virtualx-engine/scene/resources/mesh.cpp

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/*************************************************************************/
/* mesh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"
#include "surface_tool.h"
static const char* _array_name[]={
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"vertex_array",
"normal_array",
"tangent_array",
"color_array",
"tex_uv_array",
"tex_uv2_array",
"bone_array",
"weights_array",
"index_array",
NULL
};
static const Mesh::ArrayType _array_types[]={
Mesh::ARRAY_VERTEX,
Mesh::ARRAY_NORMAL,
Mesh::ARRAY_TANGENT,
Mesh::ARRAY_COLOR,
Mesh::ARRAY_TEX_UV,
Mesh::ARRAY_TEX_UV2,
Mesh::ARRAY_BONES,
Mesh::ARRAY_WEIGHTS,
Mesh::ARRAY_INDEX
};
/* compatibility */
static const int _format_translate[]={
Mesh::ARRAY_FORMAT_VERTEX,
Mesh::ARRAY_FORMAT_NORMAL,
Mesh::ARRAY_FORMAT_TANGENT,
Mesh::ARRAY_FORMAT_COLOR,
Mesh::ARRAY_FORMAT_TEX_UV,
Mesh::ARRAY_FORMAT_TEX_UV2,
Mesh::ARRAY_FORMAT_BONES,
Mesh::ARRAY_FORMAT_WEIGHTS,
Mesh::ARRAY_FORMAT_INDEX,
};
bool Mesh::_set(const StringName& p_name, const Variant& p_value) {
String sname=p_name;
if (p_name=="blend_shape/names") {
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PoolVector<String> sk=p_value;
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int sz = sk.size();
PoolVector<String>::Read r = sk.read();
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for(int i=0;i<sz;i++)
add_blend_shape(r[i]);
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return true;
}
if (p_name=="blend_shape/mode") {
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set_blend_shape_mode(BlendShapeMode(int(p_value)));
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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);
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return true;
}
if (sname=="custom_aabb/custom_aabb") {
set_custom_aabb(p_value);
return true;
}
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if (!sname.begins_with("surfaces"))
return false;
int idx=sname.get_slicec('/',1).to_int();
String what=sname.get_slicec('/',2);
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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("blend_shape_arrays"),false);
add_surface_from_arrays(PrimitiveType(int(d["primitive"])),d["arrays"],d["blend_shape_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"];
ERR_FAIL_COND_V(!d.has("primitive"),false);
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);
Rect3 aabb = d["aabb"];
Vector<Rect3> bone_aabb;
if (d.has("bone_aabb")) {
Array baabb = d["bone_aabb"];
bone_aabb.resize(baabb.size());
for(int i=0;i<baabb.size();i++) {
bone_aabb[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);
}
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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 Mesh::_get(const StringName& p_name,Variant &r_ret) const {
String sname=p_name;
if (p_name=="blend_shape/names") {
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PoolVector<String> sk;
for(int i=0;i<blend_shapes.size();i++)
sk.push_back(blend_shapes[i]);
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r_ret=sk;
return true;
} else if (p_name=="blend_shape/mode") {
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r_ret = get_blend_shape_mode();
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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);
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return true;
} else if (sname=="custom_aabb/custom_aabb") {
r_ret=custom_aabb;
return true;
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} else if (!sname.begins_with("surfaces"))
return false;
int idx=sname.get_slicec('/',1).to_int();
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ERR_FAIL_INDEX_V(idx,surfaces.size(),false);
Dictionary d;
d["array_data"]=VS::get_singleton()->mesh_surface_get_array(mesh,idx);
d["vertex_count"]=VS::get_singleton()->mesh_surface_get_array_len(mesh,idx);
d["array_index_data"]=VS::get_singleton()->mesh_surface_get_index_array(mesh,idx);
d["index_count"]=VS::get_singleton()->mesh_surface_get_array_index_len(mesh,idx);
d["primitive"]=VS::get_singleton()->mesh_surface_get_primitive_type(mesh,idx);
d["format"]=VS::get_singleton()->mesh_surface_get_format(mesh,idx);
d["aabb"]=VS::get_singleton()->mesh_surface_get_aabb(mesh,idx);
Vector<Rect3> skel_aabb = VS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh,idx);
Array arr;
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 = VS::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;
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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 Mesh::_get_property_list( List<PropertyInfo> *p_list) const {
if (blend_shapes.size()) {
p_list->push_back(PropertyInfo(Variant::POOL_STRING_ARRAY,"blend_shape/names",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::INT,"blend_shape/mode",PROPERTY_HINT_ENUM,"Normalized,Relative"));
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}
for (int i=0;i<surfaces.size();i++) {
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p_list->push_back( PropertyInfo( Variant::DICTIONARY,"surfaces/"+itos(i), PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR ) );
p_list->push_back( PropertyInfo( Variant::STRING,"surface_"+itos(i+1)+"/name", PROPERTY_HINT_NONE,"",PROPERTY_USAGE_EDITOR ) );
p_list->push_back( PropertyInfo( Variant::OBJECT,"surface_"+itos(i+1)+"/material", PROPERTY_HINT_RESOURCE_TYPE,"Material",PROPERTY_USAGE_EDITOR ) );
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}
p_list->push_back( PropertyInfo( Variant::RECT3,"custom_aabb/custom_aabb" ) );
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}
void Mesh::_recompute_aabb() {
// regenerate AABB
aabb=Rect3();
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for (int i=0;i<surfaces.size();i++) {
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if (i==0)
aabb=surfaces[i].aabb;
else
aabb.merge_with(surfaces[i].aabb);
}
}
void Mesh::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 Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes,const Vector<Rect3>& p_bone_aabbs) {
Surface s;
s.aabb=p_aabb;
surfaces.push_back(s);
VisualServer::get_singleton()->mesh_add_surface(mesh,p_format,(VS::PrimitiveType)p_primitive,p_array,p_vertex_count,p_index_array,p_index_count,p_aabb,p_blend_shapes,p_bone_aabbs);
}
void Mesh::add_surface_from_arrays(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,uint32_t p_flags) {
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ERR_FAIL_COND(p_arrays.size()!=ARRAY_MAX);
Surface s;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh,(VisualServer::PrimitiveType)p_primitive, p_arrays,p_blend_shapes,p_flags);
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surfaces.push_back(s);
/* make aABB? */ {
PoolVector<Vector3> vertices=p_arrays[ARRAY_VERTEX];
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int len=vertices.size();
ERR_FAIL_COND(len==0);
PoolVector<Vector3>::Read r=vertices.read();
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const Vector3 *vtx=r.ptr();
// check AABB
Rect3 aabb;
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for (int i=0;i<len;i++) {
if (i==0)
aabb.pos=vtx[i];
else
aabb.expand_to(vtx[i]);
}
surfaces[surfaces.size()-1].aabb=aabb;
_recompute_aabb();
}
triangle_mesh=Ref<TriangleMesh>();
_change_notify();
emit_changed();
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}
Array Mesh::surface_get_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface,surfaces.size(),Array());
return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh,p_surface);
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}
Array Mesh::surface_get_blend_shape_arrays(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface,surfaces.size(),Array());
return Array();
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}
int Mesh::get_surface_count() const {
return surfaces.size();
}
void Mesh::add_blend_shape(const StringName& p_name) {
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if (surfaces.size()) {
ERR_EXPLAIN("Can't add a shape key count if surfaces are already created.");
ERR_FAIL_COND(surfaces.size());
}
StringName name=p_name;
if (blend_shapes.find(name)!=-1 ) {
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int count=2;
do {
name = String(p_name) + " " + itos(count);
count++;
} while(blend_shapes.find(name)!=-1);
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}
blend_shapes.push_back(name);
VS::get_singleton()->mesh_set_blend_shape_count(mesh,blend_shapes.size());
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}
int Mesh::get_blend_shape_count() const {
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return blend_shapes.size();
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}
StringName Mesh::get_blend_shape_name(int p_index) const {
ERR_FAIL_INDEX_V( p_index, blend_shapes.size(),StringName() );
return blend_shapes[p_index];
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}
void Mesh::clear_blend_shapes() {
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if (surfaces.size()) {
ERR_EXPLAIN("Can't set shape key count if surfaces are already created.");
ERR_FAIL_COND(surfaces.size());
}
blend_shapes.clear();
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}
void Mesh::set_blend_shape_mode(BlendShapeMode p_mode) {
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blend_shape_mode=p_mode;
VS::get_singleton()->mesh_set_blend_shape_mode(mesh,(VS::BlendShapeMode)p_mode);
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}
Mesh::BlendShapeMode Mesh::get_blend_shape_mode() const {
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return blend_shape_mode;
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}
void Mesh::surface_remove(int p_idx) {
ERR_FAIL_INDEX(p_idx, surfaces.size() );
VisualServer::get_singleton()->mesh_remove_surface(mesh,p_idx);
surfaces.remove(p_idx);
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triangle_mesh=Ref<TriangleMesh>();
_recompute_aabb();
_change_notify();
emit_changed();
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}
int Mesh::surface_get_array_len(int p_idx) const {
ERR_FAIL_INDEX_V( p_idx, surfaces.size(), -1 );
return VisualServer::get_singleton()->mesh_surface_get_array_len( mesh, p_idx );
}
int Mesh::surface_get_array_index_len(int p_idx) const {
ERR_FAIL_INDEX_V( p_idx, surfaces.size(), -1 );
return VisualServer::get_singleton()->mesh_surface_get_array_index_len( mesh, p_idx );
}
uint32_t Mesh::surface_get_format(int p_idx) const {
ERR_FAIL_INDEX_V( p_idx, surfaces.size(), 0 );
return VisualServer::get_singleton()->mesh_surface_get_format( mesh, p_idx );
}
Mesh::PrimitiveType Mesh::surface_get_primitive_type(int p_idx) const {
ERR_FAIL_INDEX_V( p_idx, surfaces.size(), PRIMITIVE_LINES );
return (PrimitiveType)VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, p_idx );
}
void Mesh::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[p_idx].material=p_material;
VisualServer::get_singleton()->mesh_surface_set_material(mesh, p_idx, p_material.is_null()?RID():p_material->get_rid());
_change_notify("material");
}
void Mesh::surface_set_name(int p_idx, const String& p_name) {
ERR_FAIL_INDEX( p_idx, surfaces.size() );
surfaces[p_idx].name=p_name;
}
String Mesh::surface_get_name(int p_idx) const{
ERR_FAIL_INDEX_V( p_idx, surfaces.size(),String() );
return surfaces[p_idx].name;
}
void Mesh::surface_set_custom_aabb(int p_idx,const Rect3& p_aabb) {
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ERR_FAIL_INDEX( p_idx, surfaces.size() );
surfaces[p_idx].aabb=p_aabb;
// set custom aabb too?
}
Ref<Material> Mesh::surface_get_material(int p_idx) const {
ERR_FAIL_INDEX_V( p_idx, surfaces.size(), Ref<Material>() );
return surfaces[p_idx].material;
}
void Mesh::add_surface_from_mesh_data(const Geometry::MeshData& p_mesh_data) {
VisualServer::get_singleton()->mesh_add_surface_from_mesh_data( mesh, p_mesh_data );
Rect3 aabb;
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for (int i=0;i<p_mesh_data.vertices.size();i++) {
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if (i==0)
aabb.pos=p_mesh_data.vertices[i];
else
aabb.expand_to(p_mesh_data.vertices[i]);
}
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Surface s;
s.aabb=aabb;
if (surfaces.size()==0)
aabb=s.aabb;
else
aabb.merge_with(s.aabb);
triangle_mesh=Ref<TriangleMesh>();
surfaces.push_back(s);
_change_notify();
emit_changed();
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}
RID Mesh::get_rid() const {
return mesh;
}
Rect3 Mesh::get_aabb() const {
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return aabb;
}
void Mesh::set_custom_aabb(const Rect3& p_custom) {
custom_aabb=p_custom;
VS::get_singleton()->mesh_set_custom_aabb(mesh,custom_aabb);
}
Rect3 Mesh::get_custom_aabb() const {
return custom_aabb;
}
PoolVector<Face3> Mesh::get_faces() const {
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Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_valid())
return tm->get_faces();
return PoolVector<Face3>();
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/*
for (int i=0;i<surfaces.size();i++) {
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if (VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != VisualServer::PRIMITIVE_TRIANGLES )
continue;
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PoolVector<int> indices;
PoolVector<Vector3> vertices;
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vertices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_VERTEX);
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int len=VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, i);
bool has_indices;
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if (len>0) {
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indices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_INDEX);
has_indices=true;
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} else {
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len=vertices.size();
has_indices=false;
}
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if (len<=0)
continue;
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PoolVector<int>::Read indicesr = indices.read();
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const int *indicesptr = indicesr.ptr();
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PoolVector<Vector3>::Read verticesr = vertices.read();
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const Vector3 *verticesptr = verticesr.ptr();
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int old_faces=faces.size();
int new_faces=old_faces+(len/3);
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faces.resize(new_faces);
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PoolVector<Face3>::Write facesw = faces.write();
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Face3 *facesptr=facesw.ptr();
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for (int i=0;i<len/3;i++) {
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Face3 face;
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for (int j=0;j<3;j++) {
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int idx=i*3+j;
face.vertex[j] = has_indices ? verticesptr[ indicesptr[ idx ] ] : verticesptr[idx];
}
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facesptr[i+old_faces]=face;
}
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}
*/
}
Ref<Shape> Mesh::create_convex_shape() const {
PoolVector<Vector3> vertices;
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for(int i=0;i<get_surface_count();i++) {
Array a = surface_get_arrays(i);
PoolVector<Vector3> v=a[ARRAY_VERTEX];
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vertices.append_array(v);
}
Ref<ConvexPolygonShape> shape = memnew( ConvexPolygonShape );
shape->set_points(vertices);
return shape;
}
Ref<Shape> Mesh::create_trimesh_shape() const {
PoolVector<Face3> faces = get_faces();
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if (faces.size()==0)
return Ref<Shape>();
PoolVector<Vector3> face_points;
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face_points.resize( faces.size()*3 );
for (int i=0;i<face_points.size();i++) {
Face3 f = faces.get( i/3 );
face_points.set(i, f.vertex[i%3] );
}
Ref<ConcavePolygonShape> shape = memnew( ConcavePolygonShape );
shape->set_faces(face_points);
return shape;
}
void Mesh::center_geometry() {
/*
Vector3 ofs = aabb.pos+aabb.size*0.5;
for(int i=0;i<get_surface_count();i++) {
PoolVector<Vector3> geom = surface_get_array(i,ARRAY_VERTEX);
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int gc =geom.size();
PoolVector<Vector3>::Write w = geom.write();
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surfaces[i].aabb.pos-=ofs;
for(int i=0;i<gc;i++) {
w[i]-=ofs;
}
w = PoolVector<Vector3>::Write();
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surface_set_array(i,ARRAY_VERTEX,geom);
}
aabb.pos-=ofs;
*/
}
void Mesh::regen_normalmaps() {
Vector< Ref<SurfaceTool> > surfs;
for(int i=0;i<get_surface_count();i++) {
Ref<SurfaceTool> st = memnew( SurfaceTool );
st->create_from(Ref<Mesh>(this),i);
surfs.push_back(st);
}
while (get_surface_count()) {
surface_remove(0);
}
for(int i=0;i<surfs.size();i++) {
surfs[i]->generate_tangents();
surfs[i]->commit(Ref<Mesh>(this));
}
}
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Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
if (triangle_mesh.is_valid())
return triangle_mesh;
int facecount=0;
for(int i=0;i<get_surface_count();i++) {
if (surface_get_primitive_type(i)!=PRIMITIVE_TRIANGLES)
continue;
if (surface_get_format(i)&ARRAY_FORMAT_INDEX) {
facecount+=surface_get_array_index_len(i);
} else {
facecount+=surface_get_array_len(i);
}
}
if (facecount==0 || (facecount%3)!=0)
return triangle_mesh;
PoolVector<Vector3> faces;
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faces.resize(facecount);
PoolVector<Vector3>::Write facesw=faces.write();
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int widx=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);
int vc = surface_get_array_len(i);
PoolVector<Vector3> vertices = a[ARRAY_VERTEX];
PoolVector<Vector3>::Read vr=vertices.read();
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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();
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for(int i=0;i<ic;i++) {
int index = ir[i];
facesw[widx++]=vr[ index ];
}
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} else {
for(int i=0;i<vc;i++)
facesw[widx++]=vr[ i ];
}
}
facesw=PoolVector<Vector3>::Write();
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triangle_mesh = Ref<TriangleMesh>( memnew( TriangleMesh ));
triangle_mesh->create(faces);
return triangle_mesh;
}
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);
int vcount=0;
if (i==0) {
arrays=a;
PoolVector<Vector3> v=a[ARRAY_VERTEX];
index_accum+=v.size();
} else {
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;
}
}
}
}
{
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<Mesh>());
PoolVector<Vector3>::Write r=vertices.write();
if (indices.size()) {
vc=indices.size();
ir=indices.write();
has_indices=true;
}
Map<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++) {
Map<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 (Map<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];
Map<Vector3,Vector3>::Element *E=normal_accum.find(t);
ERR_CONTINUE(!E);
t+=E->get()*p_margin;
r[i]=t;
}
r = PoolVector<Vector3>::Write();
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=PoolVector<int>::Write();
arrays[ARRAY_INDEX]=new_indices;
} else {
for(int j=0;j<vc;j+=3) {
SWAP(ir[j+1],ir[j+2]);
}
ir=PoolVector<int>::Write();
arrays[ARRAY_INDEX]=indices;
}
}
Ref<Mesh> newmesh = memnew( Mesh );
newmesh->add_surface_from_arrays(PRIMITIVE_TRIANGLES,arrays);
return newmesh;
}
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void Mesh::_bind_methods() {
ClassDB::bind_method(_MD("add_blend_shape","name"),&Mesh::add_blend_shape);
ClassDB::bind_method(_MD("get_blend_shape_count"),&Mesh::get_blend_shape_count);
ClassDB::bind_method(_MD("get_blend_shape_name","index"),&Mesh::get_blend_shape_name);
ClassDB::bind_method(_MD("clear_blend_shapes"),&Mesh::clear_blend_shapes);
ClassDB::bind_method(_MD("set_blend_shape_mode","mode"),&Mesh::set_blend_shape_mode);
ClassDB::bind_method(_MD("get_blend_shape_mode"),&Mesh::get_blend_shape_mode);
ClassDB::bind_method(_MD("add_surface_from_arrays","primitive","arrays","blend_shapes","compress_flags"),&Mesh::add_surface_from_arrays,DEFVAL(Array()),DEFVAL(ARRAY_COMPRESS_DEFAULT));
ClassDB::bind_method(_MD("get_surface_count"),&Mesh::get_surface_count);
ClassDB::bind_method(_MD("surface_remove","surf_idx"),&Mesh::surface_remove);
ClassDB::bind_method(_MD("surface_get_array_len","surf_idx"),&Mesh::surface_get_array_len);
ClassDB::bind_method(_MD("surface_get_array_index_len","surf_idx"),&Mesh::surface_get_array_index_len);
ClassDB::bind_method(_MD("surface_get_format","surf_idx"),&Mesh::surface_get_format);
ClassDB::bind_method(_MD("surface_get_primitive_type","surf_idx"),&Mesh::surface_get_primitive_type);
ClassDB::bind_method(_MD("surface_set_material","surf_idx","material:Material"),&Mesh::surface_set_material);
ClassDB::bind_method(_MD("surface_get_material:Material","surf_idx"),&Mesh::surface_get_material);
ClassDB::bind_method(_MD("surface_set_name","surf_idx","name"),&Mesh::surface_set_name);
ClassDB::bind_method(_MD("surface_get_name","surf_idx"),&Mesh::surface_get_name);
ClassDB::bind_method(_MD("center_geometry"),&Mesh::center_geometry);
ClassDB::set_method_flags(get_class_static(),_SCS("center_geometry"),METHOD_FLAGS_DEFAULT|METHOD_FLAG_EDITOR);
ClassDB::bind_method(_MD("regen_normalmaps"),&Mesh::regen_normalmaps);
ClassDB::set_method_flags(get_class_static(),_SCS("regen_normalmaps"),METHOD_FLAGS_DEFAULT|METHOD_FLAG_EDITOR);
ClassDB::bind_method(_MD("set_custom_aabb","aabb"),&Mesh::set_custom_aabb);
ClassDB::bind_method(_MD("get_custom_aabb"),&Mesh::get_custom_aabb);
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BIND_CONSTANT( NO_INDEX_ARRAY );
BIND_CONSTANT( ARRAY_WEIGHTS_SIZE );
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BIND_CONSTANT( ARRAY_VERTEX );
BIND_CONSTANT( ARRAY_NORMAL );
BIND_CONSTANT( ARRAY_TANGENT );
BIND_CONSTANT( ARRAY_COLOR );
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BIND_CONSTANT( ARRAY_TEX_UV );
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BIND_CONSTANT( ARRAY_TEX_UV2 );
BIND_CONSTANT( ARRAY_BONES );
BIND_CONSTANT( ARRAY_WEIGHTS );
BIND_CONSTANT( ARRAY_INDEX );
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BIND_CONSTANT( ARRAY_FORMAT_VERTEX );
BIND_CONSTANT( ARRAY_FORMAT_NORMAL );
BIND_CONSTANT( ARRAY_FORMAT_TANGENT );
BIND_CONSTANT( ARRAY_FORMAT_COLOR );
BIND_CONSTANT( ARRAY_FORMAT_TEX_UV );
BIND_CONSTANT( ARRAY_FORMAT_TEX_UV2 );
BIND_CONSTANT( ARRAY_FORMAT_BONES );
BIND_CONSTANT( ARRAY_FORMAT_WEIGHTS );
BIND_CONSTANT( ARRAY_FORMAT_INDEX );
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BIND_CONSTANT( PRIMITIVE_POINTS );
BIND_CONSTANT( PRIMITIVE_LINES );
BIND_CONSTANT( PRIMITIVE_LINE_STRIP );
BIND_CONSTANT( PRIMITIVE_LINE_LOOP );
BIND_CONSTANT( PRIMITIVE_TRIANGLES );
BIND_CONSTANT( PRIMITIVE_TRIANGLE_STRIP );
BIND_CONSTANT( PRIMITIVE_TRIANGLE_FAN );
}
Mesh::Mesh() {
mesh=VisualServer::get_singleton()->mesh_create();
blend_shape_mode=BLEND_SHAPE_MODE_RELATIVE;
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}
Mesh::~Mesh() {
VisualServer::get_singleton()->free(mesh);
}