virtualx-engine/scene/resources/mesh.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

1361 lines
39 KiB
C++

/*************************************************************************/
/* mesh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.h"
#include "core/pair.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"
#include "surface_tool.h"
#include <stdlib.h>
Mesh::ConvexDecompositionFunc Mesh::convex_composition_function = NULL;
Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
if (triangle_mesh.is_valid())
return triangle_mesh;
int facecount = 0;
for (int i = 0; i < get_surface_count(); i++) {
if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
continue;
if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
facecount += surface_get_array_index_len(i);
} else {
facecount += surface_get_array_len(i);
}
}
if (facecount == 0 || (facecount % 3) != 0)
return triangle_mesh;
PoolVector<Vector3> faces;
faces.resize(facecount);
PoolVector<Vector3>::Write facesw = faces.write();
int widx = 0;
for (int i = 0; i < get_surface_count(); i++) {
if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
continue;
Array a = surface_get_arrays(i);
int vc = surface_get_array_len(i);
PoolVector<Vector3> vertices = a[ARRAY_VERTEX];
PoolVector<Vector3>::Read vr = vertices.read();
if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
int ic = surface_get_array_index_len(i);
PoolVector<int> indices = a[ARRAY_INDEX];
PoolVector<int>::Read ir = indices.read();
for (int j = 0; j < ic; j++) {
int index = ir[j];
facesw[widx++] = vr[index];
}
} else {
for (int j = 0; j < vc; j++)
facesw[widx++] = vr[j];
}
}
facesw.release();
triangle_mesh = Ref<TriangleMesh>(memnew(TriangleMesh));
triangle_mesh->create(faces);
return triangle_mesh;
}
void Mesh::generate_debug_mesh_lines(Vector<Vector3> &r_lines) {
if (debug_lines.size() > 0) {
r_lines = debug_lines;
return;
}
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_null())
return;
PoolVector<int> triangle_indices;
tm->get_indices(&triangle_indices);
const int triangles_num = tm->get_triangles().size();
PoolVector<Vector3> vertices = tm->get_vertices();
debug_lines.resize(tm->get_triangles().size() * 6); // 3 lines x 2 points each line
PoolVector<int>::Read ind_r = triangle_indices.read();
PoolVector<Vector3>::Read ver_r = vertices.read();
for (int j = 0, x = 0, i = 0; i < triangles_num; j += 6, x += 3, ++i) {
// Triangle line 1
debug_lines.write[j + 0] = ver_r[ind_r[x + 0]];
debug_lines.write[j + 1] = ver_r[ind_r[x + 1]];
// Triangle line 2
debug_lines.write[j + 2] = ver_r[ind_r[x + 1]];
debug_lines.write[j + 3] = ver_r[ind_r[x + 2]];
// Triangle line 3
debug_lines.write[j + 4] = ver_r[ind_r[x + 2]];
debug_lines.write[j + 5] = ver_r[ind_r[x + 0]];
}
r_lines = debug_lines;
}
void Mesh::generate_debug_mesh_indices(Vector<Vector3> &r_points) {
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_null())
return;
PoolVector<Vector3> vertices = tm->get_vertices();
int vertices_size = vertices.size();
r_points.resize(vertices_size);
for (int i = 0; i < vertices_size; ++i) {
r_points.write[i] = vertices[i];
}
}
bool Mesh::surface_is_softbody_friendly(int p_idx) const {
const uint32_t surface_format = surface_get_format(p_idx);
return (surface_format & Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE && (!(surface_format & Mesh::ARRAY_COMPRESS_VERTEX)) && (!(surface_format & Mesh::ARRAY_COMPRESS_NORMAL)));
}
PoolVector<Face3> Mesh::get_faces() const {
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_valid())
return tm->get_faces();
return PoolVector<Face3>();
/*
for (int i=0;i<surfaces.size();i++) {
if (VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != VisualServer::PRIMITIVE_TRIANGLES )
continue;
PoolVector<int> indices;
PoolVector<Vector3> vertices;
vertices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_VERTEX);
int len=VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, i);
bool has_indices;
if (len>0) {
indices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_INDEX);
has_indices=true;
} else {
len=vertices.size();
has_indices=false;
}
if (len<=0)
continue;
PoolVector<int>::Read indicesr = indices.read();
const int *indicesptr = indicesr.ptr();
PoolVector<Vector3>::Read verticesr = vertices.read();
const Vector3 *verticesptr = verticesr.ptr();
int old_faces=faces.size();
int new_faces=old_faces+(len/3);
faces.resize(new_faces);
PoolVector<Face3>::Write facesw = faces.write();
Face3 *facesptr=facesw.ptr();
for (int i=0;i<len/3;i++) {
Face3 face;
for (int j=0;j<3;j++) {
int idx=i*3+j;
face.vertex[j] = has_indices ? verticesptr[ indicesptr[ idx ] ] : verticesptr[idx];
}
facesptr[i+old_faces]=face;
}
}
*/
}
Ref<Shape> Mesh::create_convex_shape() const {
PoolVector<Vector3> vertices;
for (int i = 0; i < get_surface_count(); i++) {
Array a = surface_get_arrays(i);
PoolVector<Vector3> v = a[ARRAY_VERTEX];
vertices.append_array(v);
}
Ref<ConvexPolygonShape> shape = memnew(ConvexPolygonShape);
shape->set_points(vertices);
return shape;
}
Ref<Shape> Mesh::create_trimesh_shape() const {
PoolVector<Face3> faces = get_faces();
if (faces.size() == 0)
return Ref<Shape>();
PoolVector<Vector3> face_points;
face_points.resize(faces.size() * 3);
for (int i = 0; i < face_points.size(); i++) {
Face3 f = faces.get(i / 3);
face_points.set(i, f.vertex[i % 3]);
}
Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
shape->set_faces(face_points);
return shape;
}
Ref<Mesh> Mesh::create_outline(float p_margin) const {
Array arrays;
int index_accum = 0;
for (int i = 0; i < get_surface_count(); i++) {
if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
continue;
Array a = surface_get_arrays(i);
if (i == 0) {
arrays = a;
PoolVector<Vector3> v = a[ARRAY_VERTEX];
index_accum += v.size();
} else {
int vcount = 0;
for (int j = 0; j < arrays.size(); j++) {
if (arrays[j].get_type() == Variant::NIL || a[j].get_type() == Variant::NIL) {
//mismatch, do not use
arrays[j] = Variant();
continue;
}
switch (j) {
case ARRAY_VERTEX:
case ARRAY_NORMAL: {
PoolVector<Vector3> dst = arrays[j];
PoolVector<Vector3> src = a[j];
if (j == ARRAY_VERTEX)
vcount = src.size();
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_TANGENT:
case ARRAY_BONES:
case ARRAY_WEIGHTS: {
PoolVector<real_t> dst = arrays[j];
PoolVector<real_t> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_COLOR: {
PoolVector<Color> dst = arrays[j];
PoolVector<Color> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_TEX_UV:
case ARRAY_TEX_UV2: {
PoolVector<Vector2> dst = arrays[j];
PoolVector<Vector2> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
dst.append_array(src);
arrays[j] = dst;
} break;
case ARRAY_INDEX: {
PoolVector<int> dst = arrays[j];
PoolVector<int> src = a[j];
if (dst.size() == 0 || src.size() == 0) {
arrays[j] = Variant();
continue;
}
{
int ss = src.size();
PoolVector<int>::Write w = src.write();
for (int k = 0; k < ss; k++) {
w[k] += index_accum;
}
}
dst.append_array(src);
arrays[j] = dst;
index_accum += vcount;
} break;
}
}
}
}
ERR_FAIL_COND_V(arrays.size() != ARRAY_MAX, Ref<ArrayMesh>());
{
PoolVector<int>::Write ir;
PoolVector<int> indices = arrays[ARRAY_INDEX];
bool has_indices = false;
PoolVector<Vector3> vertices = arrays[ARRAY_VERTEX];
int vc = vertices.size();
ERR_FAIL_COND_V(!vc, Ref<ArrayMesh>());
PoolVector<Vector3>::Write r = vertices.write();
if (indices.size()) {
vc = indices.size();
ir = indices.write();
has_indices = true;
}
Map<Vector3, Vector3> normal_accum;
//fill normals with triangle normals
for (int i = 0; i < vc; i += 3) {
Vector3 t[3];
if (has_indices) {
t[0] = r[ir[i + 0]];
t[1] = r[ir[i + 1]];
t[2] = r[ir[i + 2]];
} else {
t[0] = r[i + 0];
t[1] = r[i + 1];
t[2] = r[i + 2];
}
Vector3 n = Plane(t[0], t[1], t[2]).normal;
for (int j = 0; j < 3; j++) {
Map<Vector3, Vector3>::Element *E = normal_accum.find(t[j]);
if (!E) {
normal_accum[t[j]] = n;
} else {
float d = n.dot(E->get());
if (d < 1.0)
E->get() += n * (1.0 - d);
//E->get()+=n;
}
}
}
//normalize
for (Map<Vector3, Vector3>::Element *E = normal_accum.front(); E; E = E->next()) {
E->get().normalize();
}
//displace normals
int vc2 = vertices.size();
for (int i = 0; i < vc2; i++) {
Vector3 t = r[i];
Map<Vector3, Vector3>::Element *E = normal_accum.find(t);
ERR_CONTINUE(!E);
t += E->get() * p_margin;
r[i] = t;
}
r.release();
arrays[ARRAY_VERTEX] = vertices;
if (!has_indices) {
PoolVector<int> new_indices;
new_indices.resize(vertices.size());
PoolVector<int>::Write iw = new_indices.write();
for (int j = 0; j < vc2; j += 3) {
iw[j] = j;
iw[j + 1] = j + 2;
iw[j + 2] = j + 1;
}
iw.release();
arrays[ARRAY_INDEX] = new_indices;
} else {
for (int j = 0; j < vc; j += 3) {
SWAP(ir[j + 1], ir[j + 2]);
}
ir.release();
arrays[ARRAY_INDEX] = indices;
}
}
Ref<ArrayMesh> newmesh = memnew(ArrayMesh);
newmesh->add_surface_from_arrays(PRIMITIVE_TRIANGLES, arrays);
return newmesh;
}
void Mesh::set_lightmap_size_hint(const Vector2 &p_size) {
lightmap_size_hint = p_size;
}
Size2 Mesh::get_lightmap_size_hint() const {
return lightmap_size_hint;
}
void Mesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_lightmap_size_hint", "size"), &Mesh::set_lightmap_size_hint);
ClassDB::bind_method(D_METHOD("get_lightmap_size_hint"), &Mesh::get_lightmap_size_hint);
ClassDB::bind_method(D_METHOD("get_aabb"), &Mesh::get_aabb);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "lightmap_size_hint"), "set_lightmap_size_hint", "get_lightmap_size_hint");
ClassDB::bind_method(D_METHOD("get_surface_count"), &Mesh::get_surface_count);
ClassDB::bind_method(D_METHOD("surface_get_arrays", "surf_idx"), &Mesh::surface_get_arrays);
ClassDB::bind_method(D_METHOD("surface_get_blend_shape_arrays", "surf_idx"), &Mesh::surface_get_blend_shape_arrays);
ClassDB::bind_method(D_METHOD("surface_set_material", "surf_idx", "material"), &Mesh::surface_set_material);
ClassDB::bind_method(D_METHOD("surface_get_material", "surf_idx"), &Mesh::surface_get_material);
BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
BIND_ENUM_CONSTANT(PRIMITIVE_LINE_LOOP);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_FAN);
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BASE);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_COLOR);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BONES);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_16_BIT_BONES);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);
BIND_ENUM_CONSTANT(ARRAY_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_COLOR);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_BONES);
BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_INDEX);
BIND_ENUM_CONSTANT(ARRAY_MAX);
}
void Mesh::clear_cache() const {
triangle_mesh.unref();
debug_lines.clear();
}
Vector<Ref<Shape> > Mesh::convex_decompose() const {
ERR_FAIL_COND_V(!convex_composition_function, Vector<Ref<Shape> >());
PoolVector<Face3> faces = get_faces();
Vector<Face3> f3;
f3.resize(faces.size());
PoolVector<Face3>::Read f = faces.read();
for (int i = 0; i < f3.size(); i++) {
f3.write[i] = f[i];
}
Vector<Vector<Face3> > decomposed = convex_composition_function(f3);
Vector<Ref<Shape> > ret;
for (int i = 0; i < decomposed.size(); i++) {
Set<Vector3> points;
for (int j = 0; j < decomposed[i].size(); j++) {
points.insert(decomposed[i][j].vertex[0]);
points.insert(decomposed[i][j].vertex[1]);
points.insert(decomposed[i][j].vertex[2]);
}
PoolVector<Vector3> convex_points;
convex_points.resize(points.size());
{
PoolVector<Vector3>::Write w = convex_points.write();
int idx = 0;
for (Set<Vector3>::Element *E = points.front(); E; E = E->next()) {
w[idx++] = E->get();
}
}
Ref<ConvexPolygonShape> shape;
shape.instance();
shape->set_points(convex_points);
ret.push_back(shape);
}
return ret;
}
Mesh::Mesh() {
}
bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) {
String sname = p_name;
if (p_name == "blend_shape/names") {
PoolVector<String> sk = p_value;
int sz = sk.size();
PoolVector<String>::Read r = sk.read();
for (int i = 0; i < sz; i++)
add_blend_shape(r[i]);
return true;
}
if (p_name == "blend_shape/mode") {
set_blend_shape_mode(BlendShapeMode(int(p_value)));
return true;
}
if (sname.begins_with("surface_")) {
int sl = sname.find("/");
if (sl == -1)
return false;
int idx = sname.substr(8, sl - 8).to_int() - 1;
String what = sname.get_slicec('/', 1);
if (what == "material")
surface_set_material(idx, p_value);
else if (what == "name")
surface_set_name(idx, p_value);
return true;
}
if (!sname.begins_with("surfaces"))
return false;
int idx = sname.get_slicec('/', 1).to_int();
String what = sname.get_slicec('/', 2);
if (idx == surfaces.size()) {
//create
Dictionary d = p_value;
ERR_FAIL_COND_V(!d.has("primitive"), false);
if (d.has("arrays")) {
//old format
ERR_FAIL_COND_V(!d.has("morph_arrays"), false);
add_surface_from_arrays(PrimitiveType(int(d["primitive"])), d["arrays"], d["morph_arrays"]);
} else if (d.has("array_data")) {
PoolVector<uint8_t> array_data = d["array_data"];
PoolVector<uint8_t> array_index_data;
if (d.has("array_index_data"))
array_index_data = d["array_index_data"];
ERR_FAIL_COND_V(!d.has("format"), false);
uint32_t format = d["format"];
uint32_t primitive = d["primitive"];
ERR_FAIL_COND_V(!d.has("vertex_count"), false);
int vertex_count = d["vertex_count"];
int index_count = 0;
if (d.has("index_count"))
index_count = d["index_count"];
Vector<PoolVector<uint8_t> > blend_shapes;
if (d.has("blend_shape_data")) {
Array blend_shape_data = d["blend_shape_data"];
for (int i = 0; i < blend_shape_data.size(); i++) {
PoolVector<uint8_t> shape = blend_shape_data[i];
blend_shapes.push_back(shape);
}
}
ERR_FAIL_COND_V(!d.has("aabb"), false);
AABB aabb = d["aabb"];
Vector<AABB> bone_aabb;
if (d.has("skeleton_aabb")) {
Array baabb = d["skeleton_aabb"];
bone_aabb.resize(baabb.size());
for (int i = 0; i < baabb.size(); i++) {
bone_aabb.write[i] = baabb[i];
}
}
add_surface(format, PrimitiveType(primitive), array_data, vertex_count, array_index_data, index_count, aabb, blend_shapes, bone_aabb);
} else {
ERR_FAIL_V(false);
}
if (d.has("material")) {
surface_set_material(idx, d["material"]);
}
if (d.has("name")) {
surface_set_name(idx, d["name"]);
}
return true;
}
return false;
}
bool ArrayMesh::_get(const StringName &p_name, Variant &r_ret) const {
if (_is_generated())
return false;
String sname = p_name;
if (p_name == "blend_shape/names") {
PoolVector<String> sk;
for (int i = 0; i < blend_shapes.size(); i++)
sk.push_back(blend_shapes[i]);
r_ret = sk;
return true;
} else if (p_name == "blend_shape/mode") {
r_ret = get_blend_shape_mode();
return true;
} else if (sname.begins_with("surface_")) {
int sl = sname.find("/");
if (sl == -1)
return false;
int idx = sname.substr(8, sl - 8).to_int() - 1;
String what = sname.get_slicec('/', 1);
if (what == "material")
r_ret = surface_get_material(idx);
else if (what == "name")
r_ret = surface_get_name(idx);
return true;
} else if (!sname.begins_with("surfaces"))
return false;
int idx = sname.get_slicec('/', 1).to_int();
ERR_FAIL_INDEX_V(idx, surfaces.size(), false);
Dictionary d;
d["array_data"] = VS::get_singleton()->mesh_surface_get_array(mesh, idx);
d["vertex_count"] = VS::get_singleton()->mesh_surface_get_array_len(mesh, idx);
d["array_index_data"] = VS::get_singleton()->mesh_surface_get_index_array(mesh, idx);
d["index_count"] = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, idx);
d["primitive"] = VS::get_singleton()->mesh_surface_get_primitive_type(mesh, idx);
d["format"] = VS::get_singleton()->mesh_surface_get_format(mesh, idx);
d["aabb"] = VS::get_singleton()->mesh_surface_get_aabb(mesh, idx);
Vector<AABB> skel_aabb = VS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh, idx);
Array arr;
arr.resize(skel_aabb.size());
for (int i = 0; i < skel_aabb.size(); i++) {
arr[i] = skel_aabb[i];
}
d["skeleton_aabb"] = arr;
Vector<PoolVector<uint8_t> > blend_shape_data = VS::get_singleton()->mesh_surface_get_blend_shapes(mesh, idx);
Array md;
for (int i = 0; i < blend_shape_data.size(); i++) {
md.push_back(blend_shape_data[i]);
}
d["blend_shape_data"] = md;
Ref<Material> m = surface_get_material(idx);
if (m.is_valid())
d["material"] = m;
String n = surface_get_name(idx);
if (n != "")
d["name"] = n;
r_ret = d;
return true;
}
void ArrayMesh::_get_property_list(List<PropertyInfo> *p_list) const {
if (_is_generated())
return;
if (blend_shapes.size()) {
p_list->push_back(PropertyInfo(Variant::POOL_STRING_ARRAY, "blend_shape/names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
p_list->push_back(PropertyInfo(Variant::INT, "blend_shape/mode", PROPERTY_HINT_ENUM, "Normalized,Relative"));
}
for (int i = 0; i < surfaces.size(); i++) {
p_list->push_back(PropertyInfo(Variant::DICTIONARY, "surfaces/" + itos(i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
p_list->push_back(PropertyInfo(Variant::STRING, "surface_" + itos(i + 1) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
if (surfaces[i].is_2d) {
p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial", PROPERTY_USAGE_EDITOR));
} else {
p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_" + itos(i + 1) + "/material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial", PROPERTY_USAGE_EDITOR));
}
}
}
void ArrayMesh::_recompute_aabb() {
// regenerate AABB
aabb = AABB();
for (int i = 0; i < surfaces.size(); i++) {
if (i == 0)
aabb = surfaces[i].aabb;
else
aabb.merge_with(surfaces[i].aabb);
}
}
void ArrayMesh::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, const Vector<AABB> &p_bone_aabbs) {
Surface s;
s.aabb = p_aabb;
s.is_2d = p_format & ARRAY_FLAG_USE_2D_VERTICES;
surfaces.push_back(s);
_recompute_aabb();
VisualServer::get_singleton()->mesh_add_surface(mesh, p_format, (VS::PrimitiveType)p_primitive, p_array, p_vertex_count, p_index_array, p_index_count, p_aabb, p_blend_shapes, p_bone_aabbs);
}
void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_flags) {
ERR_FAIL_COND(p_arrays.size() != ARRAY_MAX);
Surface s;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)p_primitive, p_arrays, p_blend_shapes, p_flags);
/* make aABB? */ {
Variant arr = p_arrays[ARRAY_VERTEX];
PoolVector<Vector3> vertices = arr;
int len = vertices.size();
ERR_FAIL_COND(len == 0);
PoolVector<Vector3>::Read r = vertices.read();
const Vector3 *vtx = r.ptr();
// check AABB
AABB aabb;
for (int i = 0; i < len; i++) {
if (i == 0)
aabb.position = vtx[i];
else
aabb.expand_to(vtx[i]);
}
s.aabb = aabb;
s.is_2d = arr.get_type() == Variant::POOL_VECTOR2_ARRAY;
surfaces.push_back(s);
_recompute_aabb();
}
clear_cache();
_change_notify();
emit_changed();
}
Array ArrayMesh::surface_get_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, p_surface);
}
Array ArrayMesh::surface_get_blend_shape_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
return VisualServer::get_singleton()->mesh_surface_get_blend_shape_arrays(mesh, p_surface);
}
int ArrayMesh::get_surface_count() const {
return surfaces.size();
}
void ArrayMesh::add_blend_shape(const StringName &p_name) {
ERR_FAIL_COND_MSG(surfaces.size(), "Can't add a shape key count if surfaces are already created.");
StringName name = p_name;
if (blend_shapes.find(name) != -1) {
int count = 2;
do {
name = String(p_name) + " " + itos(count);
count++;
} while (blend_shapes.find(name) != -1);
}
blend_shapes.push_back(name);
VS::get_singleton()->mesh_set_blend_shape_count(mesh, blend_shapes.size());
}
int ArrayMesh::get_blend_shape_count() const {
return blend_shapes.size();
}
StringName ArrayMesh::get_blend_shape_name(int p_index) const {
ERR_FAIL_INDEX_V(p_index, blend_shapes.size(), StringName());
return blend_shapes[p_index];
}
void ArrayMesh::clear_blend_shapes() {
ERR_FAIL_COND_MSG(surfaces.size(), "Can't set shape key count if surfaces are already created.");
blend_shapes.clear();
}
void ArrayMesh::set_blend_shape_mode(BlendShapeMode p_mode) {
blend_shape_mode = p_mode;
VS::get_singleton()->mesh_set_blend_shape_mode(mesh, (VS::BlendShapeMode)p_mode);
}
ArrayMesh::BlendShapeMode ArrayMesh::get_blend_shape_mode() const {
return blend_shape_mode;
}
void ArrayMesh::surface_remove(int p_idx) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
VisualServer::get_singleton()->mesh_remove_surface(mesh, p_idx);
surfaces.remove(p_idx);
clear_cache();
_recompute_aabb();
_change_notify();
emit_changed();
}
int ArrayMesh::surface_get_array_len(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), -1);
return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, p_idx);
}
int ArrayMesh::surface_get_array_index_len(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), -1);
return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, p_idx);
}
uint32_t ArrayMesh::surface_get_format(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), 0);
return VisualServer::get_singleton()->mesh_surface_get_format(mesh, p_idx);
}
ArrayMesh::PrimitiveType ArrayMesh::surface_get_primitive_type(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), PRIMITIVE_LINES);
return (PrimitiveType)VisualServer::get_singleton()->mesh_surface_get_primitive_type(mesh, p_idx);
}
void ArrayMesh::surface_set_material(int p_idx, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
if (surfaces[p_idx].material == p_material)
return;
surfaces.write[p_idx].material = p_material;
VisualServer::get_singleton()->mesh_surface_set_material(mesh, p_idx, p_material.is_null() ? RID() : p_material->get_rid());
_change_notify("material");
emit_changed();
}
int ArrayMesh::surface_find_by_name(const String &p_name) const {
for (int i = 0; i < surfaces.size(); i++) {
if (surfaces[i].name == p_name) {
return i;
}
}
return -1;
}
void ArrayMesh::surface_set_name(int p_idx, const String &p_name) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
surfaces.write[p_idx].name = p_name;
emit_changed();
}
String ArrayMesh::surface_get_name(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), String());
return surfaces[p_idx].name;
}
void ArrayMesh::surface_update_region(int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
ERR_FAIL_INDEX(p_surface, surfaces.size());
VS::get_singleton()->mesh_surface_update_region(mesh, p_surface, p_offset, p_data);
emit_changed();
}
void ArrayMesh::surface_set_custom_aabb(int p_idx, const AABB &p_aabb) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
surfaces.write[p_idx].aabb = p_aabb;
// set custom aabb too?
emit_changed();
}
Ref<Material> ArrayMesh::surface_get_material(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), Ref<Material>());
return surfaces[p_idx].material;
}
void ArrayMesh::add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data) {
VisualServer::get_singleton()->mesh_add_surface_from_mesh_data(mesh, p_mesh_data);
AABB aabb;
for (int i = 0; i < p_mesh_data.vertices.size(); i++) {
if (i == 0)
aabb.position = p_mesh_data.vertices[i];
else
aabb.expand_to(p_mesh_data.vertices[i]);
}
Surface s;
s.aabb = aabb;
if (surfaces.size() == 0)
aabb = s.aabb;
else
aabb.merge_with(s.aabb);
clear_cache();
surfaces.push_back(s);
_change_notify();
emit_changed();
}
RID ArrayMesh::get_rid() const {
return mesh;
}
AABB ArrayMesh::get_aabb() const {
return aabb;
}
void ArrayMesh::set_custom_aabb(const AABB &p_custom) {
custom_aabb = p_custom;
VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
emit_changed();
}
AABB ArrayMesh::get_custom_aabb() const {
return custom_aabb;
}
void ArrayMesh::regen_normalmaps() {
Vector<Ref<SurfaceTool> > surfs;
for (int i = 0; i < get_surface_count(); i++) {
Ref<SurfaceTool> st = memnew(SurfaceTool);
st->create_from(Ref<ArrayMesh>(this), i);
surfs.push_back(st);
}
while (get_surface_count()) {
surface_remove(0);
}
for (int i = 0; i < surfs.size(); i++) {
surfs.write[i]->generate_tangents();
surfs.write[i]->commit(Ref<ArrayMesh>(this));
}
}
//dirty hack
bool (*array_mesh_lightmap_unwrap_callback)(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, const int *p_face_materials, int p_index_count, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y) = NULL;
struct ArrayMeshLightmapSurface {
Ref<Material> material;
Vector<SurfaceTool::Vertex> vertices;
Mesh::PrimitiveType primitive;
uint32_t format;
};
Error ArrayMesh::lightmap_unwrap(const Transform &p_base_transform, float p_texel_size) {
ERR_FAIL_COND_V(!array_mesh_lightmap_unwrap_callback, ERR_UNCONFIGURED);
ERR_FAIL_COND_V_MSG(blend_shapes.size() != 0, ERR_UNAVAILABLE, "Can't unwrap mesh with blend shapes.");
Vector<float> vertices;
Vector<float> normals;
Vector<int> indices;
Vector<int> face_materials;
Vector<float> uv;
Vector<Pair<int, int> > uv_index;
Vector<ArrayMeshLightmapSurface> surfaces;
for (int i = 0; i < get_surface_count(); i++) {
ArrayMeshLightmapSurface s;
s.primitive = surface_get_primitive_type(i);
ERR_FAIL_COND_V_MSG(s.primitive != Mesh::PRIMITIVE_TRIANGLES, ERR_UNAVAILABLE, "Only triangles are supported for lightmap unwrap.");
s.format = surface_get_format(i);
ERR_FAIL_COND_V_MSG(!(s.format & ARRAY_FORMAT_NORMAL), ERR_UNAVAILABLE, "Normals are required for lightmap unwrap.");
Array arrays = surface_get_arrays(i);
s.material = surface_get_material(i);
s.vertices = SurfaceTool::create_vertex_array_from_triangle_arrays(arrays);
PoolVector<Vector3> rvertices = arrays[Mesh::ARRAY_VERTEX];
int vc = rvertices.size();
PoolVector<Vector3>::Read r = rvertices.read();
PoolVector<Vector3> rnormals = arrays[Mesh::ARRAY_NORMAL];
PoolVector<Vector3>::Read rn = rnormals.read();
int vertex_ofs = vertices.size() / 3;
vertices.resize((vertex_ofs + vc) * 3);
normals.resize((vertex_ofs + vc) * 3);
uv_index.resize(vertex_ofs + vc);
for (int j = 0; j < vc; j++) {
Vector3 v = p_base_transform.xform(r[j]);
Vector3 n = p_base_transform.basis.xform(rn[j]).normalized();
vertices.write[(j + vertex_ofs) * 3 + 0] = v.x;
vertices.write[(j + vertex_ofs) * 3 + 1] = v.y;
vertices.write[(j + vertex_ofs) * 3 + 2] = v.z;
normals.write[(j + vertex_ofs) * 3 + 0] = n.x;
normals.write[(j + vertex_ofs) * 3 + 1] = n.y;
normals.write[(j + vertex_ofs) * 3 + 2] = n.z;
uv_index.write[j + vertex_ofs] = Pair<int, int>(i, j);
}
PoolVector<int> rindices = arrays[Mesh::ARRAY_INDEX];
int ic = rindices.size();
if (ic == 0) {
for (int j = 0; j < vc / 3; j++) {
if (Face3(r[j * 3 + 0], r[j * 3 + 1], r[j * 3 + 2]).is_degenerate())
continue;
indices.push_back(vertex_ofs + j * 3 + 0);
indices.push_back(vertex_ofs + j * 3 + 1);
indices.push_back(vertex_ofs + j * 3 + 2);
face_materials.push_back(i);
}
} else {
PoolVector<int>::Read ri = rindices.read();
for (int j = 0; j < ic / 3; j++) {
if (Face3(r[ri[j * 3 + 0]], r[ri[j * 3 + 1]], r[ri[j * 3 + 2]]).is_degenerate())
continue;
indices.push_back(vertex_ofs + ri[j * 3 + 0]);
indices.push_back(vertex_ofs + ri[j * 3 + 1]);
indices.push_back(vertex_ofs + ri[j * 3 + 2]);
face_materials.push_back(i);
}
}
surfaces.push_back(s);
}
//unwrap
float *gen_uvs;
int *gen_vertices;
int *gen_indices;
int gen_vertex_count;
int gen_index_count;
int size_x;
int size_y;
bool ok = array_mesh_lightmap_unwrap_callback(p_texel_size, vertices.ptr(), normals.ptr(), vertices.size() / 3, indices.ptr(), face_materials.ptr(), indices.size(), &gen_uvs, &gen_vertices, &gen_vertex_count, &gen_indices, &gen_index_count, &size_x, &size_y);
if (!ok) {
return ERR_CANT_CREATE;
}
//remove surfaces
while (get_surface_count()) {
surface_remove(0);
}
//create surfacetools for each surface..
Vector<Ref<SurfaceTool> > surfaces_tools;
for (int i = 0; i < surfaces.size(); i++) {
Ref<SurfaceTool> st;
st.instance();
st->begin(Mesh::PRIMITIVE_TRIANGLES);
st->set_material(surfaces[i].material);
surfaces_tools.push_back(st); //stay there
}
print_verbose("Mesh: Gen indices: " + itos(gen_index_count));
//go through all indices
for (int i = 0; i < gen_index_count; i += 3) {
ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 0]], uv_index.size(), ERR_BUG);
ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 1]], uv_index.size(), ERR_BUG);
ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 2]], uv_index.size(), ERR_BUG);
ERR_FAIL_COND_V(uv_index[gen_vertices[gen_indices[i + 0]]].first != uv_index[gen_vertices[gen_indices[i + 1]]].first || uv_index[gen_vertices[gen_indices[i + 0]]].first != uv_index[gen_vertices[gen_indices[i + 2]]].first, ERR_BUG);
int surface = uv_index[gen_vertices[gen_indices[i + 0]]].first;
for (int j = 0; j < 3; j++) {
SurfaceTool::Vertex v = surfaces[surface].vertices[uv_index[gen_vertices[gen_indices[i + j]]].second];
if (surfaces[surface].format & ARRAY_FORMAT_COLOR) {
surfaces_tools.write[surface]->add_color(v.color);
}
if (surfaces[surface].format & ARRAY_FORMAT_TEX_UV) {
surfaces_tools.write[surface]->add_uv(v.uv);
}
if (surfaces[surface].format & ARRAY_FORMAT_NORMAL) {
surfaces_tools.write[surface]->add_normal(v.normal);
}
if (surfaces[surface].format & ARRAY_FORMAT_TANGENT) {
Plane t;
t.normal = v.tangent;
t.d = v.binormal.dot(v.normal.cross(v.tangent)) < 0 ? -1 : 1;
surfaces_tools.write[surface]->add_tangent(t);
}
if (surfaces[surface].format & ARRAY_FORMAT_BONES) {
surfaces_tools.write[surface]->add_bones(v.bones);
}
if (surfaces[surface].format & ARRAY_FORMAT_WEIGHTS) {
surfaces_tools.write[surface]->add_weights(v.weights);
}
Vector2 uv2(gen_uvs[gen_indices[i + j] * 2 + 0], gen_uvs[gen_indices[i + j] * 2 + 1]);
surfaces_tools.write[surface]->add_uv2(uv2);
surfaces_tools.write[surface]->add_vertex(v.vertex);
}
}
//free stuff
::free(gen_vertices);
::free(gen_indices);
::free(gen_uvs);
//generate surfaces
for (int i = 0; i < surfaces_tools.size(); i++) {
surfaces_tools.write[i]->index();
surfaces_tools.write[i]->commit(Ref<ArrayMesh>((ArrayMesh *)this), surfaces[i].format);
}
set_lightmap_size_hint(Size2(size_x, size_y));
return OK;
}
void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &ArrayMesh::add_blend_shape);
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &ArrayMesh::get_blend_shape_count);
ClassDB::bind_method(D_METHOD("get_blend_shape_name", "index"), &ArrayMesh::get_blend_shape_name);
ClassDB::bind_method(D_METHOD("clear_blend_shapes"), &ArrayMesh::clear_blend_shapes);
ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &ArrayMesh::set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &ArrayMesh::get_blend_shape_mode);
ClassDB::bind_method(D_METHOD("add_surface_from_arrays", "primitive", "arrays", "blend_shapes", "compress_flags"), &ArrayMesh::add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
ClassDB::bind_method(D_METHOD("surface_remove", "surf_idx"), &ArrayMesh::surface_remove);
ClassDB::bind_method(D_METHOD("surface_update_region", "surf_idx", "offset", "data"), &ArrayMesh::surface_update_region);
ClassDB::bind_method(D_METHOD("surface_get_array_len", "surf_idx"), &ArrayMesh::surface_get_array_len);
ClassDB::bind_method(D_METHOD("surface_get_array_index_len", "surf_idx"), &ArrayMesh::surface_get_array_index_len);
ClassDB::bind_method(D_METHOD("surface_get_format", "surf_idx"), &ArrayMesh::surface_get_format);
ClassDB::bind_method(D_METHOD("surface_get_primitive_type", "surf_idx"), &ArrayMesh::surface_get_primitive_type);
ClassDB::bind_method(D_METHOD("surface_find_by_name", "name"), &ArrayMesh::surface_find_by_name);
ClassDB::bind_method(D_METHOD("surface_set_name", "surf_idx", "name"), &ArrayMesh::surface_set_name);
ClassDB::bind_method(D_METHOD("surface_get_name", "surf_idx"), &ArrayMesh::surface_get_name);
ClassDB::bind_method(D_METHOD("create_trimesh_shape"), &ArrayMesh::create_trimesh_shape);
ClassDB::bind_method(D_METHOD("create_convex_shape"), &ArrayMesh::create_convex_shape);
ClassDB::bind_method(D_METHOD("create_outline", "margin"), &ArrayMesh::create_outline);
ClassDB::bind_method(D_METHOD("regen_normalmaps"), &ArrayMesh::regen_normalmaps);
ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normalmaps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("lightmap_unwrap", "transform", "texel_size"), &ArrayMesh::lightmap_unwrap);
ClassDB::set_method_flags(get_class_static(), _scs_create("lightmap_unwrap"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("get_faces"), &ArrayMesh::get_faces);
ClassDB::bind_method(D_METHOD("generate_triangle_mesh"), &ArrayMesh::generate_triangle_mesh);
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &ArrayMesh::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_custom_aabb"), &ArrayMesh::get_custom_aabb);
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_shape_mode", PROPERTY_HINT_ENUM, "Normalized,Relative", PROPERTY_USAGE_NOEDITOR), "set_blend_shape_mode", "get_blend_shape_mode");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
BIND_CONSTANT(NO_INDEX_ARRAY);
BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
BIND_ENUM_CONSTANT(ARRAY_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_COLOR);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_BONES);
BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_INDEX);
BIND_ENUM_CONSTANT(ARRAY_MAX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
}
void ArrayMesh::reload_from_file() {
VisualServer::get_singleton()->mesh_clear(mesh);
surfaces.clear();
clear_blend_shapes();
clear_cache();
Resource::reload_from_file();
_change_notify();
}
ArrayMesh::ArrayMesh() {
mesh = VisualServer::get_singleton()->mesh_create();
blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE;
}
ArrayMesh::~ArrayMesh() {
VisualServer::get_singleton()->free(mesh);
}