if (!has_indices) {
PoolVector<int> new_indices;
new_indices.resize(vertices.size());
PoolVector<int>::Write iw = new_indices.write();
for (int j = 0; j < vc2; j += 3) {
iw[j] = j;
iw[j + 1] = j + 2;
iw[j + 2] = j + 1;
}
iw.release();
arrays[ARRAY_INDEX] = new_indices;
} else {
for (int j = 0; j < vc; j += 3) {
SWAP(ir[j + 1], ir[j + 2]);
}
ir.release();
arrays[ARRAY_INDEX] = indices;
}
}
Ref<ArrayMesh> newmesh = memnew(ArrayMesh);
newmesh->add_surface_from_arrays(PRIMITIVE_TRIANGLES, arrays);
return newmesh;
}
void Mesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_aabb"), &Mesh::get_aabb);
ClassDB::bind_method(D_METHOD("get_surface_count"), &Mesh::get_surface_count);
ClassDB::bind_method(D_METHOD("surface_get_arrays", "surf_idx"), &Mesh::surface_get_arrays);
ClassDB::bind_method(D_METHOD("surface_get_blend_shape_arrays", "surf_idx"), &Mesh::surface_get_blend_shape_arrays);
ClassDB::bind_method(D_METHOD("surface_set_material", "surf_idx", "material"), &Mesh::surface_set_material);
ClassDB::bind_method(D_METHOD("surface_get_material", "surf_idx"), &Mesh::surface_get_material);
BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
BIND_ENUM_CONSTANT(PRIMITIVE_LINE_LOOP);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_FAN);
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BASE);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_COLOR);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BONES);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_16_BIT_BONES);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);
BIND_ENUM_CONSTANT(ARRAY_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_COLOR);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_BONES);
BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_INDEX);
BIND_ENUM_CONSTANT(ARRAY_MAX);
}
void Mesh::set_storage_mode(StorageMode p_storage_mode) {
}
void Mesh::clear_cache() const {
triangle_mesh.unref();
debug_lines.clear();
}
Vector<Ref<Shape>> Mesh::convex_decompose(int p_max_convex_hulls) const {
ERR_FAIL_COND_V(!convex_decomposition_function, Vector<Ref<Shape>>());
Ref<TriangleMesh> tm = generate_triangle_mesh();
ERR_FAIL_COND_V(!tm.is_valid(), Vector<Ref<Shape>>());
const PoolVector<TriangleMesh::Triangle> &triangles = tm->get_triangles();
int triangle_count = triangles.size();
PoolVector<uint32_t> indices;
{
indices.resize(triangle_count * 3);
PoolVector<uint32_t>::Write w = indices.write();
PoolVector<TriangleMesh::Triangle>::Read triangles_read = triangles.read();
for (int i = 0; i < triangle_count; i++) {
for (int j = 0; j < 3; j++) {
w[i * 3 + j] = triangles_read[i].indices[j];
}
}
}
const PoolVector<Vector3> &vertices = tm->get_vertices();
int vertex_count = vertices.size();
Vector<PoolVector<Vector3>> decomposed = convex_decomposition_function((real_t *)vertices.read().ptr(), vertex_count, indices.read().ptr(), triangle_count, p_max_convex_hulls, nullptr);
Vector<Ref<Shape>> ret;
for (int i = 0; i < decomposed.size(); i++) {
Ref<ConvexPolygonShape> shape;
shape.instance();
shape->set_points(decomposed[i]);
ret.push_back(shape);
}
return ret;
}
Mesh::Mesh() {
}
bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) {
String sname = p_name;
if (p_name == "blend_shape/names") {
PoolVector<String> sk = p_value;
int sz = sk.size();
PoolVector<String>::Read r = sk.read();
for (int i = 0; i < sz; i++) {
add_blend_shape(r[i]);
}
return true;
}
if (p_name == "blend_shape/mode") {
set_blend_shape_mode(BlendShapeMode(int(p_value)));
return true;
}
if (sname.begins_with("surface_")) {
int sl = sname.find("/");
if (sl == -1) {
return false;
}
int idx = sname.substr(8, sl - 8).to_int() - 1;
String what = sname.get_slicec('/', 1);
if (what == "material") {
surface_set_material(idx, p_value);
} else if (what == "name") {
surface_set_name(idx, p_value);
}
return true;
}
if (!sname.begins_with("surfaces")) {
return false;
}
int idx = sname.get_slicec('/', 1).to_int();
String what = sname.get_slicec('/', 2);
if (idx == surfaces.size()) {
//create
Dictionary d = p_value;
ERR_FAIL_COND_V(!d.has("primitive"), false);
if (d.has("arrays")) {
//old format
ERR_FAIL_COND_V(!d.has("morph_arrays"), false);
add_surface_from_arrays(PrimitiveType(int(d["primitive"])), d["arrays"], d["morph_arrays"]);
} else if (d.has("array_data")) {
PoolVector<uint8_t> array_data = d["array_data"];
PoolVector<uint8_t> array_index_data;
if (d.has("array_index_data")) {
array_index_data = d["array_index_data"];
}
ERR_FAIL_COND_V(!d.has("format"), false);
uint32_t format = d["format"];
uint32_t primitive = d["primitive"];
ERR_FAIL_COND_V(!d.has("vertex_count"), false);
int vertex_count = d["vertex_count"];
int index_count = 0;
if (d.has("index_count")) {
index_count = d["index_count"];
}
Vector<PoolVector<uint8_t>> blend_shapes;
if (d.has("blend_shape_data")) {
Array blend_shape_data = d["blend_shape_data"];
for (int i = 0; i < blend_shape_data.size(); i++) {
PoolVector<uint8_t> shape = blend_shape_data[i];
blend_shapes.push_back(shape);
}
}
ERR_FAIL_COND_V(!d.has("aabb"), false);
AABB aabb = d["aabb"];
Vector<AABB> bone_aabb;
if (d.has("skeleton_aabb")) {
Array baabb = d["skeleton_aabb"];
bone_aabb.resize(baabb.size());
for (int i = 0; i < baabb.size(); i++) {
bone_aabb.write[i] = baabb[i];
}
}
add_surface(format, PrimitiveType(primitive), array_data, vertex_count, array_index_data, index_count, aabb, blend_shapes, bone_aabb);
} else {
ERR_FAIL_V(false);
}
if (d.has("material")) {
surface_set_material(idx, d["material"]);
}
if (d.has("name")) {
surface_set_name(idx, d["name"]);
}
return true;
}
return false;
}
bool ArrayMesh::_get(const StringName &p_name, Variant &r_ret) const {
if (_is_generated()) {
return false;
}
// Data must be in GPU for this routine to work.
ERR_FAIL_COND_V(!_on_gpu, false);
String sname = p_name;
if (p_name == "blend_shape/names") {
PoolVector<String> sk;
for (int i = 0; i < blend_shapes.size(); i++) {
sk.push_back(blend_shapes[i]);
}
r_ret = sk;
return true;
} else if (p_name == "blend_shape/mode") {
r_ret = get_blend_shape_mode();
return true;
} else if (sname.begins_with("surface_")) {
int sl = sname.find("/");
if (sl == -1) {
return false;
}
int idx = sname.substr(8, sl - 8).to_int() - 1;
String what = sname.get_slicec('/', 1);
if (what == "material") {
r_ret = surface_get_material(idx);
} else if (what == "name") {
r_ret = surface_get_name(idx);
}
return true;
} else if (!sname.begins_with("surfaces")) {
return false;
}
int idx = sname.get_slicec('/', 1).to_int();
ERR_FAIL_INDEX_V(idx, surfaces.size(), false);
Dictionary d;
d["array_data"] = RS::get_singleton()->mesh_surface_get_array(mesh, idx);
d["vertex_count"] = RS::get_singleton()->mesh_surface_get_array_len(mesh, idx);
d["array_index_data"] = RS::get_singleton()->mesh_surface_get_index_array(mesh, idx);
d["index_count"] = RS::get_singleton()->mesh_surface_get_array_index_len(mesh, idx);
d["primitive"] = RS::get_singleton()->mesh_surface_get_primitive_type(mesh, idx);
d["format"] = RS::get_singleton()->mesh_surface_get_format(mesh, idx);
d["aabb"] = RS::get_singleton()->mesh_surface_get_aabb(mesh, idx);
Vector<AABB> skel_aabb = RS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh, idx);
Array arr;
arr.resize(skel_aabb.size());
for (int i = 0; i < skel_aabb.size(); i++) {
arr[i] = skel_aabb[i];
}
d["skeleton_aabb"] = arr;
Vector<PoolVector<uint8_t>> blend_shape_data = RS::get_singleton()->mesh_surface_get_blend_shapes(mesh, idx);
Array md;
for (int i = 0; i < blend_shape_data.size(); i++) {
md.push_back(blend_shape_data[i]);
}
d["blend_shape_data"] = md;
Ref<Material> m = surface_get_material(idx);
if (m.is_valid()) {
d["material"] = m;
}
String n = surface_get_name(idx);
if (n != "") {
d["name"] = n;
}
r_ret = d;
return true;
}
void ArrayMesh::_get_property_list(List<PropertyInfo> *p_list) const {
if (_is_generated()) {
return;
}
if (blend_shapes.size()) {
p_list->push_back(PropertyInfo(Variant::POOL_STRING_ARRAY, "blend_shape/names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
p_list->push_back(PropertyInfo(Variant::INT, "blend_shape/mode", PROPERTY_HINT_ENUM, "Normalized,Relative"));
}
for (int i = 0; i < surfaces.size(); i++) {
p_list->push_back(PropertyInfo(Variant::DICTIONARY, "surfaces/" + itos(i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
p_list->push_back(PropertyInfo(Variant::STRING, "surface_" + itos(i + 1) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
if (surfaces[i].is_2d) {
p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial", PROPERTY_USAGE_EDITOR));
} else {
p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial", PROPERTY_USAGE_EDITOR));
}
}
}
void ArrayMesh::_recompute_aabb() {
// regenerate AABB
aabb = AABB();
for (int i = 0; i < surfaces.size(); i++) {
if (i == 0) {
aabb = surfaces[i].aabb;
} else {
aabb.merge_with(surfaces[i].aabb);
}
}
}
void ArrayMesh::add_surface(uint32_t p_format, PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t>> &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) {
Surface s;
s.aabb = p_aabb;
s.is_2d = p_format & ARRAY_FLAG_USE_2D_VERTICES;
s.creation_format = p_format;
surfaces.push_back(s);
_recompute_aabb();
RenderingServer::get_singleton()->mesh_add_surface(mesh, p_format, (RS::PrimitiveType)p_primitive, p_array, p_vertex_count, p_index_array, p_index_count, p_aabb, p_blend_shapes, p_bone_aabbs);
}
void ArrayMesh::clear_cpu_surfaces() {
for (unsigned int n = 0; n < _cpu_surfaces.size(); n++) {
CPUSurface *s = _cpu_surfaces[n];
DEV_ASSERT(s);
memdelete(s);
}
_cpu_surfaces.clear();
}
void ArrayMesh::add_surface_from_arrays_cpu_with_probe(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_flags, int p_surface_id) {
uint32_t creation_format = 0;
if (_on_gpu) {
// query the last created surface format
creation_format = RenderingServer::get_singleton()->mesh_surface_get_format(mesh, surfaces.size());
} else {
creation_format = RenderingServer::get_singleton()->mesh_find_format_from_arrays((RS::PrimitiveType)p_primitive, p_arrays, p_blend_shapes, p_flags);
}
Surface s = surfaces[p_surface_id];
s.creation_flags = p_flags;
s.creation_format = creation_format;
surfaces.set(p_surface_id, s);
add_surface_from_arrays_cpu(p_primitive, p_arrays, p_blend_shapes);
}
void ArrayMesh::add_surface_from_arrays_cpu(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes) {
CPUSurface *s = memnew(CPUSurface);
_cpu_surfaces.push_back(s);
s->primitive_type = p_primitive;
s->arrays = p_arrays;
s->blend_shapes = p_blend_shapes;
if (p_arrays.size() > RS::ARRAY_VERTEX) {
// This is horrible but RenderingServer uses this .. it may do a conversion to PoolVector3Array?
// Maybe this rarely happens.
s->num_verts = PoolVector3Array(p_arrays[RS::ARRAY_VERTEX]).size();
}
if (p_arrays.size() > RS::ARRAY_INDEX) {
s->num_inds = PoolIntArray(p_arrays[RS::ARRAY_INDEX]).size();
}
}
void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_flags) {
ERR_FAIL_COND(p_arrays.size() != ARRAY_MAX);
Surface s;
if (_on_gpu) {
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (RenderingServer::PrimitiveType)p_primitive, p_arrays, p_blend_shapes, p_flags);
}
/* make aABB? */ {
Variant arr = p_arrays[ARRAY_VERTEX];
PoolVector<Vector3> vertices = arr;
int len = vertices.size();
ERR_FAIL_COND(len == 0);
PoolVector<Vector3>::Read r = vertices.read();
const Vector3 *vtx = r.ptr();
// check AABB
AABB aabb;
for (int i = 0; i < len; i++) {
if (i == 0) {
aabb.position = vtx[i];
} else {
aabb.expand_to(vtx[i]);
}
}
s.aabb = aabb;
s.is_2d = arr.get_type() == Variant::POOL_VECTOR2_ARRAY;
s.creation_flags = p_flags;
surfaces.push_back(s);
_recompute_aabb();
}
if (_on_cpu) {
add_surface_from_arrays_cpu_with_probe(p_primitive, p_arrays, p_blend_shapes, p_flags, surfaces.size() - 1);
}
clear_cache();
_change_notify();
emit_changed();
}
Array ArrayMesh::surface_get_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
// preferentially read from CPU as quicker
if (on_cpu()) {
return _cpu_surfaces[p_surface]->arrays;
}
return RenderingServer::get_singleton()->mesh_surface_get_arrays(mesh, p_surface);
}
Array ArrayMesh::surface_get_blend_shape_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
// preferentially read from CPU as quicker
if (on_cpu()) {
return _cpu_surfaces[p_surface]->blend_shapes;
}
return RenderingServer::get_singleton()->mesh_surface_get_blend_shape_arrays(mesh, p_surface);
}
int ArrayMesh::get_surface_count() const {
return surfaces.size();
}
void ArrayMesh::add_blend_shape(const StringName &p_name) {
ERR_FAIL_COND_MSG(surfaces.size(), "Can't add a shape key count if surfaces are already created.");
StringName name = p_name;
if (blend_shapes.find(name) != -1) {
int count = 2;
do {
name = String(p_name) + " " + itos(count);
count++;
} while (blend_shapes.find(name) != -1);
}
blend_shapes.push_back(name);
RS::get_singleton()->mesh_set_blend_shape_count(mesh, blend_shapes.size());
}
int ArrayMesh::get_blend_shape_count() const {
return blend_shapes.size();
}
StringName ArrayMesh::get_blend_shape_name(int p_index) const {
ERR_FAIL_INDEX_V(p_index, blend_shapes.size(), StringName());
return blend_shapes[p_index];
}
void ArrayMesh::set_blend_shape_name(int p_index, const StringName &p_name) {
ERR_FAIL_INDEX(p_index, blend_shapes.size());
StringName name = p_name;
int found = blend_shapes.find(name);
if (found != -1 && found != p_index) {
int count = 2;
do {
name = String(p_name) + " " + itos(count);
count++;
} while (blend_shapes.find(name) != -1);
}
blend_shapes.write[p_index] = name;
}
void ArrayMesh::clear_blend_shapes() {
ERR_FAIL_COND_MSG(surfaces.size(), "Can't set shape key count if surfaces are already created.");
blend_shapes.clear();
}
void ArrayMesh::set_blend_shape_mode(BlendShapeMode p_mode) {
blend_shape_mode = p_mode;
RS::get_singleton()->mesh_set_blend_shape_mode(mesh, (RS::BlendShapeMode)p_mode);
}
ArrayMesh::BlendShapeMode ArrayMesh::get_blend_shape_mode() const {
return blend_shape_mode;
}
void ArrayMesh::surface_remove(int p_idx) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
RenderingServer::get_singleton()->mesh_remove_surface(mesh, p_idx);
surfaces.remove(p_idx);
if (on_cpu()) {
CPUSurface *s = _cpu_surfaces[p_idx];
DEV_ASSERT(s);
memdelete(s);
_cpu_surfaces.remove(p_idx);
}
clear_cache();
_recompute_aabb();
_change_notify();
emit_changed();
}
int ArrayMesh::surface_get_array_len(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), -1);
if (on_cpu()) {
CPUSurface *s = _cpu_surfaces[p_idx];
DEV_ASSERT(s);
return s->num_verts;
}
return RenderingServer::get_singleton()->mesh_surface_get_array_len(mesh, p_idx);
}
int ArrayMesh::surface_get_array_index_len(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), -1);
if (on_cpu()) {
CPUSurface *s = _cpu_surfaces[p_idx];
DEV_ASSERT(s);
return s->num_inds;
}
return RenderingServer::get_singleton()->mesh_surface_get_array_index_len(mesh, p_idx);
}
uint32_t ArrayMesh::surface_get_format(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), 0);
// not sure whether we need to support this yet?
if (!_on_gpu) {
return surfaces[p_idx].creation_format;
}
return RenderingServer::get_singleton()->mesh_surface_get_format(mesh, p_idx);
}
ArrayMesh::PrimitiveType ArrayMesh::surface_get_primitive_type(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), PRIMITIVE_LINES);
if (on_cpu()) {
CPUSurface *s = _cpu_surfaces[p_idx];
DEV_ASSERT(s);
return s->primitive_type;
}
return (PrimitiveType)RenderingServer::get_singleton()->mesh_surface_get_primitive_type(mesh, p_idx);
}
void ArrayMesh::surface_set_material(int p_idx, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
if (surfaces[p_idx].material == p_material) {
return;
}
surfaces.write[p_idx].material = p_material;
if (_on_gpu) {
RenderingServer::get_singleton()->mesh_surface_set_material(mesh, p_idx, p_material.is_null() ? RID() : p_material->get_rid());
}
_change_notify("material");
emit_changed();
}
int ArrayMesh::surface_find_by_name(const String &p_name) const {
for (int i = 0; i < surfaces.size(); i++) {
if (surfaces[i].name == p_name) {
return i;
}
}
return -1;
}
void ArrayMesh::surface_set_name(int p_idx, const String &p_name) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
surfaces.write[p_idx].name = p_name;
emit_changed();
}
String ArrayMesh::surface_get_name(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), String());
return surfaces[p_idx].name;
}
void ArrayMesh::surface_update_region(int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
ERR_FAIL_INDEX(p_surface, surfaces.size());
RS::get_singleton()->mesh_surface_update_region(mesh, p_surface, p_offset, p_data);
emit_changed();
}
void ArrayMesh::surface_set_custom_aabb(int p_idx, const AABB &p_aabb) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
surfaces.write[p_idx].aabb = p_aabb;
// set custom aabb too?
emit_changed();
}
Ref<Material> ArrayMesh::surface_get_material(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), Ref<Material>());
return surfaces[p_idx].material;
}
void ArrayMesh::add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data) {
RenderingServer::get_singleton()->mesh_add_surface_from_mesh_data(mesh, p_mesh_data);
AABB aabb;
for (int i = 0; i < p_mesh_data.vertices.size(); i++) {
if (i == 0) {
aabb.position = p_mesh_data.vertices[i];
} else {
aabb.expand_to(p_mesh_data.vertices[i]);
}
}
Surface s;
s.aabb = aabb;
if (surfaces.size() == 0) {
aabb = s.aabb;
} else {
aabb.merge_with(s.aabb);
}
clear_cache();
surfaces.push_back(s);
_change_notify();
emit_changed();
}
RID ArrayMesh::get_rid() const {
return mesh;
}
AABB ArrayMesh::get_aabb() const {
return aabb;
}
void ArrayMesh::clear_surfaces() {
if (!mesh.is_valid()) {
return;
}
if (_on_cpu) {
clear_cpu_surfaces();
}
RS::get_singleton()->mesh_clear(mesh);
surfaces.clear();
aabb = AABB();
}
void ArrayMesh::set_custom_aabb(const AABB &p_custom) {
custom_aabb = p_custom;
RS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
emit_changed();
}
AABB ArrayMesh::get_custom_aabb() const {
return custom_aabb;
}
void ArrayMesh::regen_normalmaps() {
Vector<Ref<SurfaceTool>> surfs;
for (int i = 0; i < get_surface_count(); i++) {
Ref<SurfaceTool> st = memnew(SurfaceTool);
st->create_from(Ref<ArrayMesh>(this), i);
surfs.push_back(st);
}
while (get_surface_count()) {
surface_remove(0);
}
for (int i = 0; i < surfs.size(); i++) {
surfs.write[i]->generate_tangents();
surfs.write[i]->commit(Ref<ArrayMesh>(this));
}
}
void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &ArrayMesh::add_blend_shape);
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &ArrayMesh::get_blend_shape_count);
ClassDB::bind_method(D_METHOD("get_blend_shape_name", "index"), &ArrayMesh::get_blend_shape_name);
ClassDB::bind_method(D_METHOD("set_blend_shape_name", "index", "name"), &ArrayMesh::set_blend_shape_name);
ClassDB::bind_method(D_METHOD("clear_blend_shapes"), &ArrayMesh::clear_blend_shapes);
ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &ArrayMesh::set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &ArrayMesh::get_blend_shape_mode);
ClassDB::bind_method(D_METHOD("add_surface_from_arrays", "primitive", "arrays", "blend_shapes", "compress_flags"), &ArrayMesh::add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
ClassDB::bind_method(D_METHOD("clear_surfaces"), &ArrayMesh::clear_surfaces);
ClassDB::bind_method(D_METHOD("surface_remove", "surf_idx"), &ArrayMesh::surface_remove);
ClassDB::bind_method(D_METHOD("surface_update_region", "surf_idx", "offset", "data"), &ArrayMesh::surface_update_region);
ClassDB::bind_method(D_METHOD("surface_get_array_len", "surf_idx"), &ArrayMesh::surface_get_array_len);
ClassDB::bind_method(D_METHOD("surface_get_array_index_len", "surf_idx"), &ArrayMesh::surface_get_array_index_len);
ClassDB::bind_method(D_METHOD("surface_get_format", "surf_idx"), &ArrayMesh::surface_get_format);
ClassDB::bind_method(D_METHOD("surface_get_primitive_type", "surf_idx"), &ArrayMesh::surface_get_primitive_type);
ClassDB::bind_method(D_METHOD("surface_find_by_name", "name"), &ArrayMesh::surface_find_by_name);
ClassDB::bind_method(D_METHOD("surface_set_name", "surf_idx", "name"), &ArrayMesh::surface_set_name);
ClassDB::bind_method(D_METHOD("surface_get_name", "surf_idx"), &ArrayMesh::surface_get_name);
ClassDB::bind_method(D_METHOD("create_trimesh_shape"), &ArrayMesh::create_trimesh_shape);
ClassDB::bind_method(D_METHOD("create_convex_shape", "clean", "simplify"), &ArrayMesh::create_convex_shape, DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("create_outline", "margin"), &ArrayMesh::create_outline);
ClassDB::bind_method(D_METHOD("regen_normalmaps"), &ArrayMesh::regen_normalmaps);
ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normalmaps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("get_faces"), &ArrayMesh::get_faces);
ClassDB::bind_method(D_METHOD("generate_triangle_mesh"), &ArrayMesh::generate_triangle_mesh);
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &ArrayMesh::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_custom_aabb"), &ArrayMesh::get_custom_aabb);
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_shape_mode", PROPERTY_HINT_ENUM, "Normalized,Relative", PROPERTY_USAGE_NOEDITOR), "set_blend_shape_mode", "get_blend_shape_mode");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
BIND_CONSTANT(NO_INDEX_ARRAY);
BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
BIND_ENUM_CONSTANT(ARRAY_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_COLOR);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_BONES);
BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_INDEX);
BIND_ENUM_CONSTANT(ARRAY_MAX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
}
void ArrayMesh::reload_from_file() {
RenderingServer::get_singleton()->mesh_clear(mesh);
surfaces.clear();
clear_blend_shapes();
clear_cache();
Resource::reload_from_file();
_change_notify();
}
void ArrayMesh::set_storage_mode(StorageMode p_storage_mode) {
if (_storage_mode == p_storage_mode) {
return;
}
bool new_on_cpu = false;
bool new_on_gpu = false;
switch (p_storage_mode) {
default: {
new_on_cpu = false;
new_on_gpu = true;
} break;
case STORAGE_MODE_CPU: {
new_on_cpu = true;
new_on_gpu = false;
} break;
case STORAGE_MODE_CPU_AND_GPU: {
new_on_cpu = true;
new_on_gpu = true;
} break;
}
// cpu to gpu?
if (new_on_gpu && !_on_gpu) {
// must be on cpu to go to gpu
DEV_CHECK(_on_cpu);
if (mesh.is_valid()) {
// make sure mesh is clear (may not be necessary)
RS::get_singleton()->mesh_clear(mesh);
for (unsigned int n = 0; n < _cpu_surfaces.size(); n++) {
CPUSurface *s = _cpu_surfaces[n];
DEV_ASSERT(s);
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (RenderingServer::PrimitiveType)s->primitive_type, s->arrays, s->blend_shapes, surfaces[n].creation_flags);
ERR_CONTINUE((int)n >= surfaces.size());
const Ref<Material> &mat = surfaces[n].material;
RenderingServer::get_singleton()->mesh_surface_set_material(mesh, n, mat.is_null() ? RID() : mat->get_rid());
}
}
}
// gpu to cpu?
if (new_on_cpu && !_on_cpu) {
// must be on gpu to go to cpu
DEV_CHECK(_on_gpu);
clear_cpu_surfaces();
if (mesh.is_valid()) {
for (int n = 0; n < surfaces.size(); n++) {
Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(mesh, n);
Array blend_shapes = RenderingServer::get_singleton()->mesh_surface_get_blend_shape_arrays(mesh, n);
PrimitiveType primitive = (PrimitiveType)RenderingServer::get_singleton()->mesh_surface_get_primitive_type(mesh, n);
add_surface_from_arrays_cpu(primitive, arrays, blend_shapes);
}
} // mesh valid
}
// clear anything not used
if (!new_on_cpu) {
clear_cpu_surfaces();
}
if (!new_on_gpu && _on_gpu) {
if (mesh.is_valid()) {
RS::get_singleton()->mesh_clear(mesh);
}
}
_on_cpu = new_on_cpu;
_on_gpu = new_on_gpu;
_storage_mode = p_storage_mode;
}
ArrayMesh::ArrayMesh() {
mesh = RID_PRIME(RenderingServer::get_singleton()->mesh_create());
blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE;
}
ArrayMesh::~ArrayMesh() {
RenderingServer::get_singleton()->free(mesh);
clear_cpu_surfaces();
}