virtualx-engine/scene/3d/mesh_instance.h
lawnjelly da3c95f325 Mesh merging - refactor to be backward compatible for CPU / GPU storage
Allows the old `merge_meshes()` function to work from the editor.
2024-05-19 07:44:36 +01:00

151 lines
5.3 KiB
C++

/**************************************************************************/
/* mesh_instance.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 MESH_INSTANCE_H
#define MESH_INSTANCE_H
#include "scene/3d/skeleton.h"
#include "scene/3d/visual_instance.h"
#include "scene/resources/mesh.h"
#include "scene/resources/skin.h"
#include "core/local_vector.h"
class MeshInstance : public GeometryInstance {
GDCLASS(MeshInstance, GeometryInstance);
friend class CSGShape;
protected:
Ref<Mesh> mesh;
Ref<Skin> skin;
Ref<Skin> skin_internal;
Ref<SkinReference> skin_ref;
NodePath skeleton_path;
struct SoftwareSkinning {
enum Flags {
// Data flags.
FLAG_TRANSFORM_NORMALS = 1 << 0,
// Runtime flags.
FLAG_BONES_READY = 1 << 1,
};
struct SurfaceData {
PoolByteArray source_buffer;
uint32_t source_format;
PoolByteArray buffer;
PoolByteArray::Write buffer_write;
bool transform_tangents;
bool ensure_correct_normals;
};
Ref<Mesh> mesh_instance;
LocalVector<SurfaceData> surface_data;
};
SoftwareSkinning *software_skinning;
uint32_t software_skinning_flags;
struct BlendShapeTrack {
int idx;
float value;
BlendShapeTrack() {
idx = 0;
value = 0;
}
};
Map<StringName, BlendShapeTrack> blend_shape_tracks;
Vector<Ref<Material>> materials;
void _mesh_changed();
void _resolve_skeleton_path();
bool _is_software_skinning_enabled() const;
static bool _is_global_software_skinning_enabled();
void _initialize_skinning(bool p_force_reset = false, bool p_call_attach_skeleton = true);
void _update_skinning();
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
void set_skin(const Ref<Skin> &p_skin);
Ref<Skin> get_skin() const;
void set_skeleton_path(const NodePath &p_skeleton);
NodePath get_skeleton_path();
int get_surface_material_count() const;
void set_surface_material(int p_surface, const Ref<Material> &p_material);
Ref<Material> get_surface_material(int p_surface) const;
Ref<Material> get_active_material(int p_surface) const;
virtual void set_material_override(const Ref<Material> &p_material);
virtual void set_material_overlay(const Ref<Material> &p_material);
void set_software_skinning_transform_normals(bool p_enabled);
bool is_software_skinning_transform_normals_enabled() const;
Node *create_trimesh_collision_node();
void create_trimesh_collision();
Node *create_multiple_convex_collisions_node();
void create_multiple_convex_collisions();
Node *create_convex_collision_node(bool p_clean = true, bool p_simplify = false);
void create_convex_collision(bool p_clean = true, bool p_simplify = false);
void create_debug_tangents();
// Merging.
bool is_mergeable_with(Node *p_other, bool p_shadows_only) const;
bool merge_meshes(Vector<Variant> p_list, bool p_use_global_space, bool p_check_compatibility, bool p_shadows_only);
virtual AABB get_aabb() const;
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
MeshInstance();
~MeshInstance();
};
#endif // MESH_INSTANCE_H