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/*************************************************************************/
/* mesh_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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. */
/*************************************************************************/
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# include "mesh_instance.h"
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# include "collision_shape.h"
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# include "core/core_string_names.h"
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# include "core/project_settings.h"
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# include "physics_body.h"
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# include "scene/resources/material.h"
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# include "scene/scene_string_names.h"
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# include "servers/visual/visual_server_globals.h"
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# include "skeleton.h"
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bool MeshInstance : : _set ( const StringName & p_name , const Variant & p_value ) {
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//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
//add to it that it's probably found on first call to _set anyway.
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if ( ! get_instance ( ) . is_valid ( ) ) {
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return false ;
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}
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Map < StringName , BlendShapeTrack > : : Element * E = blend_shape_tracks . find ( p_name ) ;
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if ( E ) {
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E - > get ( ) . value = p_value ;
VisualServer : : get_singleton ( ) - > instance_set_blend_shape_weight ( get_instance ( ) , E - > get ( ) . idx , E - > get ( ) . value ) ;
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return true ;
}
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if ( p_name . operator String ( ) . begins_with ( " material/ " ) ) {
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int idx = p_name . operator String ( ) . get_slicec ( ' / ' , 1 ) . to_int ( ) ;
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if ( idx > = materials . size ( ) | | idx < 0 ) {
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return false ;
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}
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set_surface_material ( idx , p_value ) ;
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return true ;
}
return false ;
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}
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bool MeshInstance : : _get ( const StringName & p_name , Variant & r_ret ) const {
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if ( ! get_instance ( ) . is_valid ( ) ) {
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return false ;
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}
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const Map < StringName , BlendShapeTrack > : : Element * E = blend_shape_tracks . find ( p_name ) ;
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if ( E ) {
r_ret = E - > get ( ) . value ;
return true ;
}
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if ( p_name . operator String ( ) . begins_with ( " material/ " ) ) {
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int idx = p_name . operator String ( ) . get_slicec ( ' / ' , 1 ) . to_int ( ) ;
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if ( idx > = materials . size ( ) | | idx < 0 ) {
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return false ;
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}
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r_ret = materials [ idx ] ;
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return true ;
}
return false ;
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}
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void MeshInstance : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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List < String > ls ;
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for ( const Map < StringName , BlendShapeTrack > : : Element * E = blend_shape_tracks . front ( ) ; E ; E = E - > next ( ) ) {
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ls . push_back ( E - > key ( ) ) ;
}
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ls . sort ( ) ;
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for ( List < String > : : Element * E = ls . front ( ) ; E ; E = E - > next ( ) ) {
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p_list - > push_back ( PropertyInfo ( Variant : : REAL , E - > get ( ) , PROPERTY_HINT_RANGE , " -1,1,0.00001 " ) ) ;
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}
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if ( mesh . is_valid ( ) ) {
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for ( int i = 0 ; i < mesh - > get_surface_count ( ) ; i + + ) {
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p_list - > push_back ( PropertyInfo ( Variant : : OBJECT , " material/ " + itos ( i ) , PROPERTY_HINT_RESOURCE_TYPE , " ShaderMaterial,SpatialMaterial " ) ) ;
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}
}
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}
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void MeshInstance : : set_mesh ( const Ref < Mesh > & p_mesh ) {
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if ( mesh = = p_mesh ) {
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return ;
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}
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if ( mesh . is_valid ( ) ) {
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mesh - > disconnect ( CoreStringNames : : get_singleton ( ) - > changed , this , SceneStringNames : : get_singleton ( ) - > _mesh_changed ) ;
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}
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if ( skin_ref . is_valid ( ) & & mesh . is_valid ( ) & & _is_software_skinning_enabled ( ) & & is_visible_in_tree ( ) ) {
ERR_FAIL_COND ( ! skin_ref - > get_skeleton_node ( ) ) ;
skin_ref - > get_skeleton_node ( ) - > disconnect ( " skeleton_updated " , this , " _update_skinning " ) ;
}
if ( software_skinning ) {
memdelete ( software_skinning ) ;
software_skinning = nullptr ;
}
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mesh = p_mesh ;
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blend_shape_tracks . clear ( ) ;
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if ( mesh . is_valid ( ) ) {
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for ( int i = 0 ; i < mesh - > get_blend_shape_count ( ) ; i + + ) {
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BlendShapeTrack mt ;
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mt . idx = i ;
mt . value = 0 ;
blend_shape_tracks [ " blend_shapes/ " + String ( mesh - > get_blend_shape_name ( i ) ) ] = mt ;
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}
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mesh - > connect ( CoreStringNames : : get_singleton ( ) - > changed , this , SceneStringNames : : get_singleton ( ) - > _mesh_changed ) ;
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materials . resize ( mesh - > get_surface_count ( ) ) ;
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_initialize_skinning ( false , false ) ;
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} else {
set_base ( RID ( ) ) ;
}
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update_gizmo ( ) ;
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_change_notify ( ) ;
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}
Ref < Mesh > MeshInstance : : get_mesh ( ) const {
return mesh ;
}
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void MeshInstance : : _resolve_skeleton_path ( ) {
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Ref < SkinReference > new_skin_reference ;
if ( ! skeleton_path . is_empty ( ) ) {
Skeleton * skeleton = Object : : cast_to < Skeleton > ( get_node ( skeleton_path ) ) ;
if ( skeleton ) {
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new_skin_reference = skeleton - > register_skin ( skin_internal ) ;
if ( skin_internal . is_null ( ) ) {
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//a skin was created for us
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skin_internal = new_skin_reference - > get_skin ( ) ;
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_change_notify ( ) ;
}
}
}
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if ( skin_ref . is_valid ( ) & & mesh . is_valid ( ) & & _is_software_skinning_enabled ( ) & & is_visible_in_tree ( ) ) {
ERR_FAIL_COND ( ! skin_ref - > get_skeleton_node ( ) ) ;
skin_ref - > get_skeleton_node ( ) - > disconnect ( " skeleton_updated " , this , " _update_skinning " ) ;
}
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skin_ref = new_skin_reference ;
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software_skinning_flags & = ~ SoftwareSkinning : : FLAG_BONES_READY ;
_initialize_skinning ( ) ;
}
bool MeshInstance : : _is_global_software_skinning_enabled ( ) {
// Check if forced in project settings.
if ( GLOBAL_GET ( " rendering/quality/skinning/force_software_skinning " ) ) {
return true ;
}
// Check if enabled in project settings.
if ( ! GLOBAL_GET ( " rendering/quality/skinning/software_skinning_fallback " ) ) {
return false ;
}
// Check if requested by renderer settings.
return VSG : : storage - > has_os_feature ( " skinning_fallback " ) ;
}
bool MeshInstance : : _is_software_skinning_enabled ( ) const {
// Using static local variable which will be initialized only once,
// so _is_global_software_skinning_enabled can be only called once on first use.
static bool global_software_skinning = _is_global_software_skinning_enabled ( ) ;
return global_software_skinning ;
}
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void MeshInstance : : _initialize_skinning ( bool p_force_reset , bool p_call_attach_skeleton ) {
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if ( mesh . is_null ( ) ) {
return ;
}
VisualServer * visual_server = VisualServer : : get_singleton ( ) ;
bool update_mesh = false ;
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if ( skin_ref . is_valid ( ) ) {
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if ( _is_software_skinning_enabled ( ) ) {
if ( is_visible_in_tree ( ) ) {
ERR_FAIL_COND ( ! skin_ref - > get_skeleton_node ( ) ) ;
if ( ! skin_ref - > get_skeleton_node ( ) - > is_connected ( " skeleton_updated " , this , " _update_skinning " ) ) {
skin_ref - > get_skeleton_node ( ) - > connect ( " skeleton_updated " , this , " _update_skinning " ) ;
}
}
if ( p_force_reset & & software_skinning ) {
memdelete ( software_skinning ) ;
software_skinning = nullptr ;
}
if ( ! software_skinning ) {
software_skinning = memnew ( SoftwareSkinning ) ;
if ( mesh - > get_blend_shape_count ( ) > 0 ) {
ERR_PRINT ( " Blend shapes are not supported for software skinning. " ) ;
}
Ref < ArrayMesh > software_mesh ;
software_mesh . instance ( ) ;
RID mesh_rid = software_mesh - > get_rid ( ) ;
// Initialize mesh for dynamic update.
int surface_count = mesh - > get_surface_count ( ) ;
software_skinning - > surface_data . resize ( surface_count ) ;
for ( int surface_index = 0 ; surface_index < surface_count ; + + surface_index ) {
ERR_CONTINUE ( Mesh : : PRIMITIVE_TRIANGLES ! = mesh - > surface_get_primitive_type ( surface_index ) ) ;
SoftwareSkinning : : SurfaceData & surface_data = software_skinning - > surface_data [ surface_index ] ;
surface_data . transform_tangents = false ;
surface_data . ensure_correct_normals = false ;
uint32_t format = mesh - > surface_get_format ( surface_index ) ;
ERR_CONTINUE ( 0 = = ( format & Mesh : : ARRAY_FORMAT_VERTEX ) ) ;
ERR_CONTINUE ( 0 = = ( format & Mesh : : ARRAY_FORMAT_BONES ) ) ;
ERR_CONTINUE ( 0 = = ( format & Mesh : : ARRAY_FORMAT_WEIGHTS ) ) ;
format | = Mesh : : ARRAY_FLAG_USE_DYNAMIC_UPDATE ;
format & = ~ Mesh : : ARRAY_COMPRESS_VERTEX ;
format & = ~ Mesh : : ARRAY_COMPRESS_WEIGHTS ;
format & = ~ Mesh : : ARRAY_FLAG_USE_16_BIT_BONES ;
Array write_arrays = mesh - > surface_get_arrays ( surface_index ) ;
Array read_arrays ;
read_arrays . resize ( Mesh : : ARRAY_MAX ) ;
read_arrays [ Mesh : : ARRAY_VERTEX ] = write_arrays [ Mesh : : ARRAY_VERTEX ] ;
read_arrays [ Mesh : : ARRAY_BONES ] = write_arrays [ Mesh : : ARRAY_BONES ] ;
read_arrays [ Mesh : : ARRAY_WEIGHTS ] = write_arrays [ Mesh : : ARRAY_WEIGHTS ] ;
write_arrays [ Mesh : : ARRAY_BONES ] = Variant ( ) ;
write_arrays [ Mesh : : ARRAY_WEIGHTS ] = Variant ( ) ;
if ( software_skinning_flags & SoftwareSkinning : : FLAG_TRANSFORM_NORMALS ) {
ERR_CONTINUE ( 0 = = ( format & Mesh : : ARRAY_FORMAT_NORMAL ) ) ;
format & = ~ Mesh : : ARRAY_COMPRESS_NORMAL ;
read_arrays [ Mesh : : ARRAY_NORMAL ] = write_arrays [ Mesh : : ARRAY_NORMAL ] ;
Ref < Material > mat = get_active_material ( surface_index ) ;
if ( mat . is_valid ( ) ) {
Ref < SpatialMaterial > spatial_mat = mat ;
if ( spatial_mat . is_valid ( ) ) {
// Spatial material, check from material settings.
surface_data . transform_tangents = spatial_mat - > get_feature ( SpatialMaterial : : FEATURE_NORMAL_MAPPING ) ;
surface_data . ensure_correct_normals = spatial_mat - > get_flag ( SpatialMaterial : : FLAG_ENSURE_CORRECT_NORMALS ) ;
} else {
// Custom shader, must check for compiled flags.
surface_data . transform_tangents = VSG : : storage - > material_uses_tangents ( mat - > get_rid ( ) ) ;
surface_data . ensure_correct_normals = VSG : : storage - > material_uses_ensure_correct_normals ( mat - > get_rid ( ) ) ;
}
}
if ( surface_data . transform_tangents ) {
ERR_CONTINUE ( 0 = = ( format & Mesh : : ARRAY_FORMAT_TANGENT ) ) ;
format & = ~ Mesh : : ARRAY_COMPRESS_TANGENT ;
read_arrays [ Mesh : : ARRAY_TANGENT ] = write_arrays [ Mesh : : ARRAY_TANGENT ] ;
}
}
// 1. Temporarily add surface with bone data to create the read buffer.
software_mesh - > add_surface_from_arrays ( Mesh : : PRIMITIVE_TRIANGLES , read_arrays , Array ( ) , format ) ;
PoolByteArray buffer_read = visual_server - > mesh_surface_get_array ( mesh_rid , surface_index ) ;
surface_data . source_buffer . append_array ( buffer_read ) ;
surface_data . source_format = software_mesh - > surface_get_format ( surface_index ) ;
software_mesh - > surface_remove ( surface_index ) ;
// 2. Create the surface again without the bone data for the write buffer.
software_mesh - > add_surface_from_arrays ( Mesh : : PRIMITIVE_TRIANGLES , write_arrays , Array ( ) , format ) ;
Ref < Material > material = mesh - > surface_get_material ( surface_index ) ;
software_mesh - > surface_set_material ( surface_index , material ) ;
surface_data . buffer = visual_server - > mesh_surface_get_array ( mesh_rid , surface_index ) ;
surface_data . buffer_write = surface_data . buffer . write ( ) ;
}
software_skinning - > mesh_instance = software_mesh ;
update_mesh = true ;
}
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if ( p_call_attach_skeleton ) {
visual_server - > instance_attach_skeleton ( get_instance ( ) , RID ( ) ) ;
}
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if ( is_visible_in_tree ( ) & & ( software_skinning_flags & SoftwareSkinning : : FLAG_BONES_READY ) ) {
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// Initialize from current skeleton pose.
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_update_skinning ( ) ;
}
} else {
ERR_FAIL_COND ( ! skin_ref - > get_skeleton_node ( ) ) ;
if ( skin_ref - > get_skeleton_node ( ) - > is_connected ( " skeleton_updated " , this , " _update_skinning " ) ) {
skin_ref - > get_skeleton_node ( ) - > disconnect ( " skeleton_updated " , this , " _update_skinning " ) ;
}
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if ( p_call_attach_skeleton ) {
visual_server - > instance_attach_skeleton ( get_instance ( ) , skin_ref - > get_skeleton ( ) ) ;
}
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if ( software_skinning ) {
memdelete ( software_skinning ) ;
software_skinning = nullptr ;
update_mesh = true ;
}
}
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} else {
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if ( p_call_attach_skeleton ) {
visual_server - > instance_attach_skeleton ( get_instance ( ) , RID ( ) ) ;
}
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if ( software_skinning ) {
memdelete ( software_skinning ) ;
software_skinning = nullptr ;
update_mesh = true ;
}
}
RID render_mesh = software_skinning ? software_skinning - > mesh_instance - > get_rid ( ) : mesh - > get_rid ( ) ;
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if ( update_mesh | | ( render_mesh ! = get_base ( ) ) ) {
set_base ( render_mesh ) ;
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// Update instance materials after switching mesh.
int surface_count = mesh - > get_surface_count ( ) ;
for ( int surface_index = 0 ; surface_index < surface_count ; + + surface_index ) {
if ( materials [ surface_index ] . is_valid ( ) ) {
visual_server - > instance_set_surface_material ( get_instance ( ) , surface_index , materials [ surface_index ] - > get_rid ( ) ) ;
}
}
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}
}
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void MeshInstance : : _update_skinning ( ) {
ERR_FAIL_COND ( ! _is_software_skinning_enabled ( ) ) ;
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# if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
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ERR_FAIL_COND ( ! is_visible_in_tree ( ) ) ;
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# else
ERR_FAIL_COND ( ! is_visible ( ) ) ;
# endif
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ERR_FAIL_COND ( ! software_skinning ) ;
Ref < Mesh > software_skinning_mesh = software_skinning - > mesh_instance ;
ERR_FAIL_COND ( ! software_skinning_mesh . is_valid ( ) ) ;
RID mesh_rid = software_skinning_mesh - > get_rid ( ) ;
ERR_FAIL_COND ( ! mesh_rid . is_valid ( ) ) ;
ERR_FAIL_COND ( ! mesh . is_valid ( ) ) ;
RID source_mesh_rid = mesh - > get_rid ( ) ;
ERR_FAIL_COND ( ! source_mesh_rid . is_valid ( ) ) ;
ERR_FAIL_COND ( skin_ref . is_null ( ) ) ;
RID skeleton = skin_ref - > get_skeleton ( ) ;
ERR_FAIL_COND ( ! skeleton . is_valid ( ) ) ;
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Vector3 aabb_min = Vector3 ( FLT_MAX , FLT_MAX , FLT_MAX ) ;
Vector3 aabb_max = Vector3 ( - FLT_MAX , - FLT_MAX , - FLT_MAX ) ;
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VisualServer * visual_server = VisualServer : : get_singleton ( ) ;
// Prepare bone transforms.
const int num_bones = visual_server - > skeleton_get_bone_count ( skeleton ) ;
ERR_FAIL_COND ( num_bones < = 0 ) ;
Transform * bone_transforms = ( Transform * ) alloca ( sizeof ( Transform ) * num_bones ) ;
for ( int bone_index = 0 ; bone_index < num_bones ; + + bone_index ) {
bone_transforms [ bone_index ] = visual_server - > skeleton_bone_get_transform ( skeleton , bone_index ) ;
}
// Apply skinning.
int surface_count = software_skinning_mesh - > get_surface_count ( ) ;
for ( int surface_index = 0 ; surface_index < surface_count ; + + surface_index ) {
ERR_CONTINUE ( ( uint32_t ) surface_index > = software_skinning - > surface_data . size ( ) ) ;
const SoftwareSkinning : : SurfaceData & surface_data = software_skinning - > surface_data [ surface_index ] ;
const bool transform_tangents = surface_data . transform_tangents ;
const bool ensure_correct_normals = surface_data . ensure_correct_normals ;
const uint32_t format_write = software_skinning_mesh - > surface_get_format ( surface_index ) ;
const int vertex_count_write = software_skinning_mesh - > surface_get_array_len ( surface_index ) ;
const int index_count_write = software_skinning_mesh - > surface_get_array_index_len ( surface_index ) ;
uint32_t array_offsets_write [ Mesh : : ARRAY_MAX ] ;
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uint32_t array_strides_write [ Mesh : : ARRAY_MAX ] ;
visual_server - > mesh_surface_make_offsets_from_format ( format_write , vertex_count_write , index_count_write , array_offsets_write , array_strides_write ) ;
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ERR_FAIL_COND ( array_strides_write [ Mesh : : ARRAY_VERTEX ] ! = array_strides_write [ Mesh : : ARRAY_NORMAL ] ) ;
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const uint32_t stride_write = array_strides_write [ Mesh : : ARRAY_VERTEX ] ;
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const uint32_t offset_vertices_write = array_offsets_write [ Mesh : : ARRAY_VERTEX ] ;
const uint32_t offset_normals_write = array_offsets_write [ Mesh : : ARRAY_NORMAL ] ;
const uint32_t offset_tangents_write = array_offsets_write [ Mesh : : ARRAY_TANGENT ] ;
PoolByteArray buffer_source = surface_data . source_buffer ;
PoolByteArray : : Read buffer_read = buffer_source . read ( ) ;
const uint32_t format_read = surface_data . source_format ;
ERR_CONTINUE ( 0 = = ( format_read & Mesh : : ARRAY_FORMAT_BONES ) ) ;
ERR_CONTINUE ( 0 = = ( format_read & Mesh : : ARRAY_FORMAT_WEIGHTS ) ) ;
const int vertex_count = mesh - > surface_get_array_len ( surface_index ) ;
const int index_count = mesh - > surface_get_array_index_len ( surface_index ) ;
ERR_CONTINUE ( vertex_count ! = vertex_count_write ) ;
uint32_t array_offsets [ Mesh : : ARRAY_MAX ] ;
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uint32_t array_strides [ Mesh : : ARRAY_MAX ] ;
visual_server - > mesh_surface_make_offsets_from_format ( format_read , vertex_count , index_count , array_offsets , array_strides ) ;
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ERR_FAIL_COND ( array_strides [ Mesh : : ARRAY_VERTEX ] ! = array_strides [ Mesh : : ARRAY_NORMAL ] ) ;
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const uint32_t stride = array_strides [ Mesh : : ARRAY_VERTEX ] ;
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const uint32_t offset_vertices = array_offsets [ Mesh : : ARRAY_VERTEX ] ;
const uint32_t offset_normals = array_offsets [ Mesh : : ARRAY_NORMAL ] ;
const uint32_t offset_tangents = array_offsets [ Mesh : : ARRAY_TANGENT ] ;
const uint32_t offset_bones = array_offsets [ Mesh : : ARRAY_BONES ] ;
const uint32_t offset_weights = array_offsets [ Mesh : : ARRAY_WEIGHTS ] ;
PoolByteArray buffer = surface_data . buffer ;
PoolByteArray : : Write buffer_write = surface_data . buffer_write ;
for ( int vertex_index = 0 ; vertex_index < vertex_count ; + + vertex_index ) {
const uint32_t vertex_offset = vertex_index * stride ;
const uint32_t vertex_offset_write = vertex_index * stride_write ;
float bone_weights [ 4 ] ;
const float * weight_ptr = ( const float * ) ( buffer_read . ptr ( ) + offset_weights + vertex_offset ) ;
bone_weights [ 0 ] = weight_ptr [ 0 ] ;
bone_weights [ 1 ] = weight_ptr [ 1 ] ;
bone_weights [ 2 ] = weight_ptr [ 2 ] ;
bone_weights [ 3 ] = weight_ptr [ 3 ] ;
const uint8_t * bones_ptr = buffer_read . ptr ( ) + offset_bones + vertex_offset ;
const int b0 = bones_ptr [ 0 ] ;
const int b1 = bones_ptr [ 1 ] ;
const int b2 = bones_ptr [ 2 ] ;
const int b3 = bones_ptr [ 3 ] ;
Transform transform ;
transform . origin =
bone_weights [ 0 ] * bone_transforms [ b0 ] . origin +
bone_weights [ 1 ] * bone_transforms [ b1 ] . origin +
bone_weights [ 2 ] * bone_transforms [ b2 ] . origin +
bone_weights [ 3 ] * bone_transforms [ b3 ] . origin ;
transform . basis =
bone_transforms [ b0 ] . basis * bone_weights [ 0 ] +
bone_transforms [ b1 ] . basis * bone_weights [ 1 ] +
bone_transforms [ b2 ] . basis * bone_weights [ 2 ] +
bone_transforms [ b3 ] . basis * bone_weights [ 3 ] ;
const Vector3 & vertex_read = ( const Vector3 & ) buffer_read [ vertex_offset + offset_vertices ] ;
Vector3 & vertex = ( Vector3 & ) buffer_write [ vertex_offset_write + offset_vertices_write ] ;
vertex = transform . xform ( vertex_read ) ;
if ( software_skinning_flags & SoftwareSkinning : : FLAG_TRANSFORM_NORMALS ) {
if ( ensure_correct_normals ) {
transform . basis . invert ( ) ;
transform . basis . transpose ( ) ;
}
const Vector3 & normal_read = ( const Vector3 & ) buffer_read [ vertex_offset + offset_normals ] ;
Vector3 & normal = ( Vector3 & ) buffer_write [ vertex_offset_write + offset_normals_write ] ;
normal = transform . basis . xform ( normal_read ) ;
if ( transform_tangents ) {
const Vector3 & tangent_read = ( const Vector3 & ) buffer_read [ vertex_offset + offset_tangents ] ;
Vector3 & tangent = ( Vector3 & ) buffer_write [ vertex_offset_write + offset_tangents_write ] ;
tangent = transform . basis . xform ( tangent_read ) ;
}
}
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aabb_min . x = MIN ( aabb_min . x , vertex . x ) ;
aabb_min . y = MIN ( aabb_min . y , vertex . y ) ;
aabb_min . z = MIN ( aabb_min . z , vertex . z ) ;
aabb_max . x = MAX ( aabb_max . x , vertex . x ) ;
aabb_max . y = MAX ( aabb_max . y , vertex . y ) ;
aabb_max . z = MAX ( aabb_max . z , vertex . z ) ;
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}
visual_server - > mesh_surface_update_region ( mesh_rid , surface_index , 0 , buffer ) ;
}
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visual_server - > mesh_set_custom_aabb ( mesh_rid , AABB ( aabb_min , aabb_max - aabb_min ) ) ;
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software_skinning_flags | = SoftwareSkinning : : FLAG_BONES_READY ;
}
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void MeshInstance : : set_skin ( const Ref < Skin > & p_skin ) {
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skin_internal = p_skin ;
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skin = p_skin ;
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if ( ! is_inside_tree ( ) ) {
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return ;
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}
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_resolve_skeleton_path ( ) ;
}
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Ref < Skin > MeshInstance : : get_skin ( ) const {
return skin ;
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}
void MeshInstance : : set_skeleton_path ( const NodePath & p_skeleton ) {
skeleton_path = p_skeleton ;
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if ( ! is_inside_tree ( ) ) {
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return ;
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}
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_resolve_skeleton_path ( ) ;
}
NodePath MeshInstance : : get_skeleton_path ( ) {
return skeleton_path ;
}
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AABB MeshInstance : : get_aabb ( ) const {
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if ( ! mesh . is_null ( ) ) {
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return mesh - > get_aabb ( ) ;
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}
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return AABB ( ) ;
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}
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PoolVector < Face3 > MeshInstance : : get_faces ( uint32_t p_usage_flags ) const {
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if ( ! ( p_usage_flags & ( FACES_SOLID | FACES_ENCLOSING ) ) ) {
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return PoolVector < Face3 > ( ) ;
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}
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if ( mesh . is_null ( ) ) {
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return PoolVector < Face3 > ( ) ;
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}
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return mesh - > get_faces ( ) ;
}
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Node * MeshInstance : : create_trimesh_collision_node ( ) {
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if ( mesh . is_null ( ) ) {
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return nullptr ;
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}
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Ref < Shape > shape = mesh - > create_trimesh_shape ( ) ;
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if ( shape . is_null ( ) ) {
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return nullptr ;
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}
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StaticBody * static_body = memnew ( StaticBody ) ;
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CollisionShape * cshape = memnew ( CollisionShape ) ;
cshape - > set_shape ( shape ) ;
static_body - > add_child ( cshape ) ;
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return static_body ;
}
void MeshInstance : : create_trimesh_collision ( ) {
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StaticBody * static_body = Object : : cast_to < StaticBody > ( create_trimesh_collision_node ( ) ) ;
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ERR_FAIL_COND ( ! static_body ) ;
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static_body - > set_name ( String ( get_name ( ) ) + " _col " ) ;
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add_child ( static_body ) ;
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if ( get_owner ( ) ) {
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CollisionShape * cshape = Object : : cast_to < CollisionShape > ( static_body - > get_child ( 0 ) ) ;
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static_body - > set_owner ( get_owner ( ) ) ;
cshape - > set_owner ( get_owner ( ) ) ;
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}
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}
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Node * MeshInstance : : create_multiple_convex_collisions_node ( ) {
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if ( mesh . is_null ( ) ) {
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return nullptr ;
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}
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Vector < Ref < Shape > > shapes = mesh - > convex_decompose ( ) ;
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if ( ! shapes . size ( ) ) {
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return nullptr ;
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}
StaticBody * static_body = memnew ( StaticBody ) ;
for ( int i = 0 ; i < shapes . size ( ) ; i + + ) {
CollisionShape * cshape = memnew ( CollisionShape ) ;
cshape - > set_shape ( shapes [ i ] ) ;
static_body - > add_child ( cshape ) ;
}
return static_body ;
}
void MeshInstance : : create_multiple_convex_collisions ( ) {
StaticBody * static_body = Object : : cast_to < StaticBody > ( create_multiple_convex_collisions_node ( ) ) ;
ERR_FAIL_COND ( ! static_body ) ;
static_body - > set_name ( String ( get_name ( ) ) + " _col " ) ;
add_child ( static_body ) ;
if ( get_owner ( ) ) {
static_body - > set_owner ( get_owner ( ) ) ;
int count = static_body - > get_child_count ( ) ;
for ( int i = 0 ; i < count ; i + + ) {
CollisionShape * cshape = Object : : cast_to < CollisionShape > ( static_body - > get_child ( i ) ) ;
cshape - > set_owner ( get_owner ( ) ) ;
}
}
}
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Node * MeshInstance : : create_convex_collision_node ( bool p_clean , bool p_simplify ) {
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if ( mesh . is_null ( ) ) {
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return nullptr ;
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}
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Ref < Shape > shape = mesh - > create_convex_shape ( p_clean , p_simplify ) ;
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if ( shape . is_null ( ) ) {
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return nullptr ;
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}
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StaticBody * static_body = memnew ( StaticBody ) ;
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CollisionShape * cshape = memnew ( CollisionShape ) ;
cshape - > set_shape ( shape ) ;
static_body - > add_child ( cshape ) ;
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return static_body ;
}
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void MeshInstance : : create_convex_collision ( bool p_clean , bool p_simplify ) {
StaticBody * static_body = Object : : cast_to < StaticBody > ( create_convex_collision_node ( p_clean , p_simplify ) ) ;
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ERR_FAIL_COND ( ! static_body ) ;
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static_body - > set_name ( String ( get_name ( ) ) + " _col " ) ;
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add_child ( static_body ) ;
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if ( get_owner ( ) ) {
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CollisionShape * cshape = Object : : cast_to < CollisionShape > ( static_body - > get_child ( 0 ) ) ;
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static_body - > set_owner ( get_owner ( ) ) ;
cshape - > set_owner ( get_owner ( ) ) ;
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}
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}
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void MeshInstance : : _notification ( int p_what ) {
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if ( p_what = = NOTIFICATION_ENTER_TREE ) {
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_resolve_skeleton_path ( ) ;
}
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if ( p_what = = NOTIFICATION_VISIBILITY_CHANGED ) {
if ( skin_ref . is_valid ( ) & & mesh . is_valid ( ) & & _is_software_skinning_enabled ( ) ) {
ERR_FAIL_COND ( ! skin_ref - > get_skeleton_node ( ) ) ;
if ( is_visible_in_tree ( ) ) {
skin_ref - > get_skeleton_node ( ) - > connect ( " skeleton_updated " , this , " _update_skinning " ) ;
} else {
skin_ref - > get_skeleton_node ( ) - > disconnect ( " skeleton_updated " , this , " _update_skinning " ) ;
}
}
}
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}
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int MeshInstance : : get_surface_material_count ( ) const {
return materials . size ( ) ;
}
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void MeshInstance : : set_surface_material ( int p_surface , const Ref < Material > & p_material ) {
ERR_FAIL_INDEX ( p_surface , materials . size ( ) ) ;
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materials . write [ p_surface ] = p_material ;
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if ( materials [ p_surface ] . is_valid ( ) ) {
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VS : : get_singleton ( ) - > instance_set_surface_material ( get_instance ( ) , p_surface , materials [ p_surface ] - > get_rid ( ) ) ;
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} else {
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VS : : get_singleton ( ) - > instance_set_surface_material ( get_instance ( ) , p_surface , RID ( ) ) ;
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}
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if ( software_skinning ) {
_initialize_skinning ( true ) ;
}
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}
Ref < Material > MeshInstance : : get_surface_material ( int p_surface ) const {
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ERR_FAIL_INDEX_V ( p_surface , materials . size ( ) , Ref < Material > ( ) ) ;
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return materials [ p_surface ] ;
}
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Ref < Material > MeshInstance : : get_active_material ( int p_surface ) const {
Ref < Material > material_override = get_material_override ( ) ;
if ( material_override . is_valid ( ) ) {
return material_override ;
}
Ref < Material > surface_material = get_surface_material ( p_surface ) ;
if ( surface_material . is_valid ( ) ) {
return surface_material ;
}
Ref < Mesh > mesh = get_mesh ( ) ;
if ( mesh . is_valid ( ) ) {
return mesh - > surface_get_material ( p_surface ) ;
}
return Ref < Material > ( ) ;
}
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void MeshInstance : : set_material_override ( const Ref < Material > & p_material ) {
if ( p_material = = get_material_override ( ) ) {
return ;
}
GeometryInstance : : set_material_override ( p_material ) ;
if ( software_skinning ) {
_initialize_skinning ( true ) ;
}
}
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void MeshInstance : : set_material_overlay ( const Ref < Material > & p_material ) {
if ( p_material = = get_material_overlay ( ) ) {
return ;
}
GeometryInstance : : set_material_overlay ( p_material ) ;
}
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void MeshInstance : : set_software_skinning_transform_normals ( bool p_enabled ) {
if ( p_enabled = = is_software_skinning_transform_normals_enabled ( ) ) {
return ;
}
if ( p_enabled ) {
software_skinning_flags | = SoftwareSkinning : : FLAG_TRANSFORM_NORMALS ;
} else {
software_skinning_flags & = ~ SoftwareSkinning : : FLAG_TRANSFORM_NORMALS ;
}
if ( software_skinning ) {
_initialize_skinning ( true ) ;
}
}
bool MeshInstance : : is_software_skinning_transform_normals_enabled ( ) const {
return 0 ! = ( software_skinning_flags & SoftwareSkinning : : FLAG_TRANSFORM_NORMALS ) ;
}
void MeshInstance : : _mesh_changed ( ) {
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ERR_FAIL_COND ( mesh . is_null ( ) ) ;
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materials . resize ( mesh - > get_surface_count ( ) ) ;
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if ( software_skinning ) {
_initialize_skinning ( true ) ;
}
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}
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void MeshInstance : : create_debug_tangents ( ) {
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Vector < Vector3 > lines ;
Vector < Color > colors ;
Ref < Mesh > mesh = get_mesh ( ) ;
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if ( ! mesh . is_valid ( ) ) {
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return ;
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}
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for ( int i = 0 ; i < mesh - > get_surface_count ( ) ; i + + ) {
Array arrays = mesh - > surface_get_arrays ( i ) ;
Vector < Vector3 > verts = arrays [ Mesh : : ARRAY_VERTEX ] ;
Vector < Vector3 > norms = arrays [ Mesh : : ARRAY_NORMAL ] ;
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if ( norms . size ( ) = = 0 ) {
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continue ;
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}
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Vector < float > tangents = arrays [ Mesh : : ARRAY_TANGENT ] ;
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if ( tangents . size ( ) = = 0 ) {
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continue ;
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}
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for ( int j = 0 ; j < verts . size ( ) ; j + + ) {
Vector3 v = verts [ j ] ;
Vector3 n = norms [ j ] ;
Vector3 t = Vector3 ( tangents [ j * 4 + 0 ] , tangents [ j * 4 + 1 ] , tangents [ j * 4 + 2 ] ) ;
Vector3 b = ( n . cross ( t ) ) . normalized ( ) * tangents [ j * 4 + 3 ] ;
lines . push_back ( v ) ; //normal
colors . push_back ( Color ( 0 , 0 , 1 ) ) ; //color
lines . push_back ( v + n * 0.04 ) ; //normal
colors . push_back ( Color ( 0 , 0 , 1 ) ) ; //color
lines . push_back ( v ) ; //tangent
colors . push_back ( Color ( 1 , 0 , 0 ) ) ; //color
lines . push_back ( v + t * 0.04 ) ; //tangent
colors . push_back ( Color ( 1 , 0 , 0 ) ) ; //color
lines . push_back ( v ) ; //binormal
colors . push_back ( Color ( 0 , 1 , 0 ) ) ; //color
lines . push_back ( v + b * 0.04 ) ; //binormal
colors . push_back ( Color ( 0 , 1 , 0 ) ) ; //color
}
}
if ( lines . size ( ) ) {
Ref < SpatialMaterial > sm ;
sm . instance ( ) ;
sm - > set_flag ( SpatialMaterial : : FLAG_UNSHADED , true ) ;
sm - > set_flag ( SpatialMaterial : : FLAG_SRGB_VERTEX_COLOR , true ) ;
sm - > set_flag ( SpatialMaterial : : FLAG_ALBEDO_FROM_VERTEX_COLOR , true ) ;
Ref < ArrayMesh > am ;
am . instance ( ) ;
Array a ;
a . resize ( Mesh : : ARRAY_MAX ) ;
a [ Mesh : : ARRAY_VERTEX ] = lines ;
a [ Mesh : : ARRAY_COLOR ] = colors ;
am - > add_surface_from_arrays ( Mesh : : PRIMITIVE_LINES , a ) ;
am - > surface_set_material ( 0 , sm ) ;
MeshInstance * mi = memnew ( MeshInstance ) ;
mi - > set_mesh ( am ) ;
mi - > set_name ( " DebugTangents " ) ;
add_child ( mi ) ;
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# ifdef TOOLS_ENABLED
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if ( is_inside_tree ( ) & & this = = get_tree ( ) - > get_edited_scene_root ( ) ) {
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mi - > set_owner ( this ) ;
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} else {
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mi - > set_owner ( get_owner ( ) ) ;
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}
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# endif
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}
}
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bool MeshInstance : : is_mergeable_with ( Node * p_other ) const {
const MeshInstance * mi = Object : : cast_to < MeshInstance > ( p_other ) ;
if ( mi ) {
return _is_mergeable_with ( * mi ) ;
}
return false ;
}
bool MeshInstance : : _is_mergeable_with ( const MeshInstance & p_other ) const {
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if ( ! get_mesh ( ) . is_valid ( ) | | ! p_other . get_mesh ( ) . is_valid ( ) ) {
return false ;
}
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if ( ! get_allow_merging ( ) | | ! p_other . get_allow_merging ( ) ) {
return false ;
}
// various settings that must match
if ( get_material_overlay ( ) ! = p_other . get_material_overlay ( ) ) {
return false ;
}
if ( get_material_override ( ) ! = p_other . get_material_override ( ) ) {
return false ;
}
if ( get_cast_shadows_setting ( ) ! = p_other . get_cast_shadows_setting ( ) ) {
return false ;
}
if ( get_flag ( FLAG_USE_BAKED_LIGHT ) ! = p_other . get_flag ( FLAG_USE_BAKED_LIGHT ) ) {
return false ;
}
if ( is_visible ( ) ! = p_other . is_visible ( ) ) {
return false ;
}
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Ref < Mesh > rmesh_a = get_mesh ( ) ;
Ref < Mesh > rmesh_b = p_other . get_mesh ( ) ;
int num_surfaces = rmesh_a - > get_surface_count ( ) ;
if ( num_surfaces ! = rmesh_b - > get_surface_count ( ) ) {
return false ;
}
for ( int n = 0 ; n < num_surfaces ; n + + ) {
// materials must match
if ( get_active_material ( n ) ! = p_other . get_active_material ( n ) ) {
return false ;
}
// formats must match
uint32_t format_a = rmesh_a - > surface_get_format ( n ) ;
uint32_t format_b = rmesh_b - > surface_get_format ( n ) ;
if ( format_a ! = format_b ) {
return false ;
}
}
// NOTE : These three commented out sections below are more conservative
// checks for whether to allow mesh merging. I am not absolutely sure a priori
// how conservative we need to be, so we can further enable this if testing
// shows they are required.
// if (get_surface_material_count() != p_other.get_surface_material_count()) {
// return false;
// }
// for (int n = 0; n < get_surface_material_count(); n++) {
// if (get_surface_material(n) != p_other.get_surface_material(n)) {
// return false;
// }
// }
// test only allow identical meshes
// if (get_mesh() != p_other.get_mesh()) {
// return false;
// }
return true ;
}
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void MeshInstance : : _merge_into_mesh_data ( const MeshInstance & p_mi , const Transform & p_dest_tr_inv , int p_surface_id , PoolVector < Vector3 > & r_verts , PoolVector < Vector3 > & r_norms , PoolVector < real_t > & r_tangents , PoolVector < Color > & r_colors , PoolVector < Vector2 > & r_uvs , PoolVector < Vector2 > & r_uv2s , PoolVector < int > & r_inds ) {
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_merge_log ( " \t \t \t mesh data from " + p_mi . get_name ( ) ) ;
// get the mesh verts in local space
Ref < Mesh > rmesh = p_mi . get_mesh ( ) ;
if ( rmesh - > get_surface_count ( ) < = p_surface_id ) {
return ;
}
Array arrays = rmesh - > surface_get_arrays ( p_surface_id ) ;
PoolVector < Vector3 > verts = arrays [ VS : : ARRAY_VERTEX ] ;
PoolVector < Vector3 > normals = arrays [ VS : : ARRAY_NORMAL ] ;
PoolVector < real_t > tangents = arrays [ VS : : ARRAY_TANGENT ] ;
PoolVector < Color > colors = arrays [ VS : : ARRAY_COLOR ] ;
PoolVector < Vector2 > uvs = arrays [ VS : : ARRAY_TEX_UV ] ;
PoolVector < Vector2 > uv2s = arrays [ VS : : ARRAY_TEX_UV2 ] ;
PoolVector < int > indices = arrays [ VS : : ARRAY_INDEX ] ;
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// The attributes present must match the first mesh for the attributes
// to remain in sync. Here we reject meshes with different attributes.
// We could alternatively invent missing attributes.
// This should hopefully be already caught by the mesh_format, but is included just in case here.
// Don't perform these checks on the first Mesh, the first Mesh is a master
// and determines the attributes we want to be present.
if ( r_verts . size ( ) ! = 0 ) {
if ( ( bool ) r_norms . size ( ) ! = ( bool ) normals . size ( ) ) {
ERR_FAIL_MSG ( " Attribute mismatch with first Mesh (Normals), ignoring surface. " ) ;
}
if ( ( bool ) r_tangents . size ( ) ! = ( bool ) tangents . size ( ) ) {
ERR_FAIL_MSG ( " Attribute mismatch with first Mesh (Tangents), ignoring surface. " ) ;
}
if ( ( bool ) r_colors . size ( ) ! = ( bool ) colors . size ( ) ) {
ERR_FAIL_MSG ( " Attribute mismatch with first Mesh (Colors), ignoring surface. " ) ;
}
if ( ( bool ) r_uvs . size ( ) ! = ( bool ) uvs . size ( ) ) {
ERR_FAIL_MSG ( " Attribute mismatch with first Mesh (UVs), ignoring surface. " ) ;
}
if ( ( bool ) r_uv2s . size ( ) ! = ( bool ) uv2s . size ( ) ) {
ERR_FAIL_MSG ( " Attribute mismatch with first Mesh (UV2s), ignoring surface. " ) ;
}
}
// The checking for valid triangles should be on WORLD SPACE vertices,
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// NOT model space
// special case, if no indices, create some
int num_indices_before = indices . size ( ) ;
if ( ! _ensure_indices_valid ( indices , verts ) ) {
_merge_log ( " \t ignoring INVALID TRIANGLES (duplicate indices or zero area triangle) detected in " + p_mi . get_name ( ) + " , num inds before / after " + itos ( num_indices_before ) + " / " + itos ( indices . size ( ) ) ) ;
}
// the first index of this mesh is offset from the verts we already have stored in the merged mesh
int first_index = r_verts . size ( ) ;
// transform verts to world space
Transform tr = p_mi . get_global_transform ( ) ;
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// But relative to the destination transform.
// This can either be identity (when the destination is global space),
// or the global transform of the owner MeshInstance (if using local space is selected).
tr = p_dest_tr_inv * tr ;
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// to transform normals
Basis normal_basis = tr . basis . inverse ( ) ;
normal_basis . transpose ( ) ;
for ( int n = 0 ; n < verts . size ( ) ; n + + ) {
Vector3 pt_world = tr . xform ( verts [ n ] ) ;
r_verts . push_back ( pt_world ) ;
if ( normals . size ( ) ) {
Vector3 pt_norm = normal_basis . xform ( normals [ n ] ) ;
pt_norm . normalize ( ) ;
r_norms . push_back ( pt_norm ) ;
}
if ( tangents . size ( ) ) {
int tstart = n * 4 ;
Vector3 pt_tangent = Vector3 ( tangents [ tstart ] , tangents [ tstart + 1 ] , tangents [ tstart + 2 ] ) ;
real_t fourth = tangents [ tstart + 3 ] ;
pt_tangent = normal_basis . xform ( pt_tangent ) ;
pt_tangent . normalize ( ) ;
r_tangents . push_back ( pt_tangent . x ) ;
r_tangents . push_back ( pt_tangent . y ) ;
r_tangents . push_back ( pt_tangent . z ) ;
r_tangents . push_back ( fourth ) ;
}
if ( colors . size ( ) ) {
r_colors . push_back ( colors [ n ] ) ;
}
if ( uvs . size ( ) ) {
r_uvs . push_back ( uvs [ n ] ) ;
}
if ( uv2s . size ( ) ) {
r_uv2s . push_back ( uv2s [ n ] ) ;
}
}
// indices
for ( int n = 0 ; n < indices . size ( ) ; n + + ) {
int ind = indices [ n ] + first_index ;
r_inds . push_back ( ind ) ;
}
}
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bool MeshInstance : : _ensure_indices_valid ( PoolVector < int > & r_indices , const PoolVector < Vector3 > & p_verts ) const {
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// no indices? create some
if ( ! r_indices . size ( ) ) {
_merge_log ( " \t \t \t \t indices are blank, creating... " ) ;
// indices are blank!! let's create some, assuming the mesh is using triangles
r_indices . resize ( p_verts . size ( ) ) ;
PoolVector < int > : : Write write = r_indices . write ( ) ;
int * pi = write . ptr ( ) ;
// this is assuming each triangle vertex is unique
for ( int n = 0 ; n < p_verts . size ( ) ; n + + ) {
* pi = n ;
pi + + ;
}
}
if ( ! _check_for_valid_indices ( r_indices , p_verts , nullptr ) ) {
LocalVector < int , int32_t > new_inds ;
_check_for_valid_indices ( r_indices , p_verts , & new_inds ) ;
// copy the new indices
r_indices . resize ( new_inds . size ( ) ) ;
PoolVector < int > : : Write write = r_indices . write ( ) ;
int * pi = write . ptr ( ) ;
for ( int n = 0 ; n < new_inds . size ( ) ; n + + ) {
pi [ n ] = new_inds [ n ] ;
}
return false ;
}
return true ;
}
// check for invalid tris, or make a list of the valid triangles, depending on whether r_inds is set
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bool MeshInstance : : _check_for_valid_indices ( const PoolVector < int > & p_inds , const PoolVector < Vector3 > & p_verts , LocalVector < int , int32_t > * r_inds ) const {
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int nTris = p_inds . size ( ) ;
nTris / = 3 ;
int indCount = 0 ;
for ( int t = 0 ; t < nTris ; t + + ) {
int i0 = p_inds [ indCount + + ] ;
int i1 = p_inds [ indCount + + ] ;
int i2 = p_inds [ indCount + + ] ;
bool ok = true ;
// if the indices are the same, the triangle is invalid
if ( i0 = = i1 ) {
ok = false ;
}
if ( i1 = = i2 ) {
ok = false ;
}
if ( i0 = = i2 ) {
ok = false ;
}
// check positions
if ( ok ) {
// vertex positions
const Vector3 & p0 = p_verts [ i0 ] ;
const Vector3 & p1 = p_verts [ i1 ] ;
const Vector3 & p2 = p_verts [ i2 ] ;
// if the area is zero, the triangle is invalid (and will crash xatlas if we use it)
if ( _triangle_is_degenerate ( p0 , p1 , p2 , 0.00001 ) ) {
_merge_log ( " \t \t detected zero area triangle, ignoring " ) ;
ok = false ;
}
}
if ( ok ) {
// if the triangle is ok, we will output it if we are outputting
if ( r_inds ) {
r_inds - > push_back ( i0 ) ;
r_inds - > push_back ( i1 ) ;
r_inds - > push_back ( i2 ) ;
}
} else {
// if triangle not ok, return failed check if we are not outputting
if ( ! r_inds ) {
return false ;
}
}
}
return true ;
}
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bool MeshInstance : : _triangle_is_degenerate ( const Vector3 & p_a , const Vector3 & p_b , const Vector3 & p_c , real_t p_epsilon ) const {
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// not interested in the actual area, but numerical stability
Vector3 edge1 = p_b - p_a ;
Vector3 edge2 = p_c - p_a ;
// for numerical stability keep these values reasonably high
edge1 * = 1024.0 ;
edge2 * = 1024.0 ;
Vector3 vec = edge1 . cross ( edge2 ) ;
real_t sl = vec . length_squared ( ) ;
if ( sl < = p_epsilon ) {
return true ;
}
return false ;
}
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// If p_check_compatibility is set to false you MUST have performed a prior check using
// is_mergeable_with, otherwise you could get mismatching surface formats leading to graphical errors etc.
bool MeshInstance : : merge_meshes ( Vector < MeshInstance * > p_list , bool p_use_global_space , bool p_check_compatibility ) {
if ( p_list . size ( ) < 1 ) {
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// should not happen but just in case
return false ;
}
// use the first mesh instance to get common data like number of surfaces
const MeshInstance * first = p_list [ 0 ] ;
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// Mesh compatibility checking. This is relatively expensive, so if done already (e.g. in Room system)
// this step can be avoided.
LocalVector < bool > compat_list ;
if ( p_check_compatibility ) {
compat_list . resize ( p_list . size ( ) ) ;
for ( int n = 0 ; n < p_list . size ( ) ; n + + ) {
compat_list [ n ] = false ;
}
compat_list [ 0 ] = true ;
for ( uint32_t n = 1 ; n < compat_list . size ( ) ; n + + ) {
compat_list [ n ] = first - > _is_mergeable_with ( * p_list [ n ] ) ;
if ( compat_list [ n ] = = false ) {
WARN_PRINT ( " MeshInstance " + p_list [ n ] - > get_name ( ) + " is incompatible for merging with " + first - > get_name ( ) + " , ignoring. " ) ;
}
}
}
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Ref < ArrayMesh > am ;
am . instance ( ) ;
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// If we want a local space result, we need the world space transform of this MeshInstance
// available to back transform verts from world space.
Transform dest_tr_inv ;
if ( ! p_use_global_space ) {
if ( is_inside_tree ( ) ) {
dest_tr_inv = get_global_transform ( ) ;
dest_tr_inv . affine_invert ( ) ;
} else {
WARN_PRINT ( " MeshInstance must be inside tree to merge using local space, falling back to global space. " ) ;
}
}
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for ( int s = 0 ; s < first - > get_mesh ( ) - > get_surface_count ( ) ; s + + ) {
PoolVector < Vector3 > verts ;
PoolVector < Vector3 > normals ;
PoolVector < real_t > tangents ;
PoolVector < Color > colors ;
PoolVector < Vector2 > uvs ;
PoolVector < Vector2 > uv2s ;
PoolVector < int > inds ;
for ( int n = 0 ; n < p_list . size ( ) ; n + + ) {
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// Ignore if the mesh is incompatible
if ( p_check_compatibility & & ( ! compat_list [ n ] ) ) {
continue ;
}
_merge_into_mesh_data ( * p_list [ n ] , dest_tr_inv , s , verts , normals , tangents , colors , uvs , uv2s , inds ) ;
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} // for n through source meshes
if ( ! verts . size ( ) ) {
WARN_PRINT_ONCE ( " No vertices for surface " ) ;
}
// sanity check on the indices
for ( int n = 0 ; n < inds . size ( ) ; n + + ) {
int i = inds [ n ] ;
if ( i > = verts . size ( ) ) {
WARN_PRINT_ONCE ( " Mesh index out of range, invalid mesh, aborting " ) ;
return false ;
}
}
Array arr ;
arr . resize ( Mesh : : ARRAY_MAX ) ;
arr [ Mesh : : ARRAY_VERTEX ] = verts ;
if ( normals . size ( ) ) {
arr [ Mesh : : ARRAY_NORMAL ] = normals ;
}
if ( tangents . size ( ) ) {
arr [ Mesh : : ARRAY_TANGENT ] = tangents ;
}
if ( colors . size ( ) ) {
arr [ Mesh : : ARRAY_COLOR ] = colors ;
}
if ( uvs . size ( ) ) {
arr [ Mesh : : ARRAY_TEX_UV ] = uvs ;
}
if ( uv2s . size ( ) ) {
arr [ Mesh : : ARRAY_TEX_UV2 ] = uv2s ;
}
arr [ Mesh : : ARRAY_INDEX ] = inds ;
am - > add_surface_from_arrays ( Mesh : : PRIMITIVE_TRIANGLES , arr , Array ( ) , Mesh : : ARRAY_COMPRESS_DEFAULT ) ;
} // for s through surfaces
// set all the surfaces on the mesh
set_mesh ( am ) ;
// set merged materials
int num_surfaces = first - > get_mesh ( ) - > get_surface_count ( ) ;
for ( int n = 0 ; n < num_surfaces ; n + + ) {
set_surface_material ( n , first - > get_active_material ( n ) ) ;
}
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// set some properties to match the merged meshes
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set_material_overlay ( first - > get_material_overlay ( ) ) ;
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set_material_override ( first - > get_material_override ( ) ) ;
set_cast_shadows_setting ( first - > get_cast_shadows_setting ( ) ) ;
set_flag ( FLAG_USE_BAKED_LIGHT , first - > get_flag ( FLAG_USE_BAKED_LIGHT ) ) ;
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return true ;
}
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void MeshInstance : : _merge_log ( String p_string ) const {
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print_verbose ( p_string ) ;
}
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void MeshInstance : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_mesh " , " mesh " ) , & MeshInstance : : set_mesh ) ;
ClassDB : : bind_method ( D_METHOD ( " get_mesh " ) , & MeshInstance : : get_mesh ) ;
ClassDB : : bind_method ( D_METHOD ( " set_skeleton_path " , " skeleton_path " ) , & MeshInstance : : set_skeleton_path ) ;
ClassDB : : bind_method ( D_METHOD ( " get_skeleton_path " ) , & MeshInstance : : get_skeleton_path ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_skin " , " skin " ) , & MeshInstance : : set_skin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_skin " ) , & MeshInstance : : get_skin ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_surface_material_count " ) , & MeshInstance : : get_surface_material_count ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_surface_material " , " surface " , " material " ) , & MeshInstance : : set_surface_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_surface_material " , " surface " ) , & MeshInstance : : get_surface_material ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_active_material " , " surface " ) , & MeshInstance : : get_active_material ) ;
ClassDB : : bind_method ( D_METHOD ( " set_software_skinning_transform_normals " , " enabled " ) , & MeshInstance : : set_software_skinning_transform_normals ) ;
ClassDB : : bind_method ( D_METHOD ( " is_software_skinning_transform_normals_enabled " ) , & MeshInstance : : is_software_skinning_transform_normals_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " create_trimesh_collision " ) , & MeshInstance : : create_trimesh_collision ) ;
ClassDB : : set_method_flags ( " MeshInstance " , " create_trimesh_collision " , METHOD_FLAGS_DEFAULT ) ;
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ClassDB : : bind_method ( D_METHOD ( " create_multiple_convex_collisions " ) , & MeshInstance : : create_multiple_convex_collisions ) ;
ClassDB : : set_method_flags ( " MeshInstance " , " create_multiple_convex_collisions " , METHOD_FLAGS_DEFAULT ) ;
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ClassDB : : bind_method ( D_METHOD ( " create_convex_collision " , " clean " , " simplify " ) , & MeshInstance : : create_convex_collision , DEFVAL ( true ) , DEFVAL ( false ) ) ;
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ClassDB : : set_method_flags ( " MeshInstance " , " create_convex_collision " , METHOD_FLAGS_DEFAULT ) ;
ClassDB : : bind_method ( D_METHOD ( " _mesh_changed " ) , & MeshInstance : : _mesh_changed ) ;
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ClassDB : : bind_method ( D_METHOD ( " _update_skinning " ) , & MeshInstance : : _update_skinning ) ;
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ClassDB : : bind_method ( D_METHOD ( " create_debug_tangents " ) , & MeshInstance : : create_debug_tangents ) ;
ClassDB : : set_method_flags ( " MeshInstance " , " create_debug_tangents " , METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " mesh " , PROPERTY_HINT_RESOURCE_TYPE , " Mesh " ) , " set_mesh " , " get_mesh " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " skin " , PROPERTY_HINT_RESOURCE_TYPE , " Skin " ) , " set_skin " , " get_skin " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH , " skeleton " , PROPERTY_HINT_NODE_PATH_VALID_TYPES , " Skeleton " ) , " set_skeleton_path " , " get_skeleton_path " ) ;
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ADD_GROUP ( " Software Skinning " , " software_skinning " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " software_skinning_transform_normals " ) , " set_software_skinning_transform_normals " , " is_software_skinning_transform_normals_enabled " ) ;
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}
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MeshInstance : : MeshInstance ( ) {
skeleton_path = NodePath ( " .. " ) ;
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software_skinning = nullptr ;
software_skinning_flags = SoftwareSkinning : : FLAG_TRANSFORM_NORMALS ;
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}
MeshInstance : : ~ MeshInstance ( ) {
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if ( software_skinning ) {
memdelete ( software_skinning ) ;
software_skinning = nullptr ;
}
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}