/*************************************************************************/ /* scene_importer_mesh.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 "scene_importer_mesh.h" #include "scene/resources/surface_tool.h" void EditorSceneImporterMesh::add_blend_shape(const String &p_name) { ERR_FAIL_COND(surfaces.size() > 0); blend_shapes.push_back(p_name); } int EditorSceneImporterMesh::get_blend_shape_count() const { return blend_shapes.size(); } String EditorSceneImporterMesh::get_blend_shape_name(int p_blend_shape) const { ERR_FAIL_INDEX_V(p_blend_shape, blend_shapes.size(), String()); return blend_shapes[p_blend_shape]; } void EditorSceneImporterMesh::set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode) { blend_shape_mode = p_blend_shape_mode; } Mesh::BlendShapeMode EditorSceneImporterMesh::get_blend_shape_mode() const { return blend_shape_mode; } void EditorSceneImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, const Ref &p_material, const String &p_name) { ERR_FAIL_COND(p_blend_shapes.size() != blend_shapes.size()); ERR_FAIL_COND(p_arrays.size() != Mesh::ARRAY_MAX); Surface s; s.primitive = p_primitive; s.arrays = p_arrays; s.name = p_name; Vector vertex_array = p_arrays[Mesh::ARRAY_VERTEX]; int vertex_count = vertex_array.size(); ERR_FAIL_COND(vertex_count == 0); for (int i = 0; i < blend_shapes.size(); i++) { Array bsdata = p_blend_shapes[i]; ERR_FAIL_COND(bsdata.size() != Mesh::ARRAY_MAX); Vector vertex_data = bsdata[Mesh::ARRAY_VERTEX]; ERR_FAIL_COND(vertex_data.size() != vertex_count); Surface::BlendShape bs; bs.arrays = bsdata; s.blend_shape_data.push_back(bs); } List lods; p_lods.get_key_list(&lods); for (List::Element *E = lods.front(); E; E = E->next()) { ERR_CONTINUE(!E->get().is_num()); Surface::LOD lod; lod.distance = E->get(); lod.indices = p_lods[E->get()]; ERR_CONTINUE(lod.indices.size() == 0); s.lods.push_back(lod); } s.material = p_material; surfaces.push_back(s); mesh.unref(); } int EditorSceneImporterMesh::get_surface_count() const { return surfaces.size(); } Mesh::PrimitiveType EditorSceneImporterMesh::get_surface_primitive_type(int p_surface) { ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Mesh::PRIMITIVE_MAX); return surfaces[p_surface].primitive; } Array EditorSceneImporterMesh::get_surface_arrays(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array()); return surfaces[p_surface].arrays; } String EditorSceneImporterMesh::get_surface_name(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, surfaces.size(), String()); return surfaces[p_surface].name; } Array EditorSceneImporterMesh::get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const { ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array()); ERR_FAIL_INDEX_V(p_blend_shape, surfaces[p_surface].blend_shape_data.size(), Array()); return surfaces[p_surface].blend_shape_data[p_blend_shape].arrays; } int EditorSceneImporterMesh::get_surface_lod_count(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0); return surfaces[p_surface].lods.size(); } Vector EditorSceneImporterMesh::get_surface_lod_indices(int p_surface, int p_lod) const { ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Vector()); ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), Vector()); return surfaces[p_surface].lods[p_lod].indices; } float EditorSceneImporterMesh::get_surface_lod_size(int p_surface, int p_lod) const { ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0); ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), 0); return surfaces[p_surface].lods[p_lod].distance; } Ref EditorSceneImporterMesh::get_surface_material(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Ref()); return surfaces[p_surface].material; } void EditorSceneImporterMesh::generate_lods() { if (!SurfaceTool::simplify_func) { return; } if (!SurfaceTool::simplify_scale_func) { return; } if (!SurfaceTool::simplify_sloppy_func) { return; } for (int i = 0; i < surfaces.size(); i++) { if (surfaces[i].primitive != Mesh::PRIMITIVE_TRIANGLES) { continue; } surfaces.write[i].lods.clear(); Vector vertices = surfaces[i].arrays[RS::ARRAY_VERTEX]; Vector indices = surfaces[i].arrays[RS::ARRAY_INDEX]; if (indices.size() == 0) { continue; //no lods if no indices } uint32_t vertex_count = vertices.size(); const Vector3 *vertices_ptr = vertices.ptr(); int min_indices = 10; int index_target = indices.size() / 2; print_line("Total indices: " + itos(indices.size())); float mesh_scale = SurfaceTool::simplify_scale_func((const float *)vertices_ptr, vertex_count, sizeof(Vector3)); const float target_error = 1e-3f; float abs_target_error = target_error / mesh_scale; while (index_target > min_indices) { float error; Vector new_indices; new_indices.resize(indices.size()); size_t new_len = SurfaceTool::simplify_func((unsigned int *)new_indices.ptrw(), (const unsigned int *)indices.ptr(), indices.size(), (const float *)vertices_ptr, vertex_count, sizeof(Vector3), index_target, abs_target_error, &error); if ((int)new_len > (index_target * 120 / 100)) { // Attribute discontinuities break normals. bool is_sloppy = false; if (is_sloppy) { abs_target_error = target_error / mesh_scale; index_target = new_len; while (index_target > min_indices) { Vector sloppy_new_indices; sloppy_new_indices.resize(indices.size()); new_len = SurfaceTool::simplify_sloppy_func((unsigned int *)sloppy_new_indices.ptrw(), (const unsigned int *)indices.ptr(), indices.size(), (const float *)vertices_ptr, vertex_count, sizeof(Vector3), index_target, abs_target_error, &error); if ((int)new_len > (index_target * 120 / 100)) { break; // 20 percent tolerance } sloppy_new_indices.resize(new_len); Surface::LOD lod; lod.distance = error * mesh_scale; abs_target_error = lod.distance; if (Math::is_equal_approx(abs_target_error, 0.0f)) { return; } lod.indices = sloppy_new_indices; print_line("Lod " + itos(surfaces.write[i].lods.size()) + " shoot for " + itos(index_target / 3) + " triangles, got " + itos(new_len / 3) + " triangles. Distance " + rtos(lod.distance) + ". Use simplify sloppy."); surfaces.write[i].lods.push_back(lod); index_target /= 2; } } break; // 20 percent tolerance } new_indices.resize(new_len); Surface::LOD lod; lod.distance = error * mesh_scale; abs_target_error = lod.distance; if (Math::is_equal_approx(abs_target_error, 0.0f)) { return; } lod.indices = new_indices; print_line("Lod " + itos(surfaces.write[i].lods.size()) + " shoot for " + itos(index_target / 3) + " triangles, got " + itos(new_len / 3) + " triangles. Distance " + rtos(lod.distance)); surfaces.write[i].lods.push_back(lod); index_target /= 2; } } } bool EditorSceneImporterMesh::has_mesh() const { return mesh.is_valid(); } Ref EditorSceneImporterMesh::get_mesh() { ERR_FAIL_COND_V(surfaces.size() == 0, Ref()); if (mesh.is_null()) { mesh.instance(); for (int i = 0; i < blend_shapes.size(); i++) { mesh->add_blend_shape(blend_shapes[i]); } mesh->set_blend_shape_mode(blend_shape_mode); for (int i = 0; i < surfaces.size(); i++) { Array bs_data; if (surfaces[i].blend_shape_data.size()) { for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) { bs_data.push_back(surfaces[i].blend_shape_data[j].arrays); } } Dictionary lods; if (surfaces[i].lods.size()) { for (int j = 0; j < surfaces[i].lods.size(); j++) { lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices; } } mesh->add_surface_from_arrays(surfaces[i].primitive, surfaces[i].arrays, bs_data, lods); if (surfaces[i].material.is_valid()) { mesh->surface_set_material(mesh->get_surface_count() - 1, surfaces[i].material); } if (surfaces[i].name != String()) { mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name); } } if (shadow_mesh.is_valid()) { Ref shadow = shadow_mesh->get_mesh(); mesh->set_shadow_mesh(shadow); } } return mesh; } void EditorSceneImporterMesh::clear() { surfaces.clear(); blend_shapes.clear(); mesh.unref(); } void EditorSceneImporterMesh::create_shadow_mesh() { if (shadow_mesh.is_valid()) { shadow_mesh.unref(); } //no shadow mesh for blendshapes if (blend_shapes.size() > 0) { return; } //no shadow mesh for skeletons for (int i = 0; i < surfaces.size(); i++) { if (surfaces[i].arrays[RS::ARRAY_BONES].get_type() != Variant::NIL) { return; } if (surfaces[i].arrays[RS::ARRAY_WEIGHTS].get_type() != Variant::NIL) { return; } } shadow_mesh.instance(); for (int i = 0; i < surfaces.size(); i++) { LocalVector vertex_remap; Vector new_vertices; Vector vertices = surfaces[i].arrays[RS::ARRAY_VERTEX]; int vertex_count = vertices.size(); { Map unique_vertices; const Vector3 *vptr = vertices.ptr(); for (int j = 0; j < vertex_count; j++) { Vector3 v = vptr[j]; Map::Element *E = unique_vertices.find(v); if (E) { vertex_remap.push_back(E->get()); } else { int vcount = unique_vertices.size(); unique_vertices[v] = vcount; vertex_remap.push_back(vcount); new_vertices.push_back(v); } } } Array new_surface; new_surface.resize(RS::ARRAY_MAX); Dictionary lods; // print_line("original vertex count: " + itos(vertices.size()) + " new vertex count: " + itos(new_vertices.size())); new_surface[RS::ARRAY_VERTEX] = new_vertices; Vector indices = surfaces[i].arrays[RS::ARRAY_INDEX]; if (indices.size()) { int index_count = indices.size(); const int *index_rptr = indices.ptr(); Vector new_indices; new_indices.resize(indices.size()); int *index_wptr = new_indices.ptrw(); for (int j = 0; j < index_count; j++) { int index = index_rptr[j]; ERR_FAIL_INDEX(index, vertex_count); index_wptr[j] = vertex_remap[index]; } new_surface[RS::ARRAY_INDEX] = new_indices; // Make sure the same LODs as the full version are used. // This makes it more coherent between rendered model and its shadows. for (int j = 0; j < surfaces[i].lods.size(); j++) { indices = surfaces[i].lods[j].indices; index_count = indices.size(); index_rptr = indices.ptr(); new_indices.resize(indices.size()); index_wptr = new_indices.ptrw(); for (int k = 0; k < index_count; k++) { int index = index_rptr[j]; ERR_FAIL_INDEX(index, vertex_count); index_wptr[j] = vertex_remap[index]; } lods[surfaces[i].lods[j].distance] = new_indices; } } shadow_mesh->add_surface(surfaces[i].primitive, new_surface, Array(), lods, Ref(), surfaces[i].name); } } Ref EditorSceneImporterMesh::get_shadow_mesh() const { return shadow_mesh; } void EditorSceneImporterMesh::_set_data(const Dictionary &p_data) { clear(); if (p_data.has("blend_shape_names")) { blend_shapes = p_data["blend_shape_names"]; } if (p_data.has("surfaces")) { Array surface_arr = p_data["surfaces"]; for (int i = 0; i < surface_arr.size(); i++) { Dictionary s = surface_arr[i]; ERR_CONTINUE(!s.has("primitive")); ERR_CONTINUE(!s.has("arrays")); Mesh::PrimitiveType prim = Mesh::PrimitiveType(int(s["primitive"])); ERR_CONTINUE(prim >= Mesh::PRIMITIVE_MAX); Array arr = s["arrays"]; Dictionary lods; String name; if (s.has("name")) { name = s["name"]; } if (s.has("lods")) { lods = s["lods"]; } Array blend_shapes; if (s.has("blend_shapes")) { blend_shapes = s["blend_shapes"]; } Ref material; if (s.has("material")) { material = s["material"]; } add_surface(prim, arr, blend_shapes, lods, material, name); } } } Dictionary EditorSceneImporterMesh::_get_data() const { Dictionary data; if (blend_shapes.size()) { data["blend_shape_names"] = blend_shapes; } Array surface_arr; for (int i = 0; i < surfaces.size(); i++) { Dictionary d; d["primitive"] = surfaces[i].primitive; d["arrays"] = surfaces[i].arrays; if (surfaces[i].blend_shape_data.size()) { Array bs_data; for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) { bs_data.push_back(surfaces[i].blend_shape_data[j].arrays); } d["blend_shapes"] = bs_data; } if (surfaces[i].lods.size()) { Dictionary lods; for (int j = 0; j < surfaces[i].lods.size(); j++) { lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices; } d["lods"] = lods; } if (surfaces[i].material.is_valid()) { d["material"] = surfaces[i].material; } if (surfaces[i].name != String()) { d["name"] = surfaces[i].name; } surface_arr.push_back(d); } data["surfaces"] = surface_arr; return data; } void EditorSceneImporterMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &EditorSceneImporterMesh::add_blend_shape); ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &EditorSceneImporterMesh::get_blend_shape_count); ClassDB::bind_method(D_METHOD("get_blend_shape_name", "blend_shape_idx"), &EditorSceneImporterMesh::get_blend_shape_name); ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &EditorSceneImporterMesh::set_blend_shape_mode); ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &EditorSceneImporterMesh::get_blend_shape_mode); ClassDB::bind_method(D_METHOD("add_surface", "primitive", "arrays", "blend_shapes", "lods", "material"), &EditorSceneImporterMesh::add_surface, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(Ref()), DEFVAL(String())); ClassDB::bind_method(D_METHOD("get_surface_count"), &EditorSceneImporterMesh::get_surface_count); ClassDB::bind_method(D_METHOD("get_surface_primitive_type", "surface_idx"), &EditorSceneImporterMesh::get_surface_primitive_type); ClassDB::bind_method(D_METHOD("get_surface_name", "surface_idx"), &EditorSceneImporterMesh::get_surface_name); ClassDB::bind_method(D_METHOD("get_surface_arrays", "surface_idx"), &EditorSceneImporterMesh::get_surface_arrays); ClassDB::bind_method(D_METHOD("get_surface_blend_shape_arrays", "surface_idx", "blend_shape_idx"), &EditorSceneImporterMesh::get_surface_blend_shape_arrays); ClassDB::bind_method(D_METHOD("get_surface_lod_count", "surface_idx"), &EditorSceneImporterMesh::get_surface_lod_count); ClassDB::bind_method(D_METHOD("get_surface_lod_size", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_size); ClassDB::bind_method(D_METHOD("get_surface_lod_indices", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_indices); ClassDB::bind_method(D_METHOD("get_surface_material", "surface_idx"), &EditorSceneImporterMesh::get_surface_material); ClassDB::bind_method(D_METHOD("get_mesh"), &EditorSceneImporterMesh::get_mesh); ClassDB::bind_method(D_METHOD("clear"), &EditorSceneImporterMesh::clear); ClassDB::bind_method(D_METHOD("_set_data", "data"), &EditorSceneImporterMesh::_set_data); ClassDB::bind_method(D_METHOD("_get_data"), &EditorSceneImporterMesh::_get_data); ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_data", "_get_data"); }