virtualx-engine/scene/3d/mesh_instance.cpp
PouleyKetchoupp f9544716f4 Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00

829 lines
28 KiB
C++

/*************************************************************************/
/* mesh_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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.*/
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/*************************************************************************/
#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, "0,1,0.00001"));
}
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);
materials.clear();
}
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();
} 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) {
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;
}
visual_server->instance_attach_skeleton(get_instance(), RID());
if (is_visible_in_tree() && (software_skinning_flags & SoftwareSkinning::FLAG_BONES_READY)) {
// Intialize 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");
}
visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
if (software_skinning) {
memdelete(software_skinning);
software_skinning = nullptr;
update_mesh = true;
}
}
} else {
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();
set_base(render_mesh);
if (update_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());
ERR_FAIL_COND(!is_visible_in_tree());
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());
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];
const uint32_t stride_write = visual_server->mesh_surface_make_offsets_from_format(format_write, vertex_count_write, index_count_write, array_offsets_write);
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];
const uint32_t stride = visual_server->mesh_surface_make_offsets_from_format(format_read, vertex_count, index_count, array_offsets);
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);
}
}
}
visual_server->mesh_surface_update_region(mesh_rid, surface_index, 0, buffer);
}
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 NULL;
Ref<Shape> shape = mesh->create_trimesh_shape();
if (shape.is_null())
return NULL;
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_convex_collision_node() {
if (mesh.is_null())
return NULL;
Ref<Shape> shape = mesh->create_convex_shape();
if (shape.is_null())
return NULL;
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() {
StaticBody *static_body = Object::cast_to<StaticBody>(create_convex_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());
}
}
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_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() {
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 (this == get_tree()->get_edited_scene_root())
mi->set_owner(this);
else
mi->set_owner(get_owner());
#endif
}
}
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_convex_collision"), &MeshInstance::create_convex_collision);
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);
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;
}
}