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

1349 lines
45 KiB
C++

/*************************************************************************/
/* mesh_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "mesh_instance.h"
#include "collision_shape.h"
#include "core/core_string_names.h"
#include "core/project_settings.h"
#include "physics_body.h"
#include "scene/resources/material.h"
#include "scene/scene_string_names.h"
#include "servers/visual/visual_server_globals.h"
#include "skeleton.h"
bool MeshInstance::_set(const StringName &p_name, const Variant &p_value) {
//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
//add to it that it's probably found on first call to _set anyway.
if (!get_instance().is_valid()) {
return false;
}
Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
if (E) {
E->get().value = p_value;
VisualServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), E->get().idx, E->get().value);
return true;
}
if (p_name.operator String().begins_with("material/")) {
int idx = p_name.operator String().get_slicec('/', 1).to_int();
if (idx >= materials.size() || idx < 0) {
return false;
}
set_surface_material(idx, p_value);
return true;
}
return false;
}
bool MeshInstance::_get(const StringName &p_name, Variant &r_ret) const {
if (!get_instance().is_valid()) {
return false;
}
const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
if (E) {
r_ret = E->get().value;
return true;
}
if (p_name.operator String().begins_with("material/")) {
int idx = p_name.operator String().get_slicec('/', 1).to_int();
if (idx >= materials.size() || idx < 0) {
return false;
}
r_ret = materials[idx];
return true;
}
return false;
}
void MeshInstance::_get_property_list(List<PropertyInfo> *p_list) const {
List<String> ls;
for (const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.front(); E; E = E->next()) {
ls.push_back(E->key());
}
ls.sort();
for (List<String>::Element *E = ls.front(); E; E = E->next()) {
p_list->push_back(PropertyInfo(Variant::REAL, E->get(), PROPERTY_HINT_RANGE, "-1,1,0.00001"));
}
if (mesh.is_valid()) {
for (int i = 0; i < mesh->get_surface_count(); i++) {
p_list->push_back(PropertyInfo(Variant::OBJECT, "material/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"));
}
}
}
void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
if (mesh == p_mesh) {
return;
}
if (mesh.is_valid()) {
mesh->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
}
if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
ERR_FAIL_COND(!skin_ref->get_skeleton_node());
skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
}
if (software_skinning) {
memdelete(software_skinning);
software_skinning = nullptr;
}
mesh = p_mesh;
blend_shape_tracks.clear();
if (mesh.is_valid()) {
for (int i = 0; i < mesh->get_blend_shape_count(); i++) {
BlendShapeTrack mt;
mt.idx = i;
mt.value = 0;
blend_shape_tracks["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = mt;
}
mesh->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
materials.resize(mesh->get_surface_count());
_initialize_skinning(false, false);
} else {
set_base(RID());
}
update_gizmo();
_change_notify();
}
Ref<Mesh> MeshInstance::get_mesh() const {
return mesh;
}
void MeshInstance::_resolve_skeleton_path() {
Ref<SkinReference> new_skin_reference;
if (!skeleton_path.is_empty()) {
Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
if (skeleton) {
new_skin_reference = skeleton->register_skin(skin_internal);
if (skin_internal.is_null()) {
//a skin was created for us
skin_internal = new_skin_reference->get_skin();
_change_notify();
}
}
}
if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
ERR_FAIL_COND(!skin_ref->get_skeleton_node());
skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
}
skin_ref = new_skin_reference;
software_skinning_flags &= ~SoftwareSkinning::FLAG_BONES_READY;
_initialize_skinning();
}
bool MeshInstance::_is_global_software_skinning_enabled() {
// Check if forced in project settings.
if (GLOBAL_GET("rendering/quality/skinning/force_software_skinning")) {
return true;
}
// Check if enabled in project settings.
if (!GLOBAL_GET("rendering/quality/skinning/software_skinning_fallback")) {
return false;
}
// Check if requested by renderer settings.
return VSG::storage->has_os_feature("skinning_fallback");
}
bool MeshInstance::_is_software_skinning_enabled() const {
// Using static local variable which will be initialized only once,
// so _is_global_software_skinning_enabled can be only called once on first use.
static bool global_software_skinning = _is_global_software_skinning_enabled();
return global_software_skinning;
}
void MeshInstance::_initialize_skinning(bool p_force_reset, bool p_call_attach_skeleton) {
if (mesh.is_null()) {
return;
}
VisualServer *visual_server = VisualServer::get_singleton();
bool update_mesh = false;
if (skin_ref.is_valid()) {
if (_is_software_skinning_enabled()) {
if (is_visible_in_tree()) {
ERR_FAIL_COND(!skin_ref->get_skeleton_node());
if (!skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning");
}
}
if (p_force_reset && software_skinning) {
memdelete(software_skinning);
software_skinning = nullptr;
}
if (!software_skinning) {
software_skinning = memnew(SoftwareSkinning);
if (mesh->get_blend_shape_count() > 0) {
ERR_PRINT("Blend shapes are not supported for software skinning.");
}
Ref<ArrayMesh> software_mesh;
software_mesh.instance();
RID mesh_rid = software_mesh->get_rid();
// Initialize mesh for dynamic update.
int surface_count = mesh->get_surface_count();
software_skinning->surface_data.resize(surface_count);
for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
ERR_CONTINUE(Mesh::PRIMITIVE_TRIANGLES != mesh->surface_get_primitive_type(surface_index));
SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index];
surface_data.transform_tangents = false;
surface_data.ensure_correct_normals = false;
uint32_t format = mesh->surface_get_format(surface_index);
ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_VERTEX));
ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_BONES));
ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_WEIGHTS));
format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
format &= ~Mesh::ARRAY_COMPRESS_VERTEX;
format &= ~Mesh::ARRAY_COMPRESS_WEIGHTS;
format &= ~Mesh::ARRAY_FLAG_USE_16_BIT_BONES;
Array write_arrays = mesh->surface_get_arrays(surface_index);
Array read_arrays;
read_arrays.resize(Mesh::ARRAY_MAX);
read_arrays[Mesh::ARRAY_VERTEX] = write_arrays[Mesh::ARRAY_VERTEX];
read_arrays[Mesh::ARRAY_BONES] = write_arrays[Mesh::ARRAY_BONES];
read_arrays[Mesh::ARRAY_WEIGHTS] = write_arrays[Mesh::ARRAY_WEIGHTS];
write_arrays[Mesh::ARRAY_BONES] = Variant();
write_arrays[Mesh::ARRAY_WEIGHTS] = Variant();
if (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS) {
ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_NORMAL));
format &= ~Mesh::ARRAY_COMPRESS_NORMAL;
read_arrays[Mesh::ARRAY_NORMAL] = write_arrays[Mesh::ARRAY_NORMAL];
Ref<Material> mat = get_active_material(surface_index);
if (mat.is_valid()) {
Ref<SpatialMaterial> spatial_mat = mat;
if (spatial_mat.is_valid()) {
// Spatial material, check from material settings.
surface_data.transform_tangents = spatial_mat->get_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING);
surface_data.ensure_correct_normals = spatial_mat->get_flag(SpatialMaterial::FLAG_ENSURE_CORRECT_NORMALS);
} else {
// Custom shader, must check for compiled flags.
surface_data.transform_tangents = VSG::storage->material_uses_tangents(mat->get_rid());
surface_data.ensure_correct_normals = VSG::storage->material_uses_ensure_correct_normals(mat->get_rid());
}
}
if (surface_data.transform_tangents) {
ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_TANGENT));
format &= ~Mesh::ARRAY_COMPRESS_TANGENT;
read_arrays[Mesh::ARRAY_TANGENT] = write_arrays[Mesh::ARRAY_TANGENT];
}
}
// 1. Temporarily add surface with bone data to create the read buffer.
software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, read_arrays, Array(), format);
PoolByteArray buffer_read = visual_server->mesh_surface_get_array(mesh_rid, surface_index);
surface_data.source_buffer.append_array(buffer_read);
surface_data.source_format = software_mesh->surface_get_format(surface_index);
software_mesh->surface_remove(surface_index);
// 2. Create the surface again without the bone data for the write buffer.
software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, write_arrays, Array(), format);
Ref<Material> material = mesh->surface_get_material(surface_index);
software_mesh->surface_set_material(surface_index, material);
surface_data.buffer = visual_server->mesh_surface_get_array(mesh_rid, surface_index);
surface_data.buffer_write = surface_data.buffer.write();
}
software_skinning->mesh_instance = software_mesh;
update_mesh = true;
}
if (p_call_attach_skeleton) {
visual_server->instance_attach_skeleton(get_instance(), RID());
}
if (is_visible_in_tree() && (software_skinning_flags & SoftwareSkinning::FLAG_BONES_READY)) {
// Initialize from current skeleton pose.
_update_skinning();
}
} else {
ERR_FAIL_COND(!skin_ref->get_skeleton_node());
if (skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
}
if (p_call_attach_skeleton) {
visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
}
if (software_skinning) {
memdelete(software_skinning);
software_skinning = nullptr;
update_mesh = true;
}
}
} else {
if (p_call_attach_skeleton) {
visual_server->instance_attach_skeleton(get_instance(), RID());
}
if (software_skinning) {
memdelete(software_skinning);
software_skinning = nullptr;
update_mesh = true;
}
}
RID render_mesh = software_skinning ? software_skinning->mesh_instance->get_rid() : mesh->get_rid();
if (update_mesh || (render_mesh != get_base())) {
set_base(render_mesh);
// Update instance materials after switching mesh.
int surface_count = mesh->get_surface_count();
for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
if (materials[surface_index].is_valid()) {
visual_server->instance_set_surface_material(get_instance(), surface_index, materials[surface_index]->get_rid());
}
}
}
}
void MeshInstance::_update_skinning() {
ERR_FAIL_COND(!_is_software_skinning_enabled());
#if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
ERR_FAIL_COND(!is_visible_in_tree());
#else
ERR_FAIL_COND(!is_visible());
#endif
ERR_FAIL_COND(!software_skinning);
Ref<Mesh> software_skinning_mesh = software_skinning->mesh_instance;
ERR_FAIL_COND(!software_skinning_mesh.is_valid());
RID mesh_rid = software_skinning_mesh->get_rid();
ERR_FAIL_COND(!mesh_rid.is_valid());
ERR_FAIL_COND(!mesh.is_valid());
RID source_mesh_rid = mesh->get_rid();
ERR_FAIL_COND(!source_mesh_rid.is_valid());
ERR_FAIL_COND(skin_ref.is_null());
RID skeleton = skin_ref->get_skeleton();
ERR_FAIL_COND(!skeleton.is_valid());
Vector3 aabb_min = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
Vector3 aabb_max = Vector3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
VisualServer *visual_server = VisualServer::get_singleton();
// Prepare bone transforms.
const int num_bones = visual_server->skeleton_get_bone_count(skeleton);
ERR_FAIL_COND(num_bones <= 0);
Transform *bone_transforms = (Transform *)alloca(sizeof(Transform) * num_bones);
for (int bone_index = 0; bone_index < num_bones; ++bone_index) {
bone_transforms[bone_index] = visual_server->skeleton_bone_get_transform(skeleton, bone_index);
}
// Apply skinning.
int surface_count = software_skinning_mesh->get_surface_count();
for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
ERR_CONTINUE((uint32_t)surface_index >= software_skinning->surface_data.size());
const SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index];
const bool transform_tangents = surface_data.transform_tangents;
const bool ensure_correct_normals = surface_data.ensure_correct_normals;
const uint32_t format_write = software_skinning_mesh->surface_get_format(surface_index);
const int vertex_count_write = software_skinning_mesh->surface_get_array_len(surface_index);
const int index_count_write = software_skinning_mesh->surface_get_array_index_len(surface_index);
uint32_t array_offsets_write[Mesh::ARRAY_MAX];
uint32_t array_strides_write[Mesh::ARRAY_MAX];
visual_server->mesh_surface_make_offsets_from_format(format_write, vertex_count_write, index_count_write, array_offsets_write, array_strides_write);
ERR_FAIL_COND(array_strides_write[Mesh::ARRAY_VERTEX] != array_strides_write[Mesh::ARRAY_NORMAL]);
const uint32_t stride_write = array_strides_write[Mesh::ARRAY_VERTEX];
const uint32_t offset_vertices_write = array_offsets_write[Mesh::ARRAY_VERTEX];
const uint32_t offset_normals_write = array_offsets_write[Mesh::ARRAY_NORMAL];
const uint32_t offset_tangents_write = array_offsets_write[Mesh::ARRAY_TANGENT];
PoolByteArray buffer_source = surface_data.source_buffer;
PoolByteArray::Read buffer_read = buffer_source.read();
const uint32_t format_read = surface_data.source_format;
ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_BONES));
ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_WEIGHTS));
const int vertex_count = mesh->surface_get_array_len(surface_index);
const int index_count = mesh->surface_get_array_index_len(surface_index);
ERR_CONTINUE(vertex_count != vertex_count_write);
uint32_t array_offsets[Mesh::ARRAY_MAX];
uint32_t array_strides[Mesh::ARRAY_MAX];
visual_server->mesh_surface_make_offsets_from_format(format_read, vertex_count, index_count, array_offsets, array_strides);
ERR_FAIL_COND(array_strides[Mesh::ARRAY_VERTEX] != array_strides[Mesh::ARRAY_NORMAL]);
const uint32_t stride = array_strides[Mesh::ARRAY_VERTEX];
const uint32_t offset_vertices = array_offsets[Mesh::ARRAY_VERTEX];
const uint32_t offset_normals = array_offsets[Mesh::ARRAY_NORMAL];
const uint32_t offset_tangents = array_offsets[Mesh::ARRAY_TANGENT];
const uint32_t offset_bones = array_offsets[Mesh::ARRAY_BONES];
const uint32_t offset_weights = array_offsets[Mesh::ARRAY_WEIGHTS];
PoolByteArray buffer = surface_data.buffer;
PoolByteArray::Write buffer_write = surface_data.buffer_write;
for (int vertex_index = 0; vertex_index < vertex_count; ++vertex_index) {
const uint32_t vertex_offset = vertex_index * stride;
const uint32_t vertex_offset_write = vertex_index * stride_write;
float bone_weights[4];
const float *weight_ptr = (const float *)(buffer_read.ptr() + offset_weights + vertex_offset);
bone_weights[0] = weight_ptr[0];
bone_weights[1] = weight_ptr[1];
bone_weights[2] = weight_ptr[2];
bone_weights[3] = weight_ptr[3];
const uint8_t *bones_ptr = buffer_read.ptr() + offset_bones + vertex_offset;
const int b0 = bones_ptr[0];
const int b1 = bones_ptr[1];
const int b2 = bones_ptr[2];
const int b3 = bones_ptr[3];
Transform transform;
transform.origin =
bone_weights[0] * bone_transforms[b0].origin +
bone_weights[1] * bone_transforms[b1].origin +
bone_weights[2] * bone_transforms[b2].origin +
bone_weights[3] * bone_transforms[b3].origin;
transform.basis =
bone_transforms[b0].basis * bone_weights[0] +
bone_transforms[b1].basis * bone_weights[1] +
bone_transforms[b2].basis * bone_weights[2] +
bone_transforms[b3].basis * bone_weights[3];
const Vector3 &vertex_read = (const Vector3 &)buffer_read[vertex_offset + offset_vertices];
Vector3 &vertex = (Vector3 &)buffer_write[vertex_offset_write + offset_vertices_write];
vertex = transform.xform(vertex_read);
if (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS) {
if (ensure_correct_normals) {
transform.basis.invert();
transform.basis.transpose();
}
const Vector3 &normal_read = (const Vector3 &)buffer_read[vertex_offset + offset_normals];
Vector3 &normal = (Vector3 &)buffer_write[vertex_offset_write + offset_normals_write];
normal = transform.basis.xform(normal_read);
if (transform_tangents) {
const Vector3 &tangent_read = (const Vector3 &)buffer_read[vertex_offset + offset_tangents];
Vector3 &tangent = (Vector3 &)buffer_write[vertex_offset_write + offset_tangents_write];
tangent = transform.basis.xform(tangent_read);
}
}
aabb_min.x = MIN(aabb_min.x, vertex.x);
aabb_min.y = MIN(aabb_min.y, vertex.y);
aabb_min.z = MIN(aabb_min.z, vertex.z);
aabb_max.x = MAX(aabb_max.x, vertex.x);
aabb_max.y = MAX(aabb_max.y, vertex.y);
aabb_max.z = MAX(aabb_max.z, vertex.z);
}
visual_server->mesh_surface_update_region(mesh_rid, surface_index, 0, buffer);
}
visual_server->mesh_set_custom_aabb(mesh_rid, AABB(aabb_min, aabb_max - aabb_min));
software_skinning_flags |= SoftwareSkinning::FLAG_BONES_READY;
}
void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
skin_internal = p_skin;
skin = p_skin;
if (!is_inside_tree()) {
return;
}
_resolve_skeleton_path();
}
Ref<Skin> MeshInstance::get_skin() const {
return skin;
}
void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
skeleton_path = p_skeleton;
if (!is_inside_tree()) {
return;
}
_resolve_skeleton_path();
}
NodePath MeshInstance::get_skeleton_path() {
return skeleton_path;
}
AABB MeshInstance::get_aabb() const {
if (!mesh.is_null()) {
return mesh->get_aabb();
}
return AABB();
}
PoolVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING))) {
return PoolVector<Face3>();
}
if (mesh.is_null()) {
return PoolVector<Face3>();
}
return mesh->get_faces();
}
Node *MeshInstance::create_trimesh_collision_node() {
if (mesh.is_null()) {
return nullptr;
}
Ref<Shape> shape = mesh->create_trimesh_shape();
if (shape.is_null()) {
return nullptr;
}
StaticBody *static_body = memnew(StaticBody);
CollisionShape *cshape = memnew(CollisionShape);
cshape->set_shape(shape);
static_body->add_child(cshape);
return static_body;
}
void MeshInstance::create_trimesh_collision() {
StaticBody *static_body = Object::cast_to<StaticBody>(create_trimesh_collision_node());
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body);
if (get_owner()) {
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
static_body->set_owner(get_owner());
cshape->set_owner(get_owner());
}
}
Node *MeshInstance::create_multiple_convex_collisions_node() {
if (mesh.is_null()) {
return nullptr;
}
Vector<Ref<Shape>> shapes = mesh->convex_decompose();
if (!shapes.size()) {
return nullptr;
}
StaticBody *static_body = memnew(StaticBody);
for (int i = 0; i < shapes.size(); i++) {
CollisionShape *cshape = memnew(CollisionShape);
cshape->set_shape(shapes[i]);
static_body->add_child(cshape);
}
return static_body;
}
void MeshInstance::create_multiple_convex_collisions() {
StaticBody *static_body = Object::cast_to<StaticBody>(create_multiple_convex_collisions_node());
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body);
if (get_owner()) {
static_body->set_owner(get_owner());
int count = static_body->get_child_count();
for (int i = 0; i < count; i++) {
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(i));
cshape->set_owner(get_owner());
}
}
}
Node *MeshInstance::create_convex_collision_node(bool p_clean, bool p_simplify) {
if (mesh.is_null()) {
return nullptr;
}
Ref<Shape> shape = mesh->create_convex_shape(p_clean, p_simplify);
if (shape.is_null()) {
return nullptr;
}
StaticBody *static_body = memnew(StaticBody);
CollisionShape *cshape = memnew(CollisionShape);
cshape->set_shape(shape);
static_body->add_child(cshape);
return static_body;
}
void MeshInstance::create_convex_collision(bool p_clean, bool p_simplify) {
StaticBody *static_body = Object::cast_to<StaticBody>(create_convex_collision_node(p_clean, p_simplify));
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body);
if (get_owner()) {
CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
static_body->set_owner(get_owner());
cshape->set_owner(get_owner());
}
}
void MeshInstance::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
_resolve_skeleton_path();
}
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled()) {
ERR_FAIL_COND(!skin_ref->get_skeleton_node());
if (is_visible_in_tree()) {
skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning");
} else {
skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
}
}
}
}
int MeshInstance::get_surface_material_count() const {
return materials.size();
}
void MeshInstance::set_surface_material(int p_surface, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_surface, materials.size());
materials.write[p_surface] = p_material;
if (materials[p_surface].is_valid()) {
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
} else {
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
}
if (software_skinning) {
_initialize_skinning(true);
}
}
Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref<Material>());
return materials[p_surface];
}
Ref<Material> MeshInstance::get_active_material(int p_surface) const {
Ref<Material> material_override = get_material_override();
if (material_override.is_valid()) {
return material_override;
}
Ref<Material> surface_material = get_surface_material(p_surface);
if (surface_material.is_valid()) {
return surface_material;
}
Ref<Mesh> mesh = get_mesh();
if (mesh.is_valid()) {
return mesh->surface_get_material(p_surface);
}
return Ref<Material>();
}
void MeshInstance::set_material_override(const Ref<Material> &p_material) {
if (p_material == get_material_override()) {
return;
}
GeometryInstance::set_material_override(p_material);
if (software_skinning) {
_initialize_skinning(true);
}
}
void MeshInstance::set_material_overlay(const Ref<Material> &p_material) {
if (p_material == get_material_overlay()) {
return;
}
GeometryInstance::set_material_overlay(p_material);
}
void MeshInstance::set_software_skinning_transform_normals(bool p_enabled) {
if (p_enabled == is_software_skinning_transform_normals_enabled()) {
return;
}
if (p_enabled) {
software_skinning_flags |= SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
} else {
software_skinning_flags &= ~SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
}
if (software_skinning) {
_initialize_skinning(true);
}
}
bool MeshInstance::is_software_skinning_transform_normals_enabled() const {
return 0 != (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS);
}
void MeshInstance::_mesh_changed() {
ERR_FAIL_COND(mesh.is_null());
materials.resize(mesh->get_surface_count());
if (software_skinning) {
_initialize_skinning(true);
}
}
void MeshInstance::create_debug_tangents() {
Vector<Vector3> lines;
Vector<Color> colors;
Ref<Mesh> mesh = get_mesh();
if (!mesh.is_valid()) {
return;
}
for (int i = 0; i < mesh->get_surface_count(); i++) {
Array arrays = mesh->surface_get_arrays(i);
Vector<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
Vector<Vector3> norms = arrays[Mesh::ARRAY_NORMAL];
if (norms.size() == 0) {
continue;
}
Vector<float> tangents = arrays[Mesh::ARRAY_TANGENT];
if (tangents.size() == 0) {
continue;
}
for (int j = 0; j < verts.size(); j++) {
Vector3 v = verts[j];
Vector3 n = norms[j];
Vector3 t = Vector3(tangents[j * 4 + 0], tangents[j * 4 + 1], tangents[j * 4 + 2]);
Vector3 b = (n.cross(t)).normalized() * tangents[j * 4 + 3];
lines.push_back(v); //normal
colors.push_back(Color(0, 0, 1)); //color
lines.push_back(v + n * 0.04); //normal
colors.push_back(Color(0, 0, 1)); //color
lines.push_back(v); //tangent
colors.push_back(Color(1, 0, 0)); //color
lines.push_back(v + t * 0.04); //tangent
colors.push_back(Color(1, 0, 0)); //color
lines.push_back(v); //binormal
colors.push_back(Color(0, 1, 0)); //color
lines.push_back(v + b * 0.04); //binormal
colors.push_back(Color(0, 1, 0)); //color
}
}
if (lines.size()) {
Ref<SpatialMaterial> sm;
sm.instance();
sm->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
sm->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
sm->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
Ref<ArrayMesh> am;
am.instance();
Array a;
a.resize(Mesh::ARRAY_MAX);
a[Mesh::ARRAY_VERTEX] = lines;
a[Mesh::ARRAY_COLOR] = colors;
am->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
am->surface_set_material(0, sm);
MeshInstance *mi = memnew(MeshInstance);
mi->set_mesh(am);
mi->set_name("DebugTangents");
add_child(mi);
#ifdef TOOLS_ENABLED
if (is_inside_tree() && this == get_tree()->get_edited_scene_root()) {
mi->set_owner(this);
} else {
mi->set_owner(get_owner());
}
#endif
}
}
bool MeshInstance::merge_meshes(Vector<Variant> p_list, bool p_use_global_space, bool p_check_compatibility) {
// bound function only support variants, so we need to convert to a list of MeshInstances
Vector<MeshInstance *> mis;
for (int n = 0; n < p_list.size(); n++) {
MeshInstance *mi = Object::cast_to<MeshInstance>(p_list[n]);
if (mi) {
if (mi != this) {
mis.push_back(mi);
} else {
ERR_PRINT("Destination MeshInstance cannot be a source.");
}
} else {
ERR_PRINT("Only MeshInstances can be merged.");
}
}
ERR_FAIL_COND_V(!mis.size(), "Array contains no MeshInstances");
return _merge_meshes(mis, p_use_global_space, p_check_compatibility);
}
bool MeshInstance::is_mergeable_with(Node *p_other) const {
const MeshInstance *mi = Object::cast_to<MeshInstance>(p_other);
if (mi) {
return _is_mergeable_with(*mi);
}
return false;
}
bool MeshInstance::_is_mergeable_with(const MeshInstance &p_other) const {
if (!get_mesh().is_valid() || !p_other.get_mesh().is_valid()) {
return false;
}
if (!get_allow_merging() || !p_other.get_allow_merging()) {
return false;
}
// various settings that must match
if (get_material_overlay() != p_other.get_material_overlay()) {
return false;
}
if (get_material_override() != p_other.get_material_override()) {
return false;
}
if (get_cast_shadows_setting() != p_other.get_cast_shadows_setting()) {
return false;
}
if (get_flag(FLAG_USE_BAKED_LIGHT) != p_other.get_flag(FLAG_USE_BAKED_LIGHT)) {
return false;
}
if (is_visible() != p_other.is_visible()) {
return false;
}
Ref<Mesh> rmesh_a = get_mesh();
Ref<Mesh> rmesh_b = p_other.get_mesh();
int num_surfaces = rmesh_a->get_surface_count();
if (num_surfaces != rmesh_b->get_surface_count()) {
return false;
}
for (int n = 0; n < num_surfaces; n++) {
// materials must match
if (get_active_material(n) != p_other.get_active_material(n)) {
return false;
}
// formats must match
uint32_t format_a = rmesh_a->surface_get_format(n);
uint32_t format_b = rmesh_b->surface_get_format(n);
if (format_a != format_b) {
return false;
}
}
// NOTE : These three commented out sections below are more conservative
// checks for whether to allow mesh merging. I am not absolutely sure a priori
// how conservative we need to be, so we can further enable this if testing
// shows they are required.
// if (get_surface_material_count() != p_other.get_surface_material_count()) {
// return false;
// }
// for (int n = 0; n < get_surface_material_count(); n++) {
// if (get_surface_material(n) != p_other.get_surface_material(n)) {
// return false;
// }
// }
// test only allow identical meshes
// if (get_mesh() != p_other.get_mesh()) {
// return false;
// }
return true;
}
void MeshInstance::_merge_into_mesh_data(const MeshInstance &p_mi, const Transform &p_dest_tr_inv, int p_surface_id, PoolVector<Vector3> &r_verts, PoolVector<Vector3> &r_norms, PoolVector<real_t> &r_tangents, PoolVector<Color> &r_colors, PoolVector<Vector2> &r_uvs, PoolVector<Vector2> &r_uv2s, PoolVector<int> &r_inds) {
_merge_log("\t\t\tmesh data from " + p_mi.get_name());
// get the mesh verts in local space
Ref<Mesh> rmesh = p_mi.get_mesh();
if (rmesh->get_surface_count() <= p_surface_id) {
return;
}
Array arrays = rmesh->surface_get_arrays(p_surface_id);
PoolVector<Vector3> verts = arrays[VS::ARRAY_VERTEX];
PoolVector<Vector3> normals = arrays[VS::ARRAY_NORMAL];
PoolVector<real_t> tangents = arrays[VS::ARRAY_TANGENT];
PoolVector<Color> colors = arrays[VS::ARRAY_COLOR];
PoolVector<Vector2> uvs = arrays[VS::ARRAY_TEX_UV];
PoolVector<Vector2> uv2s = arrays[VS::ARRAY_TEX_UV2];
PoolVector<int> indices = arrays[VS::ARRAY_INDEX];
// The attributes present must match the first mesh for the attributes
// to remain in sync. Here we reject meshes with different attributes.
// We could alternatively invent missing attributes.
// This should hopefully be already caught by the mesh_format, but is included just in case here.
// Don't perform these checks on the first Mesh, the first Mesh is a master
// and determines the attributes we want to be present.
if (r_verts.size() != 0) {
if ((bool)r_norms.size() != (bool)normals.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (Normals), ignoring surface.");
}
if ((bool)r_tangents.size() != (bool)tangents.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (Tangents), ignoring surface.");
}
if ((bool)r_colors.size() != (bool)colors.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (Colors), ignoring surface.");
}
if ((bool)r_uvs.size() != (bool)uvs.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (UVs), ignoring surface.");
}
if ((bool)r_uv2s.size() != (bool)uv2s.size()) {
ERR_FAIL_MSG("Attribute mismatch with first Mesh (UV2s), ignoring surface.");
}
}
// The checking for valid triangles should be on WORLD SPACE vertices,
// NOT model space
// special case, if no indices, create some
int num_indices_before = indices.size();
if (!_ensure_indices_valid(indices, verts)) {
_merge_log("\tignoring INVALID TRIANGLES (duplicate indices or zero area triangle) detected in " + p_mi.get_name() + ", num inds before / after " + itos(num_indices_before) + " / " + itos(indices.size()));
}
// the first index of this mesh is offset from the verts we already have stored in the merged mesh
int first_index = r_verts.size();
// transform verts to world space
Transform tr = p_mi.get_global_transform();
// But relative to the destination transform.
// This can either be identity (when the destination is global space),
// or the global transform of the owner MeshInstance (if using local space is selected).
tr = p_dest_tr_inv * tr;
// to transform normals
Basis normal_basis = tr.basis.inverse();
normal_basis.transpose();
for (int n = 0; n < verts.size(); n++) {
Vector3 pt_world = tr.xform(verts[n]);
r_verts.push_back(pt_world);
if (normals.size()) {
Vector3 pt_norm = normal_basis.xform(normals[n]);
pt_norm.normalize();
r_norms.push_back(pt_norm);
}
if (tangents.size()) {
int tstart = n * 4;
Vector3 pt_tangent = Vector3(tangents[tstart], tangents[tstart + 1], tangents[tstart + 2]);
real_t fourth = tangents[tstart + 3];
pt_tangent = normal_basis.xform(pt_tangent);
pt_tangent.normalize();
r_tangents.push_back(pt_tangent.x);
r_tangents.push_back(pt_tangent.y);
r_tangents.push_back(pt_tangent.z);
r_tangents.push_back(fourth);
}
if (colors.size()) {
r_colors.push_back(colors[n]);
}
if (uvs.size()) {
r_uvs.push_back(uvs[n]);
}
if (uv2s.size()) {
r_uv2s.push_back(uv2s[n]);
}
}
// indices
for (int n = 0; n < indices.size(); n++) {
int ind = indices[n] + first_index;
r_inds.push_back(ind);
}
}
bool MeshInstance::_ensure_indices_valid(PoolVector<int> &r_indices, const PoolVector<Vector3> &p_verts) const {
// no indices? create some
if (!r_indices.size()) {
_merge_log("\t\t\t\tindices are blank, creating...");
// indices are blank!! let's create some, assuming the mesh is using triangles
r_indices.resize(p_verts.size());
PoolVector<int>::Write write = r_indices.write();
int *pi = write.ptr();
// this is assuming each triangle vertex is unique
for (int n = 0; n < p_verts.size(); n++) {
*pi = n;
pi++;
}
}
if (!_check_for_valid_indices(r_indices, p_verts, nullptr)) {
LocalVector<int, int32_t> new_inds;
_check_for_valid_indices(r_indices, p_verts, &new_inds);
// copy the new indices
r_indices.resize(new_inds.size());
PoolVector<int>::Write write = r_indices.write();
int *pi = write.ptr();
for (int n = 0; n < new_inds.size(); n++) {
pi[n] = new_inds[n];
}
return false;
}
return true;
}
// check for invalid tris, or make a list of the valid triangles, depending on whether r_inds is set
bool MeshInstance::_check_for_valid_indices(const PoolVector<int> &p_inds, const PoolVector<Vector3> &p_verts, LocalVector<int, int32_t> *r_inds) const {
int nTris = p_inds.size();
nTris /= 3;
int indCount = 0;
for (int t = 0; t < nTris; t++) {
int i0 = p_inds[indCount++];
int i1 = p_inds[indCount++];
int i2 = p_inds[indCount++];
bool ok = true;
// if the indices are the same, the triangle is invalid
if (i0 == i1) {
ok = false;
}
if (i1 == i2) {
ok = false;
}
if (i0 == i2) {
ok = false;
}
// check positions
if (ok) {
// vertex positions
const Vector3 &p0 = p_verts[i0];
const Vector3 &p1 = p_verts[i1];
const Vector3 &p2 = p_verts[i2];
// if the area is zero, the triangle is invalid (and will crash xatlas if we use it)
if (_triangle_is_degenerate(p0, p1, p2, 0.00001)) {
_merge_log("\t\tdetected zero area triangle, ignoring");
ok = false;
}
}
if (ok) {
// if the triangle is ok, we will output it if we are outputting
if (r_inds) {
r_inds->push_back(i0);
r_inds->push_back(i1);
r_inds->push_back(i2);
}
} else {
// if triangle not ok, return failed check if we are not outputting
if (!r_inds) {
return false;
}
}
}
return true;
}
bool MeshInstance::_triangle_is_degenerate(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, real_t p_epsilon) const {
// not interested in the actual area, but numerical stability
Vector3 edge1 = p_b - p_a;
Vector3 edge2 = p_c - p_a;
// for numerical stability keep these values reasonably high
edge1 *= 1024.0;
edge2 *= 1024.0;
Vector3 vec = edge1.cross(edge2);
real_t sl = vec.length_squared();
if (sl <= p_epsilon) {
return true;
}
return false;
}
// If p_check_compatibility is set to false you MUST have performed a prior check using
// is_mergeable_with, otherwise you could get mismatching surface formats leading to graphical errors etc.
bool MeshInstance::_merge_meshes(Vector<MeshInstance *> p_list, bool p_use_global_space, bool p_check_compatibility) {
if (p_list.size() < 1) {
// should not happen but just in case
return false;
}
// use the first mesh instance to get common data like number of surfaces
const MeshInstance *first = p_list[0];
// Mesh compatibility checking. This is relatively expensive, so if done already (e.g. in Room system)
// this step can be avoided.
LocalVector<bool> compat_list;
if (p_check_compatibility) {
compat_list.resize(p_list.size());
for (int n = 0; n < p_list.size(); n++) {
compat_list[n] = false;
}
compat_list[0] = true;
for (uint32_t n = 1; n < compat_list.size(); n++) {
compat_list[n] = first->_is_mergeable_with(*p_list[n]);
if (compat_list[n] == false) {
WARN_PRINT("MeshInstance " + p_list[n]->get_name() + " is incompatible for merging with " + first->get_name() + ", ignoring.");
}
}
}
Ref<ArrayMesh> am;
am.instance();
// If we want a local space result, we need the world space transform of this MeshInstance
// available to back transform verts from world space.
Transform dest_tr_inv;
if (!p_use_global_space) {
if (is_inside_tree()) {
dest_tr_inv = get_global_transform();
dest_tr_inv.affine_invert();
} else {
WARN_PRINT("MeshInstance must be inside tree to merge using local space, falling back to global space.");
}
}
for (int s = 0; s < first->get_mesh()->get_surface_count(); s++) {
PoolVector<Vector3> verts;
PoolVector<Vector3> normals;
PoolVector<real_t> tangents;
PoolVector<Color> colors;
PoolVector<Vector2> uvs;
PoolVector<Vector2> uv2s;
PoolVector<int> inds;
for (int n = 0; n < p_list.size(); n++) {
// Ignore if the mesh is incompatible
if (p_check_compatibility && (!compat_list[n])) {
continue;
}
_merge_into_mesh_data(*p_list[n], dest_tr_inv, s, verts, normals, tangents, colors, uvs, uv2s, inds);
} // for n through source meshes
if (!verts.size()) {
WARN_PRINT_ONCE("No vertices for surface");
}
// sanity check on the indices
for (int n = 0; n < inds.size(); n++) {
int i = inds[n];
if (i >= verts.size()) {
WARN_PRINT_ONCE("Mesh index out of range, invalid mesh, aborting");
return false;
}
}
Array arr;
arr.resize(Mesh::ARRAY_MAX);
arr[Mesh::ARRAY_VERTEX] = verts;
if (normals.size()) {
arr[Mesh::ARRAY_NORMAL] = normals;
}
if (tangents.size()) {
arr[Mesh::ARRAY_TANGENT] = tangents;
}
if (colors.size()) {
arr[Mesh::ARRAY_COLOR] = colors;
}
if (uvs.size()) {
arr[Mesh::ARRAY_TEX_UV] = uvs;
}
if (uv2s.size()) {
arr[Mesh::ARRAY_TEX_UV2] = uv2s;
}
arr[Mesh::ARRAY_INDEX] = inds;
am->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr, Array(), Mesh::ARRAY_COMPRESS_DEFAULT);
} // for s through surfaces
// set all the surfaces on the mesh
set_mesh(am);
// set merged materials
int num_surfaces = first->get_mesh()->get_surface_count();
for (int n = 0; n < num_surfaces; n++) {
set_surface_material(n, first->get_active_material(n));
}
// set some properties to match the merged meshes
set_material_overlay(first->get_material_overlay());
set_material_override(first->get_material_override());
set_cast_shadows_setting(first->get_cast_shadows_setting());
set_flag(FLAG_USE_BAKED_LIGHT, first->get_flag(FLAG_USE_BAKED_LIGHT));
return true;
}
void MeshInstance::_merge_log(String p_string) const {
print_verbose(p_string);
}
void MeshInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh);
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path);
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance::get_skin);
ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance::get_surface_material);
ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance::get_active_material);
ClassDB::bind_method(D_METHOD("set_software_skinning_transform_normals", "enabled"), &MeshInstance::set_software_skinning_transform_normals);
ClassDB::bind_method(D_METHOD("is_software_skinning_transform_normals_enabled"), &MeshInstance::is_software_skinning_transform_normals_enabled);
ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance::create_trimesh_collision);
ClassDB::set_method_flags("MeshInstance", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("create_multiple_convex_collisions"), &MeshInstance::create_multiple_convex_collisions);
ClassDB::set_method_flags("MeshInstance", "create_multiple_convex_collisions", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("create_convex_collision", "clean", "simplify"), &MeshInstance::create_convex_collision, DEFVAL(true), DEFVAL(false));
ClassDB::set_method_flags("MeshInstance", "create_convex_collision", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("_mesh_changed"), &MeshInstance::_mesh_changed);
ClassDB::bind_method(D_METHOD("_update_skinning"), &MeshInstance::_update_skinning);
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance::create_debug_tangents);
ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("is_mergeable_with", "other_mesh_instance"), &MeshInstance::is_mergeable_with);
ClassDB::bind_method(D_METHOD("merge_meshes", "mesh_instances", "use_global_space", "check_compatibility"), &MeshInstance::merge_meshes, DEFVAL(Vector<Variant>()), DEFVAL(false), DEFVAL(true));
ClassDB::set_method_flags("MeshInstance", "merge_meshes", METHOD_FLAGS_DEFAULT);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
ADD_GROUP("Software Skinning", "software_skinning");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "software_skinning_transform_normals"), "set_software_skinning_transform_normals", "is_software_skinning_transform_normals_enabled");
}
MeshInstance::MeshInstance() {
skeleton_path = NodePath("..");
software_skinning = nullptr;
software_skinning_flags = SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
}
MeshInstance::~MeshInstance() {
if (software_skinning) {
memdelete(software_skinning);
software_skinning = nullptr;
}
}