Merge pull request #89542 from aaronfranke/convert-hull-to-mesh-func
GLTF: Extract converting hull points to mesh to a helper function
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commit
d121873d01
1 changed files with 30 additions and 24 deletions
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@ -129,6 +129,34 @@ void GLTFPhysicsShape::set_importer_mesh(Ref<ImporterMesh> p_importer_mesh) {
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importer_mesh = p_importer_mesh;
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}
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Ref<ImporterMesh> _convert_hull_points_to_mesh(const Vector<Vector3> &p_hull_points) {
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Ref<ImporterMesh> importer_mesh;
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ERR_FAIL_COND_V_MSG(p_hull_points.size() < 3, importer_mesh, "GLTFPhysicsShape: Convex hull has fewer points (" + itos(p_hull_points.size()) + ") than the minimum of 3. At least 3 points are required in order to save to GLTF, since it uses a mesh to represent convex hulls.");
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if (p_hull_points.size() > 255) {
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WARN_PRINT("GLTFPhysicsShape: Convex hull has more points (" + itos(p_hull_points.size()) + ") than the recommended maximum of 255. This may not load correctly in other engines.");
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}
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// Convert the convex hull points into an array of faces.
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Geometry3D::MeshData md;
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Error err = ConvexHullComputer::convex_hull(p_hull_points, md);
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ERR_FAIL_COND_V_MSG(err != OK, importer_mesh, "GLTFPhysicsShape: Failed to compute convex hull.");
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Vector<Vector3> face_vertices;
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for (uint32_t i = 0; i < md.faces.size(); i++) {
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uint32_t index_count = md.faces[i].indices.size();
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for (uint32_t j = 1; j < index_count - 1; j++) {
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face_vertices.append(p_hull_points[md.faces[i].indices[0]]);
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face_vertices.append(p_hull_points[md.faces[i].indices[j]]);
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face_vertices.append(p_hull_points[md.faces[i].indices[j + 1]]);
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}
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}
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// Create an ImporterMesh from the faces.
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importer_mesh.instantiate();
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Array surface_array;
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surface_array.resize(Mesh::ArrayType::ARRAY_MAX);
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surface_array[Mesh::ArrayType::ARRAY_VERTEX] = face_vertices;
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importer_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, surface_array);
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return importer_mesh;
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}
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Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_node(const CollisionShape3D *p_godot_shape_node) {
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Ref<GLTFPhysicsShape> gltf_shape;
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gltf_shape.instantiate();
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@ -163,30 +191,8 @@ Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_node(const CollisionShape3D *p_godo
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gltf_shape->shape_type = "convex";
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Ref<ConvexPolygonShape3D> convex = shape_resource;
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Vector<Vector3> hull_points = convex->get_points();
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ERR_FAIL_COND_V_MSG(hull_points.size() < 3, gltf_shape, "GLTFPhysicsShape: Convex hull has fewer points (" + itos(hull_points.size()) + ") than the minimum of 3. At least 3 points are required in order to save to GLTF, since it uses a mesh to represent convex hulls.");
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if (hull_points.size() > 255) {
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WARN_PRINT("GLTFPhysicsShape: Convex hull has more points (" + itos(hull_points.size()) + ") than the recommended maximum of 255. This may not load correctly in other engines.");
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}
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// Convert the convex hull points into an array of faces.
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Geometry3D::MeshData md;
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Error err = ConvexHullComputer::convex_hull(hull_points, md);
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ERR_FAIL_COND_V_MSG(err != OK, gltf_shape, "GLTFPhysicsShape: Failed to compute convex hull.");
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Vector<Vector3> face_vertices;
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for (uint32_t i = 0; i < md.faces.size(); i++) {
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uint32_t index_count = md.faces[i].indices.size();
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for (uint32_t j = 1; j < index_count - 1; j++) {
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face_vertices.append(hull_points[md.faces[i].indices[0]]);
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face_vertices.append(hull_points[md.faces[i].indices[j]]);
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face_vertices.append(hull_points[md.faces[i].indices[j + 1]]);
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}
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}
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// Create an ImporterMesh from the faces.
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Ref<ImporterMesh> importer_mesh;
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importer_mesh.instantiate();
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Array surface_array;
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surface_array.resize(Mesh::ArrayType::ARRAY_MAX);
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surface_array[Mesh::ArrayType::ARRAY_VERTEX] = face_vertices;
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importer_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, surface_array);
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Ref<ImporterMesh> importer_mesh = _convert_hull_points_to_mesh(hull_points);
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ERR_FAIL_COND_V_MSG(importer_mesh.is_null(), gltf_shape, "GLTFPhysicsShape: Failed to convert convex hull points to a mesh.");
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gltf_shape->set_importer_mesh(importer_mesh);
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} else if (cast_to<const ConcavePolygonShape3D>(shape_resource.ptr())) {
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gltf_shape->shape_type = "trimesh";
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