virtualx-engine/scene/3d/mesh_instance.h
lawnjelly cf1b3fdd55 Bind mesh merging functionality in MeshInstance
The portal system introduced basic mesh merging functionality, this has wide ranging uses outside of the portal system.
For this reason, this PR binds the mesh merging functionality.
It also slightly modifies the calling from RoomManager to use a Vector of Node *, in order to allow binding of the function.
2022-02-05 13:18:17 +00:00

159 lines
6 KiB
C++

/*************************************************************************/
/* mesh_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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.*/
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/*************************************************************************/
#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);
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();
private:
// merging
bool _merge_meshes(Vector<MeshInstance *> p_list, bool p_use_global_space, bool p_check_compatibility);
bool _is_mergeable_with(const MeshInstance &p_other) const;
void _merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, PoolVector<Vector3> &r_verts, PoolVector<Vector3> &r_norms, PoolVector<real_t> &r_tangents, PoolVector<Color> &r_colors, PoolVector<Vector2> &r_uvs, PoolVector<Vector2> &r_uv2s, PoolVector<int> &r_inds);
bool _ensure_indices_valid(PoolVector<int> &r_indices, const PoolVector<Vector3> &p_verts) const;
bool _check_for_valid_indices(const PoolVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int, int32_t> *r_inds) const;
bool _triangle_is_degenerate(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, real_t p_epsilon) const;
void _merge_log(String p_string) const;
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) const;
bool merge_meshes(Vector<Variant> p_list, bool p_use_global_space, bool p_check_compatibility);
virtual AABB get_aabb() const;
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
MeshInstance();
~MeshInstance();
};
#endif