pandemonium_engine_minimal/scene/resources/mesh/surface_tool.h

123 lines
4.0 KiB
C++

#ifndef SURFACE_TOOL_H
#define SURFACE_TOOL_H
/* surface_tool.h */
#include "scene/resources/mesh/mesh.h"
#include "thirdparty/mikktspace.h"
class SurfaceTool : public Reference {
GDCLASS(SurfaceTool, Reference);
public:
struct Vertex {
enum { MAX_BONES = 4 };
Vector3 vertex;
Color color;
Vector3 normal; // normal, binormal, tangent
Vector3 binormal;
Vector3 tangent;
Vector2 uv;
Vector2 uv2;
bool operator==(const Vertex &p_vertex) const;
Vertex() {}
};
private:
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;
}
};
bool begun;
bool first;
Mesh::PrimitiveType primitive;
uint32_t format;
Ref<Material> material;
//arrays
LocalVector<Vertex> vertex_array;
LocalVector<int> index_array;
RBMap<int, bool> smooth_groups;
//memory
Color last_color;
Vector3 last_normal;
Vector2 last_uv;
Vector2 last_uv2;
Vector<int> last_bones;
Vector<float> last_weights;
Plane last_tangent;
void _create_list_from_arrays(Array arr, LocalVector<Vertex> *r_vertex, LocalVector<int> *r_index, uint32_t &lformat);
void _create_list(const Ref<Mesh> &p_existing, int p_surface, LocalVector<Vertex> *r_vertex, LocalVector<int> *r_index, uint32_t &lformat);
void _apply_smoothing_group(HashMap<Vertex, Vector3, VertexHasher> &r_vertex_hash, uint32_t p_from, uint32_t p_to, bool &r_smooth);
void _mask_format_flags(uint32_t p_mask) { format &= p_mask; }
bool _sanitize_last_bones_and_weights();
uint32_t get_num_draw_vertices() const { return index_array.size() ? index_array.size() : vertex_array.size(); }
//mikktspace callbacks
static int mikktGetNumFaces(const SMikkTSpaceContext *pContext);
static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace);
static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert);
static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert);
static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert);
static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
const tbool bIsOrientationPreserving, const int iFace, const int iVert);
protected:
static void _bind_methods();
public:
void begin(Mesh::PrimitiveType p_primitive);
void add_vertex(const Vector3 &p_vertex);
void add_color(Color p_color);
void add_normal(const Vector3 &p_normal);
void add_tangent(const Plane &p_tangent);
void add_uv(const Vector2 &p_uv);
void add_uv2(const Vector2 &p_uv2);
void add_smooth_group(bool p_smooth);
void add_triangle_fan(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs = Vector<Vector2>(), const Vector<Color> &p_colors = Vector<Color>(), const Vector<Vector2> &p_uv2s = Vector<Vector2>(), const Vector<Vector3> &p_normals = Vector<Vector3>(), const Vector<Plane> &p_tangents = Vector<Plane>());
void add_index(int p_index);
void index();
void deindex();
void generate_normals(bool p_flip = false);
void generate_tangents();
void set_material(const Ref<Material> &p_material);
void clear();
LocalVector<Vertex> &get_vertex_array() { return vertex_array; }
void create_from_triangle_arrays(const Array &p_arrays);
static Vector<Vertex> create_vertex_array_from_triangle_arrays(const Array &p_arrays);
Array commit_to_arrays();
void create_from(const Ref<Mesh> &p_existing, int p_surface);
void create_from_blend_shape(const Ref<Mesh> &p_existing, int p_surface, const String &p_blend_shape_name);
void append_from(const Ref<Mesh> &p_existing, int p_surface, const Transform &p_xform);
Ref<ArrayMesh> commit(const Ref<ArrayMesh> &p_existing = Ref<ArrayMesh>(), uint32_t p_flags = Mesh::ARRAY_COMPRESS_DEFAULT);
SurfaceTool();
};
#endif