/**************************************************************************/ /* mesh_instance_3d.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "mesh_instance_3d.h" #include "scene/3d/physics/collision_shape_3d.h" #include "scene/3d/physics/static_body_3d.h" #include "scene/3d/skeleton_3d.h" #include "scene/resources/3d/concave_polygon_shape_3d.h" #include "scene/resources/3d/convex_polygon_shape_3d.h" bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) { //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. if (!get_instance().is_valid()) { return false; } HashMap::Iterator E = blend_shape_properties.find(p_name); if (E) { set_blend_shape_value(E->value, p_value); return true; } if (p_name.operator String().begins_with("surface_material_override/")) { int idx = p_name.operator String().get_slicec('/', 1).to_int(); if (idx >= surface_override_materials.size() || idx < 0) { return false; } set_surface_override_material(idx, p_value); return true; } return false; } bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const { if (!get_instance().is_valid()) { return false; } HashMap::ConstIterator E = blend_shape_properties.find(p_name); if (E) { r_ret = get_blend_shape_value(E->value); return true; } if (p_name.operator String().begins_with("surface_material_override/")) { int idx = p_name.operator String().get_slicec('/', 1).to_int(); if (idx >= surface_override_materials.size() || idx < 0) { return false; } r_ret = surface_override_materials[idx]; return true; } return false; } void MeshInstance3D::_get_property_list(List *p_list) const { List ls; for (const KeyValue &E : blend_shape_properties) { ls.push_back(E.key); } ls.sort(); for (const String &E : ls) { p_list->push_back(PropertyInfo(Variant::FLOAT, E, PROPERTY_HINT_RANGE, "-1,1,0.00001")); } if (mesh.is_valid()) { for (int i = 0; i < mesh->get_surface_count(); i++) { p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("%s/%d", PNAME("surface_material_override"), i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT)); } } } void MeshInstance3D::set_mesh(const Ref &p_mesh) { if (mesh == p_mesh) { return; } if (mesh.is_valid()) { mesh->disconnect_changed(callable_mp(this, &MeshInstance3D::_mesh_changed)); } mesh = p_mesh; if (mesh.is_valid()) { // If mesh is a PrimitiveMesh, calling get_rid on it can trigger a changed callback // so do this before connecting _mesh_changed. set_base(mesh->get_rid()); mesh->connect_changed(callable_mp(this, &MeshInstance3D::_mesh_changed)); _mesh_changed(); } else { blend_shape_tracks.clear(); blend_shape_properties.clear(); set_base(RID()); update_gizmos(); } notify_property_list_changed(); } Ref MeshInstance3D::get_mesh() const { return mesh; } int MeshInstance3D::get_blend_shape_count() const { if (mesh.is_null()) { return 0; } return mesh->get_blend_shape_count(); } int MeshInstance3D::find_blend_shape_by_name(const StringName &p_name) { if (mesh.is_null()) { return -1; } for (int i = 0; i < mesh->get_blend_shape_count(); i++) { if (mesh->get_blend_shape_name(i) == p_name) { return i; } } return -1; } float MeshInstance3D::get_blend_shape_value(int p_blend_shape) const { ERR_FAIL_COND_V(mesh.is_null(), 0.0); ERR_FAIL_INDEX_V(p_blend_shape, (int)blend_shape_tracks.size(), 0); return blend_shape_tracks[p_blend_shape]; } void MeshInstance3D::set_blend_shape_value(int p_blend_shape, float p_value) { ERR_FAIL_COND(mesh.is_null()); ERR_FAIL_INDEX(p_blend_shape, (int)blend_shape_tracks.size()); blend_shape_tracks[p_blend_shape] = p_value; RenderingServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), p_blend_shape, p_value); } void MeshInstance3D::_resolve_skeleton_path() { Ref new_skin_reference; if (!skeleton_path.is_empty()) { Skeleton3D *skeleton = Object::cast_to(get_node(skeleton_path)); if (skeleton) { if (skin_internal.is_null()) { new_skin_reference = skeleton->register_skin(skeleton->create_skin_from_rest_transforms()); //a skin was created for us skin_internal = new_skin_reference->get_skin(); notify_property_list_changed(); } else { new_skin_reference = skeleton->register_skin(skin_internal); } } } skin_ref = new_skin_reference; if (skin_ref.is_valid()) { RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton()); } else { RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), RID()); } } void MeshInstance3D::set_skin(const Ref &p_skin) { skin_internal = p_skin; skin = p_skin; if (!is_inside_tree()) { return; } _resolve_skeleton_path(); } Ref MeshInstance3D::get_skin() const { return skin; } Ref MeshInstance3D::get_skin_reference() const { return skin_ref; } void MeshInstance3D::set_skeleton_path(const NodePath &p_skeleton) { skeleton_path = p_skeleton; if (!is_inside_tree()) { return; } _resolve_skeleton_path(); } NodePath MeshInstance3D::get_skeleton_path() { return skeleton_path; } AABB MeshInstance3D::get_aabb() const { if (!mesh.is_null()) { return mesh->get_aabb(); } return AABB(); } Node *MeshInstance3D::create_trimesh_collision_node() { if (mesh.is_null()) { return nullptr; } Ref shape = mesh->create_trimesh_shape(); if (shape.is_null()) { return nullptr; } StaticBody3D *static_body = memnew(StaticBody3D); CollisionShape3D *cshape = memnew(CollisionShape3D); cshape->set_shape(shape); static_body->add_child(cshape, true); return static_body; } void MeshInstance3D::create_trimesh_collision() { StaticBody3D *static_body = Object::cast_to(create_trimesh_collision_node()); ERR_FAIL_NULL(static_body); static_body->set_name(String(get_name()) + "_col"); add_child(static_body, true); if (get_owner()) { CollisionShape3D *cshape = Object::cast_to(static_body->get_child(0)); static_body->set_owner(get_owner()); cshape->set_owner(get_owner()); } } Node *MeshInstance3D::create_convex_collision_node(bool p_clean, bool p_simplify) { if (mesh.is_null()) { return nullptr; } Ref shape = mesh->create_convex_shape(p_clean, p_simplify); if (shape.is_null()) { return nullptr; } StaticBody3D *static_body = memnew(StaticBody3D); CollisionShape3D *cshape = memnew(CollisionShape3D); cshape->set_shape(shape); static_body->add_child(cshape, true); return static_body; } void MeshInstance3D::create_convex_collision(bool p_clean, bool p_simplify) { StaticBody3D *static_body = Object::cast_to(create_convex_collision_node(p_clean, p_simplify)); ERR_FAIL_NULL(static_body); static_body->set_name(String(get_name()) + "_col"); add_child(static_body, true); if (get_owner()) { CollisionShape3D *cshape = Object::cast_to(static_body->get_child(0)); static_body->set_owner(get_owner()); cshape->set_owner(get_owner()); } } Node *MeshInstance3D::create_multiple_convex_collisions_node(const Ref &p_settings) { if (mesh.is_null()) { return nullptr; } Ref settings; if (p_settings.is_valid()) { settings = p_settings; } else { settings.instantiate(); } Vector> shapes = mesh->convex_decompose(settings); if (!shapes.size()) { return nullptr; } StaticBody3D *static_body = memnew(StaticBody3D); for (int i = 0; i < shapes.size(); i++) { CollisionShape3D *cshape = memnew(CollisionShape3D); cshape->set_shape(shapes[i]); static_body->add_child(cshape, true); } return static_body; } void MeshInstance3D::create_multiple_convex_collisions(const Ref &p_settings) { StaticBody3D *static_body = Object::cast_to(create_multiple_convex_collisions_node(p_settings)); ERR_FAIL_NULL(static_body); static_body->set_name(String(get_name()) + "_col"); add_child(static_body, true); if (get_owner()) { static_body->set_owner(get_owner()); int count = static_body->get_child_count(); for (int i = 0; i < count; i++) { CollisionShape3D *cshape = Object::cast_to(static_body->get_child(i)); cshape->set_owner(get_owner()); } } } void MeshInstance3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { _resolve_skeleton_path(); } break; case NOTIFICATION_TRANSLATION_CHANGED: { if (mesh.is_valid()) { mesh->notification(NOTIFICATION_TRANSLATION_CHANGED); } } break; } } int MeshInstance3D::get_surface_override_material_count() const { return surface_override_materials.size(); } void MeshInstance3D::set_surface_override_material(int p_surface, const Ref &p_material) { ERR_FAIL_INDEX(p_surface, surface_override_materials.size()); surface_override_materials.write[p_surface] = p_material; if (surface_override_materials[p_surface].is_valid()) { RS::get_singleton()->instance_set_surface_override_material(get_instance(), p_surface, surface_override_materials[p_surface]->get_rid()); } else { RS::get_singleton()->instance_set_surface_override_material(get_instance(), p_surface, RID()); } } Ref MeshInstance3D::get_surface_override_material(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, surface_override_materials.size(), Ref()); return surface_override_materials[p_surface]; } Ref MeshInstance3D::get_active_material(int p_surface) const { Ref mat_override = get_material_override(); if (mat_override.is_valid()) { return mat_override; } Ref surface_material = get_surface_override_material(p_surface); if (surface_material.is_valid()) { return surface_material; } Ref m = get_mesh(); if (m.is_valid()) { return m->surface_get_material(p_surface); } return Ref(); } void MeshInstance3D::_mesh_changed() { ERR_FAIL_COND(mesh.is_null()); surface_override_materials.resize(mesh->get_surface_count()); uint32_t initialize_bs_from = blend_shape_tracks.size(); blend_shape_tracks.resize(mesh->get_blend_shape_count()); for (uint32_t i = 0; i < blend_shape_tracks.size(); i++) { blend_shape_properties["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = i; if (i < initialize_bs_from) { set_blend_shape_value(i, blend_shape_tracks[i]); } else { set_blend_shape_value(i, 0); } } int surface_count = mesh->get_surface_count(); for (int surface_index = 0; surface_index < surface_count; ++surface_index) { if (surface_override_materials[surface_index].is_valid()) { RS::get_singleton()->instance_set_surface_override_material(get_instance(), surface_index, surface_override_materials[surface_index]->get_rid()); } } update_gizmos(); } MeshInstance3D *MeshInstance3D::create_debug_tangents_node() { Vector lines; Vector colors; Ref m = get_mesh(); if (!m.is_valid()) { return nullptr; } for (int i = 0; i < m->get_surface_count(); i++) { Array arrays = m->surface_get_arrays(i); ERR_CONTINUE(arrays.size() != Mesh::ARRAY_MAX); Vector verts = arrays[Mesh::ARRAY_VERTEX]; Vector norms = arrays[Mesh::ARRAY_NORMAL]; if (norms.size() == 0) { continue; } Vector tangents = arrays[Mesh::ARRAY_TANGENT]; if (tangents.size() == 0) { continue; } 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 sm; sm.instantiate(); sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true); sm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); sm->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); Ref am; am.instantiate(); 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); MeshInstance3D *mi = memnew(MeshInstance3D); mi->set_mesh(am); mi->set_name("DebugTangents"); return mi; } return nullptr; } void MeshInstance3D::create_debug_tangents() { MeshInstance3D *mi = create_debug_tangents_node(); if (!mi) { return; } add_child(mi, true); if (is_inside_tree() && this == get_tree()->get_edited_scene_root()) { mi->set_owner(this); } else { mi->set_owner(get_owner()); } } bool MeshInstance3D::_property_can_revert(const StringName &p_name) const { HashMap::ConstIterator E = blend_shape_properties.find(p_name); if (E) { return true; } return false; } bool MeshInstance3D::_property_get_revert(const StringName &p_name, Variant &r_property) const { HashMap::ConstIterator E = blend_shape_properties.find(p_name); if (E) { r_property = 0.0f; return true; } return false; } void MeshInstance3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh); ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh); ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance3D::set_skeleton_path); ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance3D::get_skeleton_path); ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance3D::set_skin); ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance3D::get_skin); ClassDB::bind_method(D_METHOD("get_skin_reference"), &MeshInstance3D::get_skin_reference); ClassDB::bind_method(D_METHOD("get_surface_override_material_count"), &MeshInstance3D::get_surface_override_material_count); ClassDB::bind_method(D_METHOD("set_surface_override_material", "surface", "material"), &MeshInstance3D::set_surface_override_material); ClassDB::bind_method(D_METHOD("get_surface_override_material", "surface"), &MeshInstance3D::get_surface_override_material); ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance3D::get_active_material); ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance3D::create_trimesh_collision); ClassDB::set_method_flags("MeshInstance3D", "create_trimesh_collision", METHOD_FLAGS_DEFAULT); ClassDB::bind_method(D_METHOD("create_convex_collision", "clean", "simplify"), &MeshInstance3D::create_convex_collision, DEFVAL(true), DEFVAL(false)); ClassDB::set_method_flags("MeshInstance3D", "create_convex_collision", METHOD_FLAGS_DEFAULT); ClassDB::bind_method(D_METHOD("create_multiple_convex_collisions", "settings"), &MeshInstance3D::create_multiple_convex_collisions, DEFVAL(Ref())); ClassDB::set_method_flags("MeshInstance3D", "create_multiple_convex_collisions", METHOD_FLAGS_DEFAULT); ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &MeshInstance3D::get_blend_shape_count); ClassDB::bind_method(D_METHOD("find_blend_shape_by_name", "name"), &MeshInstance3D::find_blend_shape_by_name); ClassDB::bind_method(D_METHOD("get_blend_shape_value", "blend_shape_idx"), &MeshInstance3D::get_blend_shape_value); ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value); ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); ADD_GROUP("Skeleton", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_skeleton_path", "get_skeleton_path"); ADD_GROUP("", ""); } MeshInstance3D::MeshInstance3D() { } MeshInstance3D::~MeshInstance3D() { }