bdf0f78e07
Similar to information window, add a small optional window to display face count and other stats.
312 lines
12 KiB
C++
312 lines
12 KiB
C++
/**************************************************************************/
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/* mesh.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef MESH_H
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#define MESH_H
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#include "core/local_vector.h"
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#include "core/math/face3.h"
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#include "core/math/triangle_mesh.h"
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#include "core/resource.h"
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#include "scene/resources/material.h"
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#include "scene/resources/shape.h"
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#include "servers/visual_server.h"
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class Mesh : public Resource {
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GDCLASS(Mesh, Resource);
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mutable Ref<TriangleMesh> triangle_mesh; //cached
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mutable Vector<Vector3> debug_lines;
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Size2 lightmap_size_hint;
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protected:
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static void _bind_methods();
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public:
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enum {
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NO_INDEX_ARRAY = VisualServer::NO_INDEX_ARRAY,
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ARRAY_WEIGHTS_SIZE = VisualServer::ARRAY_WEIGHTS_SIZE
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};
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enum ArrayType {
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ARRAY_VERTEX = VisualServer::ARRAY_VERTEX,
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ARRAY_NORMAL = VisualServer::ARRAY_NORMAL,
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ARRAY_TANGENT = VisualServer::ARRAY_TANGENT,
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ARRAY_COLOR = VisualServer::ARRAY_COLOR,
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ARRAY_TEX_UV = VisualServer::ARRAY_TEX_UV,
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ARRAY_TEX_UV2 = VisualServer::ARRAY_TEX_UV2,
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ARRAY_BONES = VisualServer::ARRAY_BONES,
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ARRAY_WEIGHTS = VisualServer::ARRAY_WEIGHTS,
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ARRAY_INDEX = VisualServer::ARRAY_INDEX,
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ARRAY_MAX = VisualServer::ARRAY_MAX
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};
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enum ArrayFormat {
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/* ARRAY FORMAT FLAGS */
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ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory
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ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL,
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ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT,
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ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR,
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ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV,
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ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2,
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ARRAY_FORMAT_BONES = 1 << ARRAY_BONES,
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ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS,
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ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX,
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ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1),
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ARRAY_COMPRESS_VERTEX = 1 << (ARRAY_VERTEX + ARRAY_COMPRESS_BASE), // mandatory
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ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_BONES = 1 << (ARRAY_BONES + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_WEIGHTS = 1 << (ARRAY_WEIGHTS + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE),
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ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
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ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
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ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
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ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = ARRAY_COMPRESS_INDEX << 4,
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ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION = ARRAY_COMPRESS_INDEX << 5,
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ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS | ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION
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};
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enum PrimitiveType {
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PRIMITIVE_POINTS = VisualServer::PRIMITIVE_POINTS,
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PRIMITIVE_LINES = VisualServer::PRIMITIVE_LINES,
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PRIMITIVE_LINE_STRIP = VisualServer::PRIMITIVE_LINE_STRIP,
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PRIMITIVE_LINE_LOOP = VisualServer::PRIMITIVE_LINE_LOOP,
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PRIMITIVE_TRIANGLES = VisualServer::PRIMITIVE_TRIANGLES,
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PRIMITIVE_TRIANGLE_STRIP = VisualServer::PRIMITIVE_TRIANGLE_STRIP,
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PRIMITIVE_TRIANGLE_FAN = VisualServer::PRIMITIVE_TRIANGLE_FAN,
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};
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enum BlendShapeMode {
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BLEND_SHAPE_MODE_NORMALIZED = VS::BLEND_SHAPE_MODE_NORMALIZED,
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BLEND_SHAPE_MODE_RELATIVE = VS::BLEND_SHAPE_MODE_RELATIVE,
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};
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enum StorageMode {
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STORAGE_MODE_GPU,
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STORAGE_MODE_CPU,
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STORAGE_MODE_CPU_AND_GPU,
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};
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struct CachedStats {
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bool dirty = true;
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uint32_t triangle_count = 0;
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uint32_t vertex_count = 0;
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uint32_t index_count = 0;
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uint32_t array_format = 0;
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};
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virtual int get_surface_count() const = 0;
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virtual int surface_get_array_len(int p_idx) const = 0;
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virtual int surface_get_array_index_len(int p_idx) const = 0;
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virtual bool surface_is_softbody_friendly(int p_idx) const;
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virtual Array surface_get_arrays(int p_surface) const = 0;
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virtual Array surface_get_blend_shape_arrays(int p_surface) const = 0;
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virtual uint32_t surface_get_format(int p_idx) const = 0;
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virtual PrimitiveType surface_get_primitive_type(int p_idx) const = 0;
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virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) = 0;
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virtual Ref<Material> surface_get_material(int p_idx) const = 0;
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virtual int get_blend_shape_count() const = 0;
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int surface_get_triangle_count(int p_idx) const;
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int surface_get_index_count(int p_idx) const;
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virtual StringName get_blend_shape_name(int p_index) const = 0;
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virtual void set_blend_shape_name(int p_index, const StringName &p_name) = 0;
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int get_triangle_count() const;
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PoolVector<Face3> get_faces() const;
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#ifdef TOOLS_ENABLED
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const CachedStats &get_cached_stats() const;
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#endif
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Ref<TriangleMesh> generate_triangle_mesh() const;
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Ref<TriangleMesh> generate_triangle_mesh_from_aabb() const;
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void generate_debug_mesh_lines(Vector<Vector3> &r_lines);
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void generate_debug_mesh_indices(Vector<Vector3> &r_points);
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Ref<Shape> create_trimesh_shape() const;
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Ref<Shape> create_convex_shape(bool p_clean = true, bool p_simplify = false) const;
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Ref<Mesh> create_outline(float p_margin) const;
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virtual AABB get_aabb() const = 0;
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virtual void set_storage_mode(StorageMode p_storage_mode);
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void set_lightmap_size_hint(const Vector2 &p_size);
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Size2 get_lightmap_size_hint() const;
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void clear_cache() const;
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typedef Vector<PoolVector<Vector3>> (*ConvexDecompositionFunc)(const real_t *p_vertices, int p_vertex_count, const uint32_t *p_triangles, int p_triangle_count, int p_max_convex_hulls, Vector<PoolVector<uint32_t>> *r_convex_indices);
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static ConvexDecompositionFunc convex_decomposition_function;
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Vector<Ref<Shape>> convex_decompose(int p_max_convex_hulls = -1) const;
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Mesh();
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private:
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#ifdef TOOLS_ENABLED
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// Only for use in the editor.
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// No need to bloat exports.
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mutable CachedStats _cached_stats;
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#endif
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};
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class ArrayMesh : public Mesh {
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GDCLASS(ArrayMesh, Mesh);
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RES_BASE_EXTENSION("mesh");
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private:
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// Storing the mesh data on CPU
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struct CPUSurface {
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Array arrays;
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Array blend_shapes;
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PrimitiveType primitive_type;
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int num_verts = 0;
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int num_inds = 0;
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};
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struct Surface {
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String name;
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AABB aabb;
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Ref<Material> material;
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bool is_2d;
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// Watch for bugs here.
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// When calling add_surface() rather than add_surface_from_arrays(),
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// the creation flags will be unset, and left at default.
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// Conversion from CPU to GPU memory assumes that creation_flags are
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// correct, so is only TRULY safe when used with add_surface_from_arrays().
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uint32_t creation_flags = ARRAY_COMPRESS_DEFAULT;
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uint32_t creation_format = 0;
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};
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Vector<Surface> surfaces;
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LocalVector<CPUSurface *> _cpu_surfaces;
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RID mesh;
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AABB aabb;
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BlendShapeMode blend_shape_mode;
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Vector<StringName> blend_shapes;
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AABB custom_aabb;
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void _recompute_aabb();
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// Data can be held on GPU, CPU or both.
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// CPU is quicker for modifications, but can't be
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// used for rendering.
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bool _on_cpu = false;
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bool _on_gpu = true;
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StorageMode _storage_mode = STORAGE_MODE_GPU;
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void add_surface_from_arrays_cpu(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes);
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void add_surface_from_arrays_cpu_with_probe(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_flags, int p_surface_id);
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void clear_cpu_surfaces();
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bool on_cpu() const { return _on_cpu && ((int)_cpu_surfaces.size() == surfaces.size()); }
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protected:
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virtual bool _is_generated() const { return false; }
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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void add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), uint32_t p_flags = ARRAY_COMPRESS_DEFAULT);
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void add_surface(uint32_t p_format, PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t>> &p_blend_shapes = Vector<PoolVector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>());
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Array surface_get_arrays(int p_surface) const;
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Array surface_get_blend_shape_arrays(int p_surface) const;
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void add_blend_shape(const StringName &p_name);
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int get_blend_shape_count() const;
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StringName get_blend_shape_name(int p_index) const;
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void set_blend_shape_name(int p_index, const StringName &p_name);
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void clear_blend_shapes();
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void set_blend_shape_mode(BlendShapeMode p_mode);
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BlendShapeMode get_blend_shape_mode() const;
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void surface_update_region(int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
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int get_surface_count() const;
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void surface_remove(int p_idx);
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void clear_surfaces();
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void surface_set_custom_aabb(int p_idx, const AABB &p_aabb); //only recognized by driver
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int surface_get_array_len(int p_idx) const;
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int surface_get_array_index_len(int p_idx) const;
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uint32_t surface_get_format(int p_idx) const;
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PrimitiveType surface_get_primitive_type(int p_idx) const;
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virtual void surface_set_material(int p_idx, const Ref<Material> &p_material);
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virtual Ref<Material> surface_get_material(int p_idx) const;
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int surface_find_by_name(const String &p_name) const;
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void surface_set_name(int p_idx, const String &p_name);
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String surface_get_name(int p_idx) const;
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void add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data);
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void set_custom_aabb(const AABB &p_custom);
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AABB get_custom_aabb() const;
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AABB get_aabb() const;
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virtual RID get_rid() const;
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void regen_normalmaps();
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Error lightmap_unwrap(const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
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Error lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache, const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
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virtual void reload_from_file();
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virtual void set_storage_mode(StorageMode p_storage_mode);
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ArrayMesh();
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~ArrayMesh();
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};
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VARIANT_ENUM_CAST(Mesh::ArrayType);
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VARIANT_ENUM_CAST(Mesh::ArrayFormat);
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VARIANT_ENUM_CAST(Mesh::PrimitiveType);
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VARIANT_ENUM_CAST(Mesh::BlendShapeMode);
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#endif // MESH_H
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