f9544716f4
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>
142 lines
4.7 KiB
C++
142 lines
4.7 KiB
C++
/*************************************************************************/
|
|
/* mesh_instance.h */
|
|
/*************************************************************************/
|
|
/* 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.*/
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef MESH_INSTANCE_H
|
|
#define MESH_INSTANCE_H
|
|
|
|
#include "scene/3d/skeleton.h"
|
|
#include "scene/3d/visual_instance.h"
|
|
#include "scene/resources/mesh.h"
|
|
#include "scene/resources/skin.h"
|
|
|
|
#include "core/local_vector.h"
|
|
|
|
class MeshInstance : public GeometryInstance {
|
|
|
|
GDCLASS(MeshInstance, GeometryInstance);
|
|
|
|
protected:
|
|
Ref<Mesh> mesh;
|
|
Ref<Skin> skin;
|
|
Ref<Skin> skin_internal;
|
|
Ref<SkinReference> skin_ref;
|
|
NodePath skeleton_path;
|
|
|
|
struct SoftwareSkinning {
|
|
enum Flags {
|
|
// Data flags.
|
|
FLAG_TRANSFORM_NORMALS = 1 << 0,
|
|
|
|
// Runtime flags.
|
|
FLAG_BONES_READY = 1 << 1,
|
|
};
|
|
|
|
struct SurfaceData {
|
|
PoolByteArray source_buffer;
|
|
uint32_t source_format;
|
|
PoolByteArray buffer;
|
|
PoolByteArray::Write buffer_write;
|
|
bool transform_tangents;
|
|
bool ensure_correct_normals;
|
|
};
|
|
|
|
Ref<Mesh> mesh_instance;
|
|
LocalVector<SurfaceData> surface_data;
|
|
};
|
|
|
|
SoftwareSkinning *software_skinning;
|
|
uint32_t software_skinning_flags;
|
|
|
|
struct BlendShapeTrack {
|
|
|
|
int idx;
|
|
float value;
|
|
BlendShapeTrack() {
|
|
idx = 0;
|
|
value = 0;
|
|
}
|
|
};
|
|
|
|
Map<StringName, BlendShapeTrack> blend_shape_tracks;
|
|
Vector<Ref<Material> > materials;
|
|
|
|
void _mesh_changed();
|
|
void _resolve_skeleton_path();
|
|
|
|
bool _is_software_skinning_enabled() const;
|
|
static bool _is_global_software_skinning_enabled();
|
|
|
|
void _initialize_skinning(bool p_force_reset = false);
|
|
void _update_skinning();
|
|
|
|
protected:
|
|
bool _set(const StringName &p_name, const Variant &p_value);
|
|
bool _get(const StringName &p_name, Variant &r_ret) const;
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
|
|
|
void _notification(int p_what);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_mesh(const Ref<Mesh> &p_mesh);
|
|
Ref<Mesh> get_mesh() const;
|
|
|
|
void set_skin(const Ref<Skin> &p_skin);
|
|
Ref<Skin> get_skin() const;
|
|
|
|
void set_skeleton_path(const NodePath &p_skeleton);
|
|
NodePath get_skeleton_path();
|
|
|
|
int get_surface_material_count() const;
|
|
void set_surface_material(int p_surface, const Ref<Material> &p_material);
|
|
Ref<Material> get_surface_material(int p_surface) const;
|
|
Ref<Material> get_active_material(int p_surface) const;
|
|
|
|
virtual void set_material_override(const Ref<Material> &p_material);
|
|
|
|
void set_software_skinning_transform_normals(bool p_enabled);
|
|
bool is_software_skinning_transform_normals_enabled() const;
|
|
|
|
Node *create_trimesh_collision_node();
|
|
void create_trimesh_collision();
|
|
|
|
Node *create_convex_collision_node();
|
|
void create_convex_collision();
|
|
|
|
void create_debug_tangents();
|
|
|
|
virtual AABB get_aabb() const;
|
|
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
|
|
|
|
MeshInstance();
|
|
~MeshInstance();
|
|
};
|
|
|
|
#endif
|