/**************************************************************************/ /* importer_mesh.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef IMPORTER_MESH_H #define IMPORTER_MESH_H #include "core/io/resource.h" #include "core/templates/local_vector.h" #include "scene/resources/3d/concave_polygon_shape_3d.h" #include "scene/resources/3d/convex_polygon_shape_3d.h" #include "scene/resources/mesh.h" #include "scene/resources/navigation_mesh.h" #include // The following classes are used by importers instead of ArrayMesh and MeshInstance3D // so the data is not registered (hence, quality loss), importing happens faster and // its easier to modify before saving class ImporterMesh : public Resource { GDCLASS(ImporterMesh, Resource) struct Surface { Mesh::PrimitiveType primitive; Array arrays; struct BlendShape { Array arrays; }; Vector blend_shape_data; struct LOD { Vector indices; float distance = 0.0f; }; Vector lods; Ref material; String name; uint64_t flags = 0; struct LODComparator { _FORCE_INLINE_ bool operator()(const LOD &l, const LOD &r) const { return l.distance < r.distance; } }; void split_normals(const LocalVector &p_indices, const LocalVector &p_normals); static void _split_normals(Array &r_arrays, const LocalVector &p_indices, const LocalVector &p_normals); }; Vector surfaces; Vector blend_shapes; Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED; Ref mesh; Ref shadow_mesh; Size2i lightmap_size_hint; protected: void _set_data(const Dictionary &p_data); Dictionary _get_data() const; void _generate_lods_bind(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array); static void _bind_methods(); public: void add_blend_shape(const String &p_name); int get_blend_shape_count() const; String get_blend_shape_name(int p_blend_shape) const; void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const TypedArray &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref &p_material = Ref(), const String &p_name = String(), const uint64_t p_flags = 0); int get_surface_count() const; void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode); Mesh::BlendShapeMode get_blend_shape_mode() const; Mesh::PrimitiveType get_surface_primitive_type(int p_surface); String get_surface_name(int p_surface) const; void set_surface_name(int p_surface, const String &p_name); Array get_surface_arrays(int p_surface) const; Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const; int get_surface_lod_count(int p_surface) const; Vector get_surface_lod_indices(int p_surface, int p_lod) const; float get_surface_lod_size(int p_surface, int p_lod) const; Ref get_surface_material(int p_surface) const; uint64_t get_surface_format(int p_surface) const; void set_surface_material(int p_surface, const Ref &p_material); void optimize_indices_for_cache(); void generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array, bool p_raycast_normals = false); void create_shadow_mesh(); Ref get_shadow_mesh() const; Vector get_faces() const; Vector> convex_decompose(const Ref &p_settings) const; Ref create_convex_shape(bool p_clean = true, bool p_simplify = false) const; Ref create_trimesh_shape() const; Ref create_navigation_mesh(); Error lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector &p_src_cache, Vector &r_dst_cache); void set_lightmap_size_hint(const Size2i &p_size); Size2i get_lightmap_size_hint() const; bool has_mesh() const; Ref get_mesh(const Ref &p_base = Ref()); void clear(); }; #endif // IMPORTER_MESH_H