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diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp
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+/*************************************************************************/
+/* mesh_instance_3d.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.*/
+/* 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_3d.h"
+
+#include "collision_shape_3d.h"
+#include "core/core_string_names.h"
+#include "physics_body_3d.h"
+#include "scene/resources/material.h"
+#include "skeleton_3d.h"
+
+bool MeshInstance3D::_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;
+ RenderingServer::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 MeshInstance3D::_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 MeshInstance3D::_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::FLOAT, 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,StandardMaterial3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE));
+ }
+ }
+}
+
+void MeshInstance3D::set_mesh(const Ref<Mesh> &p_mesh) {
+
+ if (mesh == p_mesh)
+ return;
+
+ if (mesh.is_valid()) {
+ mesh->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &MeshInstance3D::_mesh_changed));
+ materials.clear();
+ }
+
+ 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, callable_mp(this, &MeshInstance3D::_mesh_changed));
+ materials.resize(mesh->get_surface_count());
+
+ set_base(mesh->get_rid());
+ } else {
+
+ set_base(RID());
+ }
+
+ update_gizmo();
+
+ _change_notify();
+}
+Ref<Mesh> MeshInstance3D::get_mesh() const {
+
+ return mesh;
+}
+
+void MeshInstance3D::_resolve_skeleton_path() {
+
+ Ref<SkinReference> new_skin_reference;
+
+ if (!skeleton_path.is_empty()) {
+ Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(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();
+ }
+ }
+ }
+
+ skin_ref = new_skin_reference;
+
+ if (skin_ref.is_valid()) {
+ RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
+ } else {
+ RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
+ }
+}
+
+void MeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
+ skin_internal = p_skin;
+ skin = p_skin;
+ if (!is_inside_tree())
+ return;
+ _resolve_skeleton_path();
+}
+
+Ref<Skin> MeshInstance3D::get_skin() const {
+ return skin;
+}
+
+void MeshInstance3D::set_skeleton_path(const NodePath &p_skeleton) {
+
+ skeleton_path = p_skeleton;
+ if (!is_inside_tree())
+ return;
+ _resolve_skeleton_path();
+}
+
+NodePath MeshInstance3D::get_skeleton_path() {
+ return skeleton_path;
+}
+
+AABB MeshInstance3D::get_aabb() const {
+
+ if (!mesh.is_null())
+ return mesh->get_aabb();
+
+ return AABB();
+}
+
+Vector<Face3> MeshInstance3D::get_faces(uint32_t p_usage_flags) const {
+
+ if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING)))
+ return Vector<Face3>();
+
+ if (mesh.is_null())
+ return Vector<Face3>();
+
+ return mesh->get_faces();
+}
+
+Node *MeshInstance3D::create_trimesh_collision_node() {
+
+ if (mesh.is_null())
+ return nullptr;
+
+ Ref<Shape3D> shape = mesh->create_trimesh_shape();
+ if (shape.is_null())
+ return nullptr;
+
+ StaticBody3D *static_body = memnew(StaticBody3D);
+ CollisionShape3D *cshape = memnew(CollisionShape3D);
+ cshape->set_shape(shape);
+ static_body->add_child(cshape);
+ return static_body;
+}
+
+void MeshInstance3D::create_trimesh_collision() {
+
+ StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_trimesh_collision_node());
+ ERR_FAIL_COND(!static_body);
+ static_body->set_name(String(get_name()) + "_col");
+
+ add_child(static_body);
+ if (get_owner()) {
+ CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
+ static_body->set_owner(get_owner());
+ cshape->set_owner(get_owner());
+ }
+}
+
+Node *MeshInstance3D::create_convex_collision_node() {
+
+ if (mesh.is_null())
+ return nullptr;
+
+ Ref<Shape3D> shape = mesh->create_convex_shape();
+ if (shape.is_null())
+ return nullptr;
+
+ StaticBody3D *static_body = memnew(StaticBody3D);
+ CollisionShape3D *cshape = memnew(CollisionShape3D);
+ cshape->set_shape(shape);
+ static_body->add_child(cshape);
+ return static_body;
+}
+
+void MeshInstance3D::create_convex_collision() {
+
+ StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_convex_collision_node());
+ ERR_FAIL_COND(!static_body);
+ static_body->set_name(String(get_name()) + "_col");
+
+ add_child(static_body);
+ if (get_owner()) {
+ CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
+ static_body->set_owner(get_owner());
+ cshape->set_owner(get_owner());
+ }
+}
+
+void MeshInstance3D::_notification(int p_what) {
+
+ if (p_what == NOTIFICATION_ENTER_TREE) {
+ _resolve_skeleton_path();
+ }
+}
+
+int MeshInstance3D::get_surface_material_count() const {
+
+ return materials.size();
+}
+
+void MeshInstance3D::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())
+ RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
+ else
+ RS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
+}
+
+Ref<Material> MeshInstance3D::get_surface_material(int p_surface) const {
+
+ ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref<Material>());
+
+ return materials[p_surface];
+}
+
+Ref<Material> MeshInstance3D::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 MeshInstance3D::_mesh_changed() {
+
+ materials.resize(mesh->get_surface_count());
+}
+
+void MeshInstance3D::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<StandardMaterial3D> sm;
+ sm.instance();
+
+ sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+ sm->set_flag(StandardMaterial3D::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);
+
+ MeshInstance3D *mi = memnew(MeshInstance3D);
+ 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 MeshInstance3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh);
+ ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh);
+ ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance3D::set_skeleton_path);
+ ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance3D::get_skeleton_path);
+ ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance3D::set_skin);
+ ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance3D::get_skin);
+
+ ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance3D::get_surface_material_count);
+ ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance3D::set_surface_material);
+ ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance3D::get_surface_material);
+ ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance3D::get_active_material);
+
+ ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance3D::create_trimesh_collision);
+ ClassDB::set_method_flags("MeshInstance3D", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
+ ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance3D::create_convex_collision);
+ ClassDB::set_method_flags("MeshInstance3D", "create_convex_collision", METHOD_FLAGS_DEFAULT);
+
+ ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
+ ClassDB::set_method_flags("MeshInstance3D", "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_GROUP("Skeleton", "");
+ 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, "Skeleton3D"), "set_skeleton_path", "get_skeleton_path");
+ ADD_GROUP("", "");
+}
+
+MeshInstance3D::MeshInstance3D() {
+ skeleton_path = NodePath("..");
+}
+
+MeshInstance3D::~MeshInstance3D() {
+}