d274284069
Implement Octahedral Compression for normal/tangent vectors *Oct32 for uncompressed vectors *Oct16 for compressed vectors Reduces vertex size for each attribute by *Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16> *Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8> Binormal sign is encoded in the y coordinate of the encoded tangent Added conversion functions to go from octahedral mapping to cartesian for normal and tangent vectors sprite_3d and soft_body meshes write to their vertex buffer memory directly and need to convert their normals and tangents to the new oct format before writing Created a new mesh flag to specify whether a mesh is using octahedral compression or not Updated documentation to discuss new flag/defaults Created shader flags to specify whether octahedral or cartesian vectors are being used Updated importers to use octahedral representation as the default format for importing meshes Updated ShaderGLES2 to support 64 bit version codes as we hit the limit of the 32-bit integer that was previously used as a bitset to store enabled/disabled flags
247 lines
11 KiB
XML
247 lines
11 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Mesh" inherits="Resource" version="3.4">
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<brief_description>
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A [Resource] that contains vertex array-based geometry.
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</brief_description>
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<description>
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Mesh is a type of [Resource] that contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
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</description>
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<tutorials>
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<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/123</link>
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<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
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<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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<method name="create_convex_shape" qualifiers="const">
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<return type="Shape">
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</return>
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<argument index="0" name="clean" type="bool" default="true">
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</argument>
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<argument index="1" name="simplify" type="bool" default="false">
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</argument>
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<description>
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Calculate a [ConvexPolygonShape] from the mesh.
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If [code]clean[/code] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
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If [code]simplify[/code] is [code]true[/code], the geometry can be further simplified to reduce the amount of vertices. Disabled by default.
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</description>
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</method>
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<method name="create_outline" qualifiers="const">
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<return type="Mesh">
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</return>
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<argument index="0" name="margin" type="float">
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</argument>
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<description>
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Calculate an outline mesh at a defined offset (margin) from the original mesh.
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[b]Note:[/b] This method typically returns the vertices in reverse order (e.g. clockwise to counterclockwise).
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</description>
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</method>
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<method name="create_trimesh_shape" qualifiers="const">
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<return type="Shape">
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</return>
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<description>
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Calculate a [ConcavePolygonShape] from the mesh.
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</description>
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</method>
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<method name="generate_triangle_mesh" qualifiers="const">
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<return type="TriangleMesh">
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</return>
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<description>
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Generate a [TriangleMesh] from the mesh.
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</description>
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</method>
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<method name="get_aabb" qualifiers="const">
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<return type="AABB">
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</return>
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<description>
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Returns the smallest [AABB] enclosing this mesh in local space. Not affected by [code]custom_aabb[/code]. See also [method VisualInstance.get_transformed_aabb].
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[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh].
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</description>
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</method>
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<method name="get_faces" qualifiers="const">
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<return type="PoolVector3Array">
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</return>
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<description>
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Returns all the vertices that make up the faces of the mesh. Each three vertices represent one triangle.
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</description>
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</method>
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<method name="get_surface_count" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the amount of surfaces that the [Mesh] holds.
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</description>
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</method>
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<method name="surface_get_arrays" qualifiers="const">
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<return type="Array">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<description>
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Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see [method ArrayMesh.add_surface_from_arrays]).
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</description>
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</method>
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<method name="surface_get_blend_shape_arrays" qualifiers="const">
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<return type="Array">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<description>
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Returns the blend shape arrays for the requested surface.
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</description>
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</method>
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<method name="surface_get_material" qualifiers="const">
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<return type="Material">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<description>
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Returns a [Material] in a given surface. Surface is rendered using this material.
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</description>
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</method>
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<method name="surface_set_material">
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<return type="void">
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</return>
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<argument index="0" name="surf_idx" type="int">
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</argument>
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<argument index="1" name="material" type="Material">
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</argument>
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<description>
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Sets a [Material] for a given surface. Surface will be rendered using this material.
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</description>
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</method>
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</methods>
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<members>
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<member name="lightmap_size_hint" type="Vector2" setter="set_lightmap_size_hint" getter="get_lightmap_size_hint" default="Vector2( 0, 0 )">
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Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides [member BakedLightmap.default_texels_per_unit].
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</member>
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</members>
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<constants>
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<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
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Render array as points (one vertex equals one point).
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</constant>
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<constant name="PRIMITIVE_LINES" value="1" enum="PrimitiveType">
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Render array as lines (every two vertices a line is created).
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</constant>
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<constant name="PRIMITIVE_LINE_STRIP" value="2" enum="PrimitiveType">
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Render array as line strip.
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</constant>
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<constant name="PRIMITIVE_LINE_LOOP" value="3" enum="PrimitiveType">
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Render array as line loop (like line strip, but closed).
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</constant>
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<constant name="PRIMITIVE_TRIANGLES" value="4" enum="PrimitiveType">
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Render array as triangles (every three vertices a triangle is created).
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</constant>
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<constant name="PRIMITIVE_TRIANGLE_STRIP" value="5" enum="PrimitiveType">
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Render array as triangle strips.
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</constant>
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<constant name="PRIMITIVE_TRIANGLE_FAN" value="6" enum="PrimitiveType">
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Render array as triangle fans.
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</constant>
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<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
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Blend shapes are normalized.
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</constant>
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<constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
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Blend shapes are relative to base weight.
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</constant>
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<constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat">
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Mesh array contains vertices. All meshes require a vertex array so this should always be present.
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</constant>
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<constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat">
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Mesh array contains normals.
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</constant>
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<constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat">
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Mesh array contains tangents.
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</constant>
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<constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat">
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Mesh array contains colors.
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</constant>
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<constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat">
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Mesh array contains UVs.
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</constant>
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<constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat">
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Mesh array contains second UV.
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</constant>
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<constant name="ARRAY_FORMAT_BONES" value="64" enum="ArrayFormat">
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Mesh array contains bones.
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</constant>
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<constant name="ARRAY_FORMAT_WEIGHTS" value="128" enum="ArrayFormat">
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Mesh array contains bone weights.
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</constant>
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<constant name="ARRAY_FORMAT_INDEX" value="256" enum="ArrayFormat">
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Mesh array uses indices.
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</constant>
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<constant name="ARRAY_COMPRESS_BASE" value="9" enum="ArrayFormat">
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Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum values. Do not use.
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</constant>
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<constant name="ARRAY_COMPRESS_VERTEX" value="512" enum="ArrayFormat">
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Flag used to mark a compressed (half float) vertex array.
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</constant>
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<constant name="ARRAY_COMPRESS_NORMAL" value="1024" enum="ArrayFormat">
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Flag used to mark a compressed (half float) normal array.
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</constant>
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<constant name="ARRAY_COMPRESS_TANGENT" value="2048" enum="ArrayFormat">
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Flag used to mark a compressed (half float) tangent array.
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</constant>
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<constant name="ARRAY_COMPRESS_COLOR" value="4096" enum="ArrayFormat">
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Flag used to mark a compressed (half float) color array.
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</constant>
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<constant name="ARRAY_COMPRESS_TEX_UV" value="8192" enum="ArrayFormat">
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Flag used to mark a compressed (half float) UV coordinates array.
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</constant>
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<constant name="ARRAY_COMPRESS_TEX_UV2" value="16384" enum="ArrayFormat">
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Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
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</constant>
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<constant name="ARRAY_COMPRESS_BONES" value="32768" enum="ArrayFormat">
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Flag used to mark a compressed bone array.
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</constant>
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<constant name="ARRAY_COMPRESS_WEIGHTS" value="65536" enum="ArrayFormat">
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Flag used to mark a compressed (half float) weight array.
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</constant>
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<constant name="ARRAY_COMPRESS_INDEX" value="131072" enum="ArrayFormat">
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Flag used to mark a compressed index array.
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</constant>
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<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="262144" enum="ArrayFormat">
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Flag used to mark that the array contains 2D vertices.
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</constant>
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<constant name="ARRAY_FLAG_USE_16_BIT_BONES" value="524288" enum="ArrayFormat">
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Flag used to mark that the array uses 16-bit bones instead of 8-bit.
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</constant>
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<constant name="ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION" value="2097152" enum="ArrayFormat">
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Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.
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</constant>
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<constant name="ARRAY_COMPRESS_DEFAULT" value="2194432" enum="ArrayFormat">
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Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.
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</constant>
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<constant name="ARRAY_VERTEX" value="0" enum="ArrayType">
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Array of vertices.
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</constant>
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<constant name="ARRAY_NORMAL" value="1" enum="ArrayType">
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Array of normals.
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</constant>
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<constant name="ARRAY_TANGENT" value="2" enum="ArrayType">
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Array of tangents as an array of floats, 4 floats per tangent.
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</constant>
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<constant name="ARRAY_COLOR" value="3" enum="ArrayType">
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Array of colors.
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</constant>
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<constant name="ARRAY_TEX_UV" value="4" enum="ArrayType">
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Array of UV coordinates.
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</constant>
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<constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType">
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Array of second set of UV coordinates.
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</constant>
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<constant name="ARRAY_BONES" value="6" enum="ArrayType">
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Array of bone data.
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</constant>
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<constant name="ARRAY_WEIGHTS" value="7" enum="ArrayType">
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Array of weights.
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</constant>
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<constant name="ARRAY_INDEX" value="8" enum="ArrayType">
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Array of indices.
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</constant>
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<constant name="ARRAY_MAX" value="9" enum="ArrayType">
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Represents the size of the [enum ArrayType] enum.
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</constant>
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</constants>
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</class>
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