/*************************************************************************/ /* mesh_instance_3d.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 "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::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::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 *p_list) const { List ls; for (const Map::Element *E = blend_shape_tracks.front(); E; E = E->next()) { ls.push_back(E->key()); } ls.sort(); for (List::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 &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 MeshInstance3D::get_mesh() const { return mesh; } void MeshInstance3D::_resolve_skeleton_path() { Ref new_skin_reference; if (!skeleton_path.is_empty()) { Skeleton3D *skeleton = Object::cast_to(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 &p_skin) { skin_internal = p_skin; skin = p_skin; if (!is_inside_tree()) { return; } _resolve_skeleton_path(); } Ref 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 MeshInstance3D::get_faces(uint32_t p_usage_flags) const { if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING))) { return Vector(); } if (mesh.is_null()) { return Vector(); } return mesh->get_faces(); } Node *MeshInstance3D::create_trimesh_collision_node() { if (mesh.is_null()) { return nullptr; } Ref 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(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(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 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(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(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 &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 MeshInstance3D::get_surface_material(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref()); return materials[p_surface]; } Ref MeshInstance3D::get_active_material(int p_surface) const { Ref material_override = get_material_override(); if (material_override.is_valid()) { return material_override; } Ref surface_material = get_surface_material(p_surface); if (surface_material.is_valid()) { return surface_material; } Ref mesh = get_mesh(); if (mesh.is_valid()) { return mesh->surface_get_material(p_surface); } return Ref(); } void MeshInstance3D::_mesh_changed() { materials.resize(mesh->get_surface_count()); } void MeshInstance3D::create_debug_tangents() { Vector lines; Vector colors; Ref 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 verts = arrays[Mesh::ARRAY_VERTEX]; Vector norms = arrays[Mesh::ARRAY_NORMAL]; if (norms.size() == 0) { continue; } Vector 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 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 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() { }