/*************************************************************************/ /* mesh.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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/crypto/crypto_core.h" #include "core/containers/local_vector.h" #include "core/math/convex_hull.h" #include "core/containers/pair.h" #include "surface_tool.h" #include Ref Mesh::generate_triangle_mesh() const { if (triangle_mesh.is_valid()) { return triangle_mesh; } int faces_size = 0; for (int i = 0; i < get_surface_count(); i++) { switch (surface_get_primitive_type(i)) { case PRIMITIVE_TRIANGLES: { int len = (surface_get_format(i) & ARRAY_FORMAT_INDEX) ? surface_get_array_index_len(i) : surface_get_array_len(i); // Don't error if zero, it's valid (we'll just skip it later). ERR_CONTINUE_MSG((len % 3) != 0, vformat("Ignoring surface %d, incorrect %s count: %d (for PRIMITIVE_TRIANGLES).", i, (surface_get_format(i) & ARRAY_FORMAT_INDEX) ? "index" : "vertex", len)); faces_size += len; } break; case PRIMITIVE_TRIANGLE_FAN: case PRIMITIVE_TRIANGLE_STRIP: { int len = (surface_get_format(i) & ARRAY_FORMAT_INDEX) ? surface_get_array_index_len(i) : surface_get_array_len(i); // Don't error if zero, it's valid (we'll just skip it later). ERR_CONTINUE_MSG(len != 0 && len < 3, vformat("Ignoring surface %d, incorrect %s count: %d (for %s).", i, (surface_get_format(i) & ARRAY_FORMAT_INDEX) ? "index" : "vertex", len, (surface_get_primitive_type(i) == PRIMITIVE_TRIANGLE_FAN) ? "PRIMITIVE_TRIANGLE_FAN" : "PRIMITIVE_TRIANGLE_STRIP")); faces_size += (len == 0) ? 0 : (len - 2) * 3; } break; default: { } break; } } if (faces_size == 0) { return triangle_mesh; } PoolVector faces; faces.resize(faces_size); PoolVector::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()); int vc = surface_get_array_len(i); PoolVector vertices = a[ARRAY_VERTEX]; PoolVector::Read vr = vertices.read(); if (surface_get_format(i) & ARRAY_FORMAT_INDEX) { int ic = surface_get_array_index_len(i); PoolVector indices = a[ARRAY_INDEX]; PoolVector::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(memnew(TriangleMesh)); triangle_mesh->create(faces); return triangle_mesh; } void Mesh::generate_debug_mesh_lines(Vector &r_lines) { if (debug_lines.size() > 0) { r_lines = debug_lines; return; } Ref tm = generate_triangle_mesh(); if (tm.is_null()) { return; } PoolVector triangle_indices; tm->get_indices(&triangle_indices); const int triangles_num = tm->get_triangles().size(); PoolVector vertices = tm->get_vertices(); debug_lines.resize(tm->get_triangles().size() * 6); // 3 lines x 2 points each line PoolVector::Read ind_r = triangle_indices.read(); PoolVector::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 &r_points) { Ref tm = generate_triangle_mesh(); if (tm.is_null()) { return; } PoolVector 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 Mesh::get_faces() const { Ref tm = generate_triangle_mesh(); if (tm.is_valid()) { return tm->get_faces(); } return PoolVector(); } Ref 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()); if (i == 0) { arrays = a; PoolVector 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 dst = arrays[j]; PoolVector 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:{ PoolVector dst = arrays[j]; PoolVector 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 dst = arrays[j]; PoolVector 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 dst = arrays[j]; PoolVector 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 dst = arrays[j]; PoolVector src = a[j]; if (dst.size() == 0 || src.size() == 0) { arrays[j] = Variant(); continue; } { int ss = src.size(); PoolVector::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()); { PoolVector::Write ir; PoolVector indices = arrays[ARRAY_INDEX]; bool has_indices = false; PoolVector vertices = arrays[ARRAY_VERTEX]; int vc = vertices.size(); ERR_FAIL_COND_V(!vc, Ref()); PoolVector::Write r = vertices.write(); if (indices.size()) { ERR_FAIL_COND_V(indices.size() % 3 != 0, Ref()); vc = indices.size(); ir = indices.write(); has_indices = true; } RBMap 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::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::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::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 new_indices; new_indices.resize(vertices.size()); PoolVector::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 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_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_INDEX); BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES); 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_INDEX); BIND_ENUM_CONSTANT(ARRAY_MAX); } void Mesh::clear_cache() const { triangle_mesh.unref(); debug_lines.clear(); } Mesh::Mesh() { } bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) { String sname = p_name; if (p_name == "blend_shape/names") { PoolVector sk = p_value; int sz = sk.size(); PoolVector::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 array_data = d["array_data"]; PoolVector 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> 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 shape = blend_shape_data[i]; blend_shapes.push_back(shape); } } ERR_FAIL_COND_V(!d.has("aabb"), false); AABB aabb = d["aabb"]; Vector 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; } String sname = p_name; if (p_name == "blend_shape/names") { PoolVector 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> 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 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 *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 &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const AABB &p_aabb, const Vector> &p_blend_shapes, const Vector &p_bone_aabbs) { Surface s; s.aabb = p_aabb; s.is_2d = p_format & ARRAY_FLAG_USE_2D_VERTICES; 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::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; 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 vertices = arr; int len = vertices.size(); ERR_FAIL_COND(len == 0); PoolVector::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; surfaces.push_back(s); _recompute_aabb(); } clear_cache(); _change_notify(); emit_changed(); } Array ArrayMesh::surface_get_arrays(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array()); 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()); 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); 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); 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); 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); 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); return (PrimitiveType)RenderingServer::get_singleton()->mesh_surface_get_primitive_type(mesh, p_idx); } void ArrayMesh::surface_set_material(int p_idx, const Ref &p_material) { ERR_FAIL_INDEX(p_idx, surfaces.size()); if (surfaces[p_idx].material == p_material) { return; } surfaces.write[p_idx].material = p_material; 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 &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 ArrayMesh::surface_get_material(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, surfaces.size(), Ref()); 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; } 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> surfs; for (int i = 0; i < get_surface_count(); i++) { Ref st = memnew(SurfaceTool); st->create_from(Ref(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(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_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_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_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(); } ArrayMesh::ArrayMesh() { mesh = RID_PRIME(RenderingServer::get_singleton()->mesh_create()); blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE; } ArrayMesh::~ArrayMesh() { RenderingServer::get_singleton()->free(mesh); }