0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
254 lines
9.7 KiB
C++
254 lines
9.7 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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/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_3d.h"
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#include "servers/rendering_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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Size2i 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 = RenderingServer::NO_INDEX_ARRAY,
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ARRAY_WEIGHTS_SIZE = RenderingServer::ARRAY_WEIGHTS_SIZE
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};
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enum ArrayType {
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ARRAY_VERTEX = RenderingServer::ARRAY_VERTEX,
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ARRAY_NORMAL = RenderingServer::ARRAY_NORMAL,
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ARRAY_TANGENT = RenderingServer::ARRAY_TANGENT,
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ARRAY_COLOR = RenderingServer::ARRAY_COLOR,
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ARRAY_TEX_UV = RenderingServer::ARRAY_TEX_UV,
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ARRAY_TEX_UV2 = RenderingServer::ARRAY_TEX_UV2,
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ARRAY_BONES = RenderingServer::ARRAY_BONES,
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ARRAY_WEIGHTS = RenderingServer::ARRAY_WEIGHTS,
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ARRAY_INDEX = RenderingServer::ARRAY_INDEX,
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ARRAY_MAX = RenderingServer::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_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_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_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
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ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2
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};
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enum PrimitiveType {
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PRIMITIVE_POINTS = RenderingServer::PRIMITIVE_POINTS,
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PRIMITIVE_LINES = RenderingServer::PRIMITIVE_LINES,
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PRIMITIVE_LINE_STRIP = RenderingServer::PRIMITIVE_LINE_STRIP,
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PRIMITIVE_TRIANGLES = RenderingServer::PRIMITIVE_TRIANGLES,
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PRIMITIVE_TRIANGLE_STRIP = RenderingServer::PRIMITIVE_TRIANGLE_STRIP,
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PRIMITIVE_MAX = RenderingServer::PRIMITIVE_MAX,
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};
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enum BlendShapeMode {
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BLEND_SHAPE_MODE_NORMALIZED = RS::BLEND_SHAPE_MODE_NORMALIZED,
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BLEND_SHAPE_MODE_RELATIVE = RS::BLEND_SHAPE_MODE_RELATIVE,
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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 Dictionary surface_get_lods(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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virtual StringName get_blend_shape_name(int p_index) const = 0;
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Vector<Face3> get_faces() const;
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Ref<TriangleMesh> generate_triangle_mesh() 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<Shape3D> create_trimesh_shape() const;
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Ref<Shape3D> create_convex_shape() 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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void set_lightmap_size_hint(const Size2i &p_size);
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Size2i get_lightmap_size_hint() const;
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void clear_cache() const;
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typedef Vector<Vector<Face3>> (*ConvexDecompositionFunc)(const Vector<Face3> &);
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static ConvexDecompositionFunc convex_composition_function;
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Vector<Ref<Shape3D>> convex_decompose() const;
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Mesh();
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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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Array _get_surfaces() const;
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void _set_surfaces(const Array &p_data);
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private:
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struct Surface {
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uint32_t format;
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int array_length;
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int index_array_length;
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PrimitiveType primitive;
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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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};
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Vector<Surface> surfaces;
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mutable 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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_FORCE_INLINE_ void _create_if_empty() const;
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void _recompute_aabb();
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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(), const Dictionary &p_lods = Dictionary(), uint32_t p_flags = ARRAY_COMPRESS_DEFAULT);
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void add_surface(uint32_t p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes = Vector<Vector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>(), const Vector<RS::SurfaceData::LOD> &p_lods = Vector<RS::SurfaceData::LOD>());
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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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Dictionary surface_get_lods(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 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 Vector<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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bool surface_is_alpha_sorting_enabled(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 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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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
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