d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
134 lines
5.8 KiB
C++
134 lines
5.8 KiB
C++
/**************************************************************************/
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/* importer_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 IMPORTER_MESH_H
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#define IMPORTER_MESH_H
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#include "core/io/resource.h"
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#include "core/templates/local_vector.h"
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#include "scene/resources/concave_polygon_shape_3d.h"
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#include "scene/resources/convex_polygon_shape_3d.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/navigation_mesh.h"
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#include <cstdint>
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// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
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// so the data is not registered (hence, quality loss), importing happens faster and
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// its easier to modify before saving
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class ImporterMesh : public Resource {
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GDCLASS(ImporterMesh, Resource)
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struct Surface {
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Mesh::PrimitiveType primitive;
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Array arrays;
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struct BlendShape {
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Array arrays;
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};
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Vector<BlendShape> blend_shape_data;
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struct LOD {
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Vector<int> indices;
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float distance = 0.0f;
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};
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Vector<LOD> lods;
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Ref<Material> material;
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String name;
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uint32_t flags = 0;
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struct LODComparator {
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_FORCE_INLINE_ bool operator()(const LOD &l, const LOD &r) const {
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return l.distance < r.distance;
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}
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};
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void split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
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static void _split_normals(Array &r_arrays, const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
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};
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Vector<Surface> surfaces;
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Vector<String> blend_shapes;
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Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
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Ref<ArrayMesh> mesh;
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Ref<ImporterMesh> shadow_mesh;
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Size2i lightmap_size_hint;
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protected:
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void _set_data(const Dictionary &p_data);
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Dictionary _get_data() const;
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static void _bind_methods();
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public:
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void add_blend_shape(const String &p_name);
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int get_blend_shape_count() const;
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String get_blend_shape_name(int p_blend_shape) const;
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void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const TypedArray<Array> &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String(), const uint32_t p_flags = 0);
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int get_surface_count() const;
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void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
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Mesh::BlendShapeMode get_blend_shape_mode() const;
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Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
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String get_surface_name(int p_surface) const;
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void set_surface_name(int p_surface, const String &p_name);
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Array get_surface_arrays(int p_surface) const;
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Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
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int get_surface_lod_count(int p_surface) const;
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Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
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float get_surface_lod_size(int p_surface, int p_lod) const;
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Ref<Material> get_surface_material(int p_surface) const;
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uint32_t get_surface_format(int p_surface) const;
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void set_surface_material(int p_surface, const Ref<Material> &p_material);
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void generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array);
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void create_shadow_mesh();
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Ref<ImporterMesh> get_shadow_mesh() const;
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Vector<Face3> get_faces() const;
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Vector<Ref<Shape3D>> convex_decompose(const Mesh::ConvexDecompositionSettings &p_settings) const;
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Ref<ConcavePolygonShape3D> create_trimesh_shape() const;
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Ref<NavigationMesh> create_navigation_mesh();
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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);
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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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bool has_mesh() const;
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Ref<ArrayMesh> get_mesh(const Ref<ArrayMesh> &p_base = Ref<ArrayMesh>());
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void clear();
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};
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#endif // IMPORTER_MESH_H
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