virtualx-engine/scene/resources/surface_tool.h

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/*************************************************************************/
/* surface_tool.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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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#ifndef SURFACE_TOOL_H
#define SURFACE_TOOL_H
#include "scene/resources/mesh.h"
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#include "thirdparty/misc/mikktspace.h"
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class SurfaceTool : public Reference {
GDCLASS(SurfaceTool, Reference);
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public:
struct Vertex {
Vector3 vertex;
Color color;
Vector3 normal; // normal, binormal, tangent
Vector3 binormal;
Vector3 tangent;
Vector2 uv;
Vector2 uv2;
Vector<int> bones;
Vector<float> weights;
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bool operator==(const Vertex &p_vertex) const;
Vertex() {}
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};
private:
struct VertexHasher {
static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
};
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struct WeightSort {
int index;
float weight;
bool operator<(const WeightSort &p_right) const {
return weight < p_right.weight;
}
};
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bool begun;
bool first;
Mesh::PrimitiveType primitive;
int format;
Ref<Material> material;
//arrays
List<Vertex> vertex_array;
List<int> index_array;
Map<int, bool> smooth_groups;
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//memory
Color last_color;
Vector3 last_normal;
Vector2 last_uv;
Vector2 last_uv2;
Vector<int> last_bones;
Vector<float> last_weights;
Plane last_tangent;
void _create_list_from_arrays(Array arr, List<Vertex> *r_vertex, List<int> *r_index, int &lformat);
void _create_list(const Ref<Mesh> &p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index, int &lformat);
//mikktspace callbacks
static int mikktGetNumFaces(const SMikkTSpaceContext *pContext);
static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace);
static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert);
static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert);
static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert);
static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
const tbool bIsOrientationPreserving, const int iFace, const int iVert);
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protected:
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static void _bind_methods();
public:
void begin(Mesh::PrimitiveType p_primitive);
void add_vertex(const Vector3 &p_vertex);
void add_color(Color p_color);
void add_normal(const Vector3 &p_normal);
void add_tangent(const Plane &p_tangent);
void add_uv(const Vector2 &p_uv);
void add_uv2(const Vector2 &p_uv2);
void add_bones(const Vector<int> &p_bones);
void add_weights(const Vector<float> &p_weights);
void add_smooth_group(bool p_smooth);
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void add_triangle_fan(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs = Vector<Vector2>(), const Vector<Color> &p_colors = Vector<Color>(), const Vector<Vector2> &p_uv2s = Vector<Vector2>(), const Vector<Vector3> &p_normals = Vector<Vector3>(), const Vector<Plane> &p_tangents = Vector<Plane>());
void add_index(int p_index);
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void index();
void deindex();
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void generate_normals(bool p_flip = false);
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void generate_tangents();
void set_material(const Ref<Material> &p_material);
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void clear();
List<Vertex> &get_vertex_array() { return vertex_array; }
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void create_from_triangle_arrays(const Array &p_arrays);
static Vector<Vertex> create_vertex_array_from_triangle_arrays(const Array &p_arrays);
Array commit_to_arrays();
void create_from(const Ref<Mesh> &p_existing, int p_surface);
void create_from_blend_shape(const Ref<Mesh> &p_existing, int p_surface, const String p_blend_shape_name);
void append_from(const Ref<Mesh> &p_existing, int p_surface, const Transform &p_xform);
Ref<ArrayMesh> commit(const Ref<ArrayMesh> &p_existing = Ref<ArrayMesh>(), uint32_t p_flags = Mesh::ARRAY_COMPRESS_DEFAULT);
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SurfaceTool();
};
#endif