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