51d8e32c93
-When importing, a vertex-only version of the mesh is created. -This version is used when rendering shadows, and improves performance by reducing bandwidth -It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
466 lines
17 KiB
C++
466 lines
17 KiB
C++
/*************************************************************************/
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/* scene_importer_mesh.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "scene_importer_mesh.h"
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#include "scene/resources/surface_tool.h"
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void EditorSceneImporterMesh::add_blend_shape(const String &p_name) {
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ERR_FAIL_COND(surfaces.size() > 0);
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blend_shapes.push_back(p_name);
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}
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int EditorSceneImporterMesh::get_blend_shape_count() const {
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return blend_shapes.size();
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}
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String EditorSceneImporterMesh::get_blend_shape_name(int p_blend_shape) const {
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ERR_FAIL_INDEX_V(p_blend_shape, blend_shapes.size(), String());
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return blend_shapes[p_blend_shape];
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}
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void EditorSceneImporterMesh::set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode) {
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blend_shape_mode = p_blend_shape_mode;
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}
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Mesh::BlendShapeMode EditorSceneImporterMesh::get_blend_shape_mode() const {
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return blend_shape_mode;
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}
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void EditorSceneImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, const Ref<Material> &p_material, const String &p_name) {
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ERR_FAIL_COND(p_blend_shapes.size() != blend_shapes.size());
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ERR_FAIL_COND(p_arrays.size() != Mesh::ARRAY_MAX);
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Surface s;
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s.primitive = p_primitive;
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s.arrays = p_arrays;
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s.name = p_name;
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Vector<Vector3> vertex_array = p_arrays[Mesh::ARRAY_VERTEX];
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int vertex_count = vertex_array.size();
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ERR_FAIL_COND(vertex_count == 0);
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for (int i = 0; i < blend_shapes.size(); i++) {
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Array bsdata = p_blend_shapes[i];
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ERR_FAIL_COND(bsdata.size() != Mesh::ARRAY_MAX);
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Vector<Vector3> vertex_data = bsdata[Mesh::ARRAY_VERTEX];
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ERR_FAIL_COND(vertex_data.size() != vertex_count);
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Surface::BlendShape bs;
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bs.arrays = bsdata;
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s.blend_shape_data.push_back(bs);
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}
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List<Variant> lods;
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p_lods.get_key_list(&lods);
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for (List<Variant>::Element *E = lods.front(); E; E = E->next()) {
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ERR_CONTINUE(!E->get().is_num());
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Surface::LOD lod;
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lod.distance = E->get();
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lod.indices = p_lods[E->get()];
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ERR_CONTINUE(lod.indices.size() == 0);
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s.lods.push_back(lod);
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}
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s.material = p_material;
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surfaces.push_back(s);
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mesh.unref();
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}
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int EditorSceneImporterMesh::get_surface_count() const {
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return surfaces.size();
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}
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Mesh::PrimitiveType EditorSceneImporterMesh::get_surface_primitive_type(int p_surface) {
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ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Mesh::PRIMITIVE_MAX);
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return surfaces[p_surface].primitive;
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}
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Array EditorSceneImporterMesh::get_surface_arrays(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
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return surfaces[p_surface].arrays;
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}
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String EditorSceneImporterMesh::get_surface_name(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface, surfaces.size(), String());
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return surfaces[p_surface].name;
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}
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Array EditorSceneImporterMesh::get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const {
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ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
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ERR_FAIL_INDEX_V(p_blend_shape, surfaces[p_surface].blend_shape_data.size(), Array());
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return surfaces[p_surface].blend_shape_data[p_blend_shape].arrays;
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}
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int EditorSceneImporterMesh::get_surface_lod_count(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
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return surfaces[p_surface].lods.size();
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}
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Vector<int> EditorSceneImporterMesh::get_surface_lod_indices(int p_surface, int p_lod) const {
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ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Vector<int>());
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ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), Vector<int>());
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return surfaces[p_surface].lods[p_lod].indices;
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}
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float EditorSceneImporterMesh::get_surface_lod_size(int p_surface, int p_lod) const {
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ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
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ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), 0);
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return surfaces[p_surface].lods[p_lod].distance;
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}
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Ref<Material> EditorSceneImporterMesh::get_surface_material(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Ref<Material>());
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return surfaces[p_surface].material;
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}
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void EditorSceneImporterMesh::generate_lods() {
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if (!SurfaceTool::simplify_func) {
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return;
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}
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if (!SurfaceTool::simplify_scale_func) {
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return;
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}
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if (!SurfaceTool::simplify_sloppy_func) {
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return;
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}
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for (int i = 0; i < surfaces.size(); i++) {
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if (surfaces[i].primitive != Mesh::PRIMITIVE_TRIANGLES) {
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continue;
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}
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surfaces.write[i].lods.clear();
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Vector<Vector3> vertices = surfaces[i].arrays[RS::ARRAY_VERTEX];
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Vector<int> indices = surfaces[i].arrays[RS::ARRAY_INDEX];
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if (indices.size() == 0) {
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continue; //no lods if no indices
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}
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uint32_t vertex_count = vertices.size();
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const Vector3 *vertices_ptr = vertices.ptr();
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int min_indices = 10;
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int index_target = indices.size() / 2;
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print_line("Total indices: " + itos(indices.size()));
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float mesh_scale = SurfaceTool::simplify_scale_func((const float *)vertices_ptr, vertex_count, sizeof(Vector3));
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const float target_error = 1e-3f;
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float abs_target_error = target_error / mesh_scale;
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while (index_target > min_indices) {
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float error;
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Vector<int> new_indices;
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new_indices.resize(indices.size());
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size_t new_len = SurfaceTool::simplify_func((unsigned int *)new_indices.ptrw(), (const unsigned int *)indices.ptr(), indices.size(), (const float *)vertices_ptr, vertex_count, sizeof(Vector3), index_target, abs_target_error, &error);
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if ((int)new_len > (index_target * 120 / 100)) {
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// Attribute discontinuities break normals.
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bool is_sloppy = false;
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if (is_sloppy) {
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abs_target_error = target_error / mesh_scale;
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index_target = new_len;
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while (index_target > min_indices) {
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Vector<int> sloppy_new_indices;
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sloppy_new_indices.resize(indices.size());
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new_len = SurfaceTool::simplify_sloppy_func((unsigned int *)sloppy_new_indices.ptrw(), (const unsigned int *)indices.ptr(), indices.size(), (const float *)vertices_ptr, vertex_count, sizeof(Vector3), index_target, abs_target_error, &error);
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if ((int)new_len > (index_target * 120 / 100)) {
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break; // 20 percent tolerance
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}
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sloppy_new_indices.resize(new_len);
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Surface::LOD lod;
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lod.distance = error * mesh_scale;
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abs_target_error = lod.distance;
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if (Math::is_equal_approx(abs_target_error, 0.0f)) {
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return;
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}
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lod.indices = sloppy_new_indices;
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print_line("Lod " + itos(surfaces.write[i].lods.size()) + " shoot for " + itos(index_target / 3) + " triangles, got " + itos(new_len / 3) + " triangles. Distance " + rtos(lod.distance) + ". Use simplify sloppy.");
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surfaces.write[i].lods.push_back(lod);
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index_target /= 2;
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}
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}
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break; // 20 percent tolerance
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}
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new_indices.resize(new_len);
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Surface::LOD lod;
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lod.distance = error * mesh_scale;
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abs_target_error = lod.distance;
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if (Math::is_equal_approx(abs_target_error, 0.0f)) {
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return;
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}
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lod.indices = new_indices;
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print_line("Lod " + itos(surfaces.write[i].lods.size()) + " shoot for " + itos(index_target / 3) + " triangles, got " + itos(new_len / 3) + " triangles. Distance " + rtos(lod.distance));
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surfaces.write[i].lods.push_back(lod);
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index_target /= 2;
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}
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}
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}
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bool EditorSceneImporterMesh::has_mesh() const {
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return mesh.is_valid();
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}
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Ref<ArrayMesh> EditorSceneImporterMesh::get_mesh() {
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ERR_FAIL_COND_V(surfaces.size() == 0, Ref<ArrayMesh>());
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if (mesh.is_null()) {
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mesh.instance();
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for (int i = 0; i < blend_shapes.size(); i++) {
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mesh->add_blend_shape(blend_shapes[i]);
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}
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mesh->set_blend_shape_mode(blend_shape_mode);
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for (int i = 0; i < surfaces.size(); i++) {
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Array bs_data;
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if (surfaces[i].blend_shape_data.size()) {
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for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) {
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bs_data.push_back(surfaces[i].blend_shape_data[j].arrays);
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}
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}
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Dictionary lods;
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if (surfaces[i].lods.size()) {
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for (int j = 0; j < surfaces[i].lods.size(); j++) {
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lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices;
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}
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}
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mesh->add_surface_from_arrays(surfaces[i].primitive, surfaces[i].arrays, bs_data, lods);
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if (surfaces[i].material.is_valid()) {
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mesh->surface_set_material(mesh->get_surface_count() - 1, surfaces[i].material);
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}
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if (surfaces[i].name != String()) {
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mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name);
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}
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}
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if (shadow_mesh.is_valid()) {
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Ref<ArrayMesh> shadow = shadow_mesh->get_mesh();
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mesh->set_shadow_mesh(shadow);
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}
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}
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return mesh;
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}
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void EditorSceneImporterMesh::clear() {
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surfaces.clear();
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blend_shapes.clear();
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mesh.unref();
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}
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void EditorSceneImporterMesh::create_shadow_mesh() {
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if (shadow_mesh.is_valid()) {
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shadow_mesh.unref();
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}
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//no shadow mesh for blendshapes
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if (blend_shapes.size() > 0) {
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return;
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}
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//no shadow mesh for skeletons
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for (int i = 0; i < surfaces.size(); i++) {
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if (surfaces[i].arrays[RS::ARRAY_BONES].get_type() != Variant::NIL) {
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return;
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}
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if (surfaces[i].arrays[RS::ARRAY_WEIGHTS].get_type() != Variant::NIL) {
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return;
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}
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}
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shadow_mesh.instance();
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for (int i = 0; i < surfaces.size(); i++) {
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LocalVector<int> vertex_remap;
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Vector<Vector3> new_vertices;
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Vector<Vector3> vertices = surfaces[i].arrays[RS::ARRAY_VERTEX];
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int vertex_count = vertices.size();
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{
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Map<Vector3, int> unique_vertices;
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const Vector3 *vptr = vertices.ptr();
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for (int j = 0; j < vertex_count; j++) {
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Vector3 v = vptr[j];
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Map<Vector3, int>::Element *E = unique_vertices.find(v);
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if (E) {
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vertex_remap.push_back(E->get());
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} else {
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int vcount = unique_vertices.size();
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unique_vertices[v] = vcount;
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vertex_remap.push_back(vcount);
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new_vertices.push_back(v);
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}
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}
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}
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Array new_surface;
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new_surface.resize(RS::ARRAY_MAX);
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Dictionary lods;
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// print_line("original vertex count: " + itos(vertices.size()) + " new vertex count: " + itos(new_vertices.size()));
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new_surface[RS::ARRAY_VERTEX] = new_vertices;
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Vector<int> indices = surfaces[i].arrays[RS::ARRAY_INDEX];
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if (indices.size()) {
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int index_count = indices.size();
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const int *index_rptr = indices.ptr();
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Vector<int> new_indices;
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new_indices.resize(indices.size());
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int *index_wptr = new_indices.ptrw();
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for (int j = 0; j < index_count; j++) {
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int index = index_rptr[j];
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ERR_FAIL_INDEX(index, vertex_count);
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index_wptr[j] = vertex_remap[index];
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}
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new_surface[RS::ARRAY_INDEX] = new_indices;
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// Make sure the same LODs as the full version are used.
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// This makes it more coherent between rendered model and its shadows.
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for (int j = 0; j < surfaces[i].lods.size(); j++) {
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indices = surfaces[i].lods[j].indices;
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index_count = indices.size();
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index_rptr = indices.ptr();
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new_indices.resize(indices.size());
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index_wptr = new_indices.ptrw();
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for (int k = 0; k < index_count; k++) {
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int index = index_rptr[j];
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ERR_FAIL_INDEX(index, vertex_count);
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index_wptr[j] = vertex_remap[index];
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}
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lods[surfaces[i].lods[j].distance] = new_indices;
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}
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}
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shadow_mesh->add_surface(surfaces[i].primitive, new_surface, Array(), lods, Ref<Material>(), surfaces[i].name);
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}
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}
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Ref<EditorSceneImporterMesh> EditorSceneImporterMesh::get_shadow_mesh() const {
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return shadow_mesh;
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}
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void EditorSceneImporterMesh::_set_data(const Dictionary &p_data) {
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clear();
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if (p_data.has("blend_shape_names")) {
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blend_shapes = p_data["blend_shape_names"];
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}
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if (p_data.has("surfaces")) {
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Array surface_arr = p_data["surfaces"];
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for (int i = 0; i < surface_arr.size(); i++) {
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Dictionary s = surface_arr[i];
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ERR_CONTINUE(!s.has("primitive"));
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ERR_CONTINUE(!s.has("arrays"));
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Mesh::PrimitiveType prim = Mesh::PrimitiveType(int(s["primitive"]));
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ERR_CONTINUE(prim >= Mesh::PRIMITIVE_MAX);
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Array arr = s["arrays"];
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Dictionary lods;
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String name;
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if (s.has("name")) {
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name = s["name"];
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}
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if (s.has("lods")) {
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lods = s["lods"];
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}
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Array blend_shapes;
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if (s.has("blend_shapes")) {
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blend_shapes = s["blend_shapes"];
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}
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Ref<Material> material;
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if (s.has("material")) {
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material = s["material"];
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}
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add_surface(prim, arr, blend_shapes, lods, material, name);
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}
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}
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}
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Dictionary EditorSceneImporterMesh::_get_data() const {
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Dictionary data;
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if (blend_shapes.size()) {
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data["blend_shape_names"] = blend_shapes;
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}
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Array surface_arr;
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for (int i = 0; i < surfaces.size(); i++) {
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Dictionary d;
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d["primitive"] = surfaces[i].primitive;
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d["arrays"] = surfaces[i].arrays;
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if (surfaces[i].blend_shape_data.size()) {
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Array bs_data;
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for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) {
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bs_data.push_back(surfaces[i].blend_shape_data[j].arrays);
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}
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d["blend_shapes"] = bs_data;
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}
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if (surfaces[i].lods.size()) {
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Dictionary lods;
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for (int j = 0; j < surfaces[i].lods.size(); j++) {
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lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices;
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}
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d["lods"] = lods;
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}
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if (surfaces[i].material.is_valid()) {
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d["material"] = surfaces[i].material;
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}
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if (surfaces[i].name != String()) {
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d["name"] = surfaces[i].name;
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}
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surface_arr.push_back(d);
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}
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data["surfaces"] = surface_arr;
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return data;
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}
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void EditorSceneImporterMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &EditorSceneImporterMesh::add_blend_shape);
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ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &EditorSceneImporterMesh::get_blend_shape_count);
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ClassDB::bind_method(D_METHOD("get_blend_shape_name", "blend_shape_idx"), &EditorSceneImporterMesh::get_blend_shape_name);
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ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &EditorSceneImporterMesh::set_blend_shape_mode);
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ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &EditorSceneImporterMesh::get_blend_shape_mode);
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ClassDB::bind_method(D_METHOD("add_surface", "primitive", "arrays", "blend_shapes", "lods", "material"), &EditorSceneImporterMesh::add_surface, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(Ref<Material>()), DEFVAL(String()));
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ClassDB::bind_method(D_METHOD("get_surface_count"), &EditorSceneImporterMesh::get_surface_count);
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ClassDB::bind_method(D_METHOD("get_surface_primitive_type", "surface_idx"), &EditorSceneImporterMesh::get_surface_primitive_type);
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ClassDB::bind_method(D_METHOD("get_surface_name", "surface_idx"), &EditorSceneImporterMesh::get_surface_name);
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ClassDB::bind_method(D_METHOD("get_surface_arrays", "surface_idx"), &EditorSceneImporterMesh::get_surface_arrays);
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ClassDB::bind_method(D_METHOD("get_surface_blend_shape_arrays", "surface_idx", "blend_shape_idx"), &EditorSceneImporterMesh::get_surface_blend_shape_arrays);
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ClassDB::bind_method(D_METHOD("get_surface_lod_count", "surface_idx"), &EditorSceneImporterMesh::get_surface_lod_count);
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ClassDB::bind_method(D_METHOD("get_surface_lod_size", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_size);
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ClassDB::bind_method(D_METHOD("get_surface_lod_indices", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_indices);
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ClassDB::bind_method(D_METHOD("get_surface_material", "surface_idx"), &EditorSceneImporterMesh::get_surface_material);
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ClassDB::bind_method(D_METHOD("get_mesh"), &EditorSceneImporterMesh::get_mesh);
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ClassDB::bind_method(D_METHOD("clear"), &EditorSceneImporterMesh::clear);
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ClassDB::bind_method(D_METHOD("_set_data", "data"), &EditorSceneImporterMesh::_set_data);
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ClassDB::bind_method(D_METHOD("_get_data"), &EditorSceneImporterMesh::_get_data);
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_data", "_get_data");
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}
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