virtualx-engine/scene/resources/mesh.h
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00

437 lines
18 KiB
C++

/**************************************************************************/
/* 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 MESH_H
#define MESH_H
#include "core/io/resource.h"
#include "core/math/face3.h"
#include "core/math/triangle_mesh.h"
#include "scene/resources/material.h"
#include "servers/rendering_server.h"
class ConcavePolygonShape3D;
class ConvexPolygonShape3D;
class MeshConvexDecompositionSettings;
class Shape3D;
class Mesh : public Resource {
GDCLASS(Mesh, Resource);
mutable Ref<TriangleMesh> triangle_mesh; //cached
mutable Vector<Ref<TriangleMesh>> surface_triangle_meshes; //cached
mutable Vector<Vector3> debug_lines;
Size2i lightmap_size_hint;
Vector<Vector3> _get_faces() const;
public:
enum PrimitiveType {
PRIMITIVE_POINTS = RenderingServer::PRIMITIVE_POINTS,
PRIMITIVE_LINES = RenderingServer::PRIMITIVE_LINES,
PRIMITIVE_LINE_STRIP = RenderingServer::PRIMITIVE_LINE_STRIP,
PRIMITIVE_TRIANGLES = RenderingServer::PRIMITIVE_TRIANGLES,
PRIMITIVE_TRIANGLE_STRIP = RenderingServer::PRIMITIVE_TRIANGLE_STRIP,
PRIMITIVE_MAX = RenderingServer::PRIMITIVE_MAX,
};
protected:
static void _bind_methods();
GDVIRTUAL0RC(int, _get_surface_count)
GDVIRTUAL1RC(int, _surface_get_array_len, int)
GDVIRTUAL1RC(int, _surface_get_array_index_len, int)
GDVIRTUAL1RC(Array, _surface_get_arrays, int)
GDVIRTUAL1RC(TypedArray<Array>, _surface_get_blend_shape_arrays, int)
GDVIRTUAL1RC(Dictionary, _surface_get_lods, int)
GDVIRTUAL1RC(uint32_t, _surface_get_format, int)
GDVIRTUAL1RC(uint32_t, _surface_get_primitive_type, int)
GDVIRTUAL2(_surface_set_material, int, Ref<Material>)
GDVIRTUAL1RC(Ref<Material>, _surface_get_material, int)
GDVIRTUAL0RC(int, _get_blend_shape_count)
GDVIRTUAL1RC(StringName, _get_blend_shape_name, int)
GDVIRTUAL2(_set_blend_shape_name, int, StringName)
GDVIRTUAL0RC(AABB, _get_aabb)
public:
enum {
NO_INDEX_ARRAY = RenderingServer::NO_INDEX_ARRAY,
ARRAY_WEIGHTS_SIZE = RenderingServer::ARRAY_WEIGHTS_SIZE
};
enum BlendShapeMode {
BLEND_SHAPE_MODE_NORMALIZED = RS::BLEND_SHAPE_MODE_NORMALIZED,
BLEND_SHAPE_MODE_RELATIVE = RS::BLEND_SHAPE_MODE_RELATIVE,
};
enum ArrayType {
ARRAY_VERTEX = RenderingServer::ARRAY_VERTEX,
ARRAY_NORMAL = RenderingServer::ARRAY_NORMAL,
ARRAY_TANGENT = RenderingServer::ARRAY_TANGENT,
ARRAY_COLOR = RenderingServer::ARRAY_COLOR,
ARRAY_TEX_UV = RenderingServer::ARRAY_TEX_UV,
ARRAY_TEX_UV2 = RenderingServer::ARRAY_TEX_UV2,
ARRAY_CUSTOM0 = RenderingServer::ARRAY_CUSTOM0,
ARRAY_CUSTOM1 = RenderingServer::ARRAY_CUSTOM1,
ARRAY_CUSTOM2 = RenderingServer::ARRAY_CUSTOM2,
ARRAY_CUSTOM3 = RenderingServer::ARRAY_CUSTOM3,
ARRAY_BONES = RenderingServer::ARRAY_BONES,
ARRAY_WEIGHTS = RenderingServer::ARRAY_WEIGHTS,
ARRAY_INDEX = RenderingServer::ARRAY_INDEX,
ARRAY_MAX = RenderingServer::ARRAY_MAX
};
enum ArrayCustomFormat {
ARRAY_CUSTOM_RGBA8_UNORM,
ARRAY_CUSTOM_RGBA8_SNORM,
ARRAY_CUSTOM_RG_HALF,
ARRAY_CUSTOM_RGBA_HALF,
ARRAY_CUSTOM_R_FLOAT,
ARRAY_CUSTOM_RG_FLOAT,
ARRAY_CUSTOM_RGB_FLOAT,
ARRAY_CUSTOM_RGBA_FLOAT,
ARRAY_CUSTOM_MAX
};
enum ArrayFormat : uint64_t {
ARRAY_FORMAT_VERTEX = RS::ARRAY_FORMAT_VERTEX,
ARRAY_FORMAT_NORMAL = RS::ARRAY_FORMAT_NORMAL,
ARRAY_FORMAT_TANGENT = RS::ARRAY_FORMAT_TANGENT,
ARRAY_FORMAT_COLOR = RS::ARRAY_FORMAT_COLOR,
ARRAY_FORMAT_TEX_UV = RS::ARRAY_FORMAT_TEX_UV,
ARRAY_FORMAT_TEX_UV2 = RS::ARRAY_FORMAT_TEX_UV2,
ARRAY_FORMAT_CUSTOM0 = RS::ARRAY_FORMAT_CUSTOM0,
ARRAY_FORMAT_CUSTOM1 = RS::ARRAY_FORMAT_CUSTOM1,
ARRAY_FORMAT_CUSTOM2 = RS::ARRAY_FORMAT_CUSTOM2,
ARRAY_FORMAT_CUSTOM3 = RS::ARRAY_FORMAT_CUSTOM3,
ARRAY_FORMAT_BONES = RS::ARRAY_FORMAT_BONES,
ARRAY_FORMAT_WEIGHTS = RS::ARRAY_FORMAT_WEIGHTS,
ARRAY_FORMAT_INDEX = RS::ARRAY_FORMAT_INDEX,
ARRAY_FORMAT_BLEND_SHAPE_MASK = RS::ARRAY_FORMAT_BLEND_SHAPE_MASK,
ARRAY_FORMAT_CUSTOM_BASE = RS::ARRAY_FORMAT_CUSTOM_BASE,
ARRAY_FORMAT_CUSTOM_BITS = RS::ARRAY_FORMAT_CUSTOM_BITS,
ARRAY_FORMAT_CUSTOM0_SHIFT = RS::ARRAY_FORMAT_CUSTOM0_SHIFT,
ARRAY_FORMAT_CUSTOM1_SHIFT = RS::ARRAY_FORMAT_CUSTOM1_SHIFT,
ARRAY_FORMAT_CUSTOM2_SHIFT = RS::ARRAY_FORMAT_CUSTOM2_SHIFT,
ARRAY_FORMAT_CUSTOM3_SHIFT = RS::ARRAY_FORMAT_CUSTOM3_SHIFT,
ARRAY_FORMAT_CUSTOM_MASK = RS::ARRAY_FORMAT_CUSTOM_MASK,
ARRAY_COMPRESS_FLAGS_BASE = RS::ARRAY_COMPRESS_FLAGS_BASE,
ARRAY_FLAG_USE_2D_VERTICES = RS::ARRAY_FLAG_USE_2D_VERTICES,
ARRAY_FLAG_USE_DYNAMIC_UPDATE = RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE,
ARRAY_FLAG_USE_8_BONE_WEIGHTS = RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS,
ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY = RS::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY,
ARRAY_FLAG_COMPRESS_ATTRIBUTES = RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES,
ARRAY_FLAG_FORMAT_VERSION_BASE = RS::ARRAY_FLAG_FORMAT_VERSION_BASE,
ARRAY_FLAG_FORMAT_VERSION_SHIFT = RS::ARRAY_FLAG_FORMAT_VERSION_SHIFT,
ARRAY_FLAG_FORMAT_VERSION_1 = RS::ARRAY_FLAG_FORMAT_VERSION_1,
ARRAY_FLAG_FORMAT_VERSION_2 = (uint64_t)RS::ARRAY_FLAG_FORMAT_VERSION_2,
ARRAY_FLAG_FORMAT_CURRENT_VERSION = (uint64_t)RS::ARRAY_FLAG_FORMAT_CURRENT_VERSION,
ARRAY_FLAG_FORMAT_VERSION_MASK = RS::ARRAY_FLAG_FORMAT_VERSION_MASK,
};
virtual int get_surface_count() const;
virtual int surface_get_array_len(int p_idx) const;
virtual int surface_get_array_index_len(int p_idx) const;
virtual Array surface_get_arrays(int p_surface) const;
virtual TypedArray<Array> surface_get_blend_shape_arrays(int p_surface) const;
virtual Dictionary surface_get_lods(int p_surface) const;
virtual BitField<ArrayFormat> surface_get_format(int p_idx) const;
virtual PrimitiveType surface_get_primitive_type(int p_idx) const;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material);
virtual Ref<Material> surface_get_material(int p_idx) const;
virtual int get_blend_shape_count() const;
virtual StringName get_blend_shape_name(int p_index) const;
virtual void set_blend_shape_name(int p_index, const StringName &p_name);
virtual AABB get_aabb() const;
Vector<Face3> get_faces() const;
Vector<Face3> get_surface_faces(int p_surface) const;
Ref<TriangleMesh> generate_triangle_mesh() const;
Ref<TriangleMesh> generate_surface_triangle_mesh(int p_surface) const;
void generate_debug_mesh_lines(Vector<Vector3> &r_lines);
void generate_debug_mesh_indices(Vector<Vector3> &r_points);
Ref<Mesh> create_outline(float p_margin) const;
void set_lightmap_size_hint(const Size2i &p_size);
Size2i get_lightmap_size_hint() const;
void clear_cache() const;
typedef Vector<Vector<Vector3>> (*ConvexDecompositionFunc)(const real_t *p_vertices, int p_vertex_count, const uint32_t *p_triangles, int p_triangle_count, const Ref<MeshConvexDecompositionSettings> &p_settings, Vector<Vector<uint32_t>> *r_convex_indices);
static ConvexDecompositionFunc convex_decomposition_function;
Vector<Ref<Shape3D>> convex_decompose(const Ref<MeshConvexDecompositionSettings> &p_settings) const;
Ref<ConvexPolygonShape3D> create_convex_shape(bool p_clean = true, bool p_simplify = false) const;
Ref<ConcavePolygonShape3D> create_trimesh_shape() const;
virtual int get_builtin_bind_pose_count() const;
virtual Transform3D get_builtin_bind_pose(int p_index) const;
virtual Ref<Resource> create_placeholder() const;
Mesh();
};
class MeshConvexDecompositionSettings : public RefCounted {
GDCLASS(MeshConvexDecompositionSettings, RefCounted);
public:
enum Mode : int {
CONVEX_DECOMPOSITION_MODE_VOXEL = 0,
CONVEX_DECOMPOSITION_MODE_TETRAHEDRON = 1
};
private:
Mode mode = CONVEX_DECOMPOSITION_MODE_VOXEL;
/// Maximum concavity. [Range: 0.0 -> 1.0]
real_t max_concavity = 1.0;
/// Controls the bias toward clipping along symmetry planes. [Range: 0.0 -> 1.0]
real_t symmetry_planes_clipping_bias = 0.05;
/// Controls the bias toward clipping along revolution axes. [Range: 0.0 -> 1.0]
real_t revolution_axes_clipping_bias = 0.05;
real_t min_volume_per_convex_hull = 0.0001;
/// Maximum number of voxels generated during the voxelization stage.
uint32_t resolution = 10'000;
uint32_t max_num_vertices_per_convex_hull = 32;
/// Controls the granularity of the search for the "best" clipping plane.
/// [Range: 1 -> 16]
uint32_t plane_downsampling = 4;
/// Controls the precision of the convex-hull generation process during the
/// clipping plane selection stage.
/// [Range: 1 -> 16]
uint32_t convex_hull_downsampling = 4;
/// enable/disable normalizing the mesh before applying the convex decomposition.
bool normalize_mesh = false;
bool convex_hull_approximation = true;
/// This is the maximum number of convex hulls to produce from the merge operation.
uint32_t max_convex_hulls = 1;
bool project_hull_vertices = true;
protected:
static void _bind_methods();
public:
void set_max_concavity(real_t p_max_concavity);
real_t get_max_concavity() const;
void set_symmetry_planes_clipping_bias(real_t p_symmetry_planes_clipping_bias);
real_t get_symmetry_planes_clipping_bias() const;
void set_revolution_axes_clipping_bias(real_t p_revolution_axes_clipping_bias);
real_t get_revolution_axes_clipping_bias() const;
void set_min_volume_per_convex_hull(real_t p_min_volume_per_convex_hull);
real_t get_min_volume_per_convex_hull() const;
void set_resolution(uint32_t p_resolution);
uint32_t get_resolution() const;
void set_max_num_vertices_per_convex_hull(uint32_t p_max_num_vertices_per_convex_hull);
uint32_t get_max_num_vertices_per_convex_hull() const;
void set_plane_downsampling(uint32_t p_plane_downsampling);
uint32_t get_plane_downsampling() const;
void set_convex_hull_downsampling(uint32_t p_convex_hull_downsampling);
uint32_t get_convex_hull_downsampling() const;
void set_normalize_mesh(bool p_normalize_mesh);
bool get_normalize_mesh() const;
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_convex_hull_approximation(bool p_convex_hull_approximation);
bool get_convex_hull_approximation() const;
void set_max_convex_hulls(uint32_t p_max_convex_hulls);
uint32_t get_max_convex_hulls() const;
void set_project_hull_vertices(bool p_project_hull_vertices);
bool get_project_hull_vertices() const;
};
VARIANT_ENUM_CAST(MeshConvexDecompositionSettings::Mode);
class ArrayMesh : public Mesh {
GDCLASS(ArrayMesh, Mesh);
RES_BASE_EXTENSION("mesh");
PackedStringArray _get_blend_shape_names() const;
void _set_blend_shape_names(const PackedStringArray &p_names);
Array _get_surfaces() const;
void _set_surfaces(const Array &p_data);
Ref<ArrayMesh> shadow_mesh;
private:
struct Surface {
uint32_t format = 0;
int array_length = 0;
int index_array_length = 0;
PrimitiveType primitive = PrimitiveType::PRIMITIVE_MAX;
String name;
AABB aabb;
Ref<Material> material;
bool is_2d = false;
};
Vector<Surface> surfaces;
mutable RID mesh;
AABB aabb;
BlendShapeMode blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE;
Vector<StringName> blend_shapes;
AABB custom_aabb;
_FORCE_INLINE_ void _create_if_empty() const;
void _recompute_aabb();
protected:
virtual bool _is_generated() const { return false; }
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;
bool surface_index_0 = false;
virtual void reset_state() override;
static void _bind_methods();
public:
void add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const TypedArray<Array> &p_blend_shapes = TypedArray<Array>(), const Dictionary &p_lods = Dictionary(), BitField<ArrayFormat> p_flags = 0);
void add_surface(BitField<ArrayFormat> p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, const Vector<uint8_t> &p_attribute_array, const Vector<uint8_t> &p_skin_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<uint8_t> &p_blend_shape_data = Vector<uint8_t>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>(), const Vector<RS::SurfaceData::LOD> &p_lods = Vector<RS::SurfaceData::LOD>(), const Vector4 p_uv_scale = Vector4());
Array surface_get_arrays(int p_surface) const override;
TypedArray<Array> surface_get_blend_shape_arrays(int p_surface) const override;
Dictionary surface_get_lods(int p_surface) const override;
void add_blend_shape(const StringName &p_name);
int get_blend_shape_count() const override;
StringName get_blend_shape_name(int p_index) const override;
void set_blend_shape_name(int p_index, const StringName &p_name) override;
void clear_blend_shapes();
void set_blend_shape_mode(BlendShapeMode p_mode);
BlendShapeMode get_blend_shape_mode() const;
void surface_update_vertex_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data);
void surface_update_attribute_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data);
void surface_update_skin_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data);
int get_surface_count() const override;
void clear_surfaces();
void surface_set_custom_aabb(int p_idx, const AABB &p_aabb); //only recognized by driver
int surface_get_array_len(int p_idx) const override;
int surface_get_array_index_len(int p_idx) const override;
BitField<ArrayFormat> surface_get_format(int p_idx) const override;
PrimitiveType surface_get_primitive_type(int p_idx) const override;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) override;
virtual Ref<Material> surface_get_material(int p_idx) const override;
int surface_find_by_name(const String &p_name) const;
void surface_set_name(int p_idx, const String &p_name);
String surface_get_name(int p_idx) const;
void set_custom_aabb(const AABB &p_custom);
AABB get_custom_aabb() const;
AABB get_aabb() const override;
virtual RID get_rid() const override;
void regen_normal_maps();
Error lightmap_unwrap(const Transform3D &p_base_transform = Transform3D(), float p_texel_size = 0.05);
Error lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache, bool p_generate_cache = true);
virtual void reload_from_file() override;
void set_shadow_mesh(const Ref<ArrayMesh> &p_mesh);
Ref<ArrayMesh> get_shadow_mesh() const;
ArrayMesh();
~ArrayMesh();
};
VARIANT_ENUM_CAST(Mesh::ArrayType);
VARIANT_BITFIELD_CAST(Mesh::ArrayFormat);
VARIANT_ENUM_CAST(Mesh::ArrayCustomFormat);
VARIANT_ENUM_CAST(Mesh::PrimitiveType);
VARIANT_ENUM_CAST(Mesh::BlendShapeMode);
class PlaceholderMesh : public Mesh {
GDCLASS(PlaceholderMesh, Mesh);
RID rid;
AABB aabb;
protected:
static void _bind_methods();
public:
virtual int get_surface_count() const override { return 0; }
virtual int surface_get_array_len(int p_idx) const override { return 0; }
virtual int surface_get_array_index_len(int p_idx) const override { return 0; }
virtual Array surface_get_arrays(int p_surface) const override { return Array(); }
virtual TypedArray<Array> surface_get_blend_shape_arrays(int p_surface) const override { return TypedArray<Array>(); }
virtual Dictionary surface_get_lods(int p_surface) const override { return Dictionary(); }
virtual BitField<ArrayFormat> surface_get_format(int p_idx) const override { return 0; }
virtual PrimitiveType surface_get_primitive_type(int p_idx) const override { return PRIMITIVE_TRIANGLES; }
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) override {}
virtual Ref<Material> surface_get_material(int p_idx) const override { return Ref<Material>(); }
virtual int get_blend_shape_count() const override { return 0; }
virtual StringName get_blend_shape_name(int p_index) const override { return StringName(); }
virtual void set_blend_shape_name(int p_index, const StringName &p_name) override {}
virtual RID get_rid() const override { return rid; }
virtual AABB get_aabb() const override { return aabb; }
void set_aabb(const AABB &p_aabb) { aabb = p_aabb; }
virtual int get_builtin_bind_pose_count() const override { return 0; }
virtual Transform3D get_builtin_bind_pose(int p_index) const override { return Transform3D(); }
PlaceholderMesh();
~PlaceholderMesh();
};
#endif // MESH_H