/*************************************************************************/ /* mesh.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef MESH_H #define MESH_H #include "core/io/resource.h" #include "core/math/face3.h" #include "core/math/triangle_mesh.h" #include "scene/resources/material.h" #include "scene/resources/shape_3d.h" #include "servers/rendering_server.h" class Mesh : public Resource { GDCLASS(Mesh, Resource); mutable Ref<TriangleMesh> triangle_mesh; //cached mutable Vector<Vector3> debug_lines; Size2i lightmap_size_hint; protected: static void _bind_methods(); public: enum { NO_INDEX_ARRAY = RenderingServer::NO_INDEX_ARRAY, ARRAY_WEIGHTS_SIZE = RenderingServer::ARRAY_WEIGHTS_SIZE }; enum BlendShapeMode { BLEND_SHAPE_MODE_NORMALIZED = RS::BLEND_SHAPE_MODE_NORMALIZED, BLEND_SHAPE_MODE_RELATIVE = RS::BLEND_SHAPE_MODE_RELATIVE, }; enum ArrayType { ARRAY_VERTEX = RenderingServer::ARRAY_VERTEX, ARRAY_NORMAL = RenderingServer::ARRAY_NORMAL, ARRAY_TANGENT = RenderingServer::ARRAY_TANGENT, ARRAY_COLOR = RenderingServer::ARRAY_COLOR, ARRAY_TEX_UV = RenderingServer::ARRAY_TEX_UV, ARRAY_TEX_UV2 = RenderingServer::ARRAY_TEX_UV2, ARRAY_CUSTOM0 = RenderingServer::ARRAY_CUSTOM0, ARRAY_CUSTOM1 = RenderingServer::ARRAY_CUSTOM1, ARRAY_CUSTOM2 = RenderingServer::ARRAY_CUSTOM2, ARRAY_CUSTOM3 = RenderingServer::ARRAY_CUSTOM3, ARRAY_BONES = RenderingServer::ARRAY_BONES, ARRAY_WEIGHTS = RenderingServer::ARRAY_WEIGHTS, ARRAY_INDEX = RenderingServer::ARRAY_INDEX, ARRAY_MAX = RenderingServer::ARRAY_MAX }; enum ArrayCustomFormat { ARRAY_CUSTOM_RGBA8_UNORM, ARRAY_CUSTOM_RGBA8_SNORM, ARRAY_CUSTOM_RG_HALF, ARRAY_CUSTOM_RGBA_HALF, ARRAY_CUSTOM_R_FLOAT, ARRAY_CUSTOM_RG_FLOAT, ARRAY_CUSTOM_RGB_FLOAT, ARRAY_CUSTOM_RGBA_FLOAT, ARRAY_CUSTOM_MAX }; enum ArrayFormat { ARRAY_FORMAT_VERTEX = RS::ARRAY_FORMAT_VERTEX, ARRAY_FORMAT_NORMAL = RS::ARRAY_FORMAT_NORMAL, ARRAY_FORMAT_TANGENT = RS::ARRAY_FORMAT_TANGENT, ARRAY_FORMAT_COLOR = RS::ARRAY_FORMAT_COLOR, ARRAY_FORMAT_TEX_UV = RS::ARRAY_FORMAT_TEX_UV, ARRAY_FORMAT_TEX_UV2 = RS::ARRAY_FORMAT_TEX_UV2, ARRAY_FORMAT_CUSTOM0 = RS::ARRAY_FORMAT_CUSTOM0, ARRAY_FORMAT_CUSTOM1 = RS::ARRAY_FORMAT_CUSTOM1, ARRAY_FORMAT_CUSTOM2 = RS::ARRAY_FORMAT_CUSTOM2, ARRAY_FORMAT_CUSTOM3 = RS::ARRAY_FORMAT_CUSTOM3, ARRAY_FORMAT_BONES = RS::ARRAY_FORMAT_BONES, ARRAY_FORMAT_WEIGHTS = RS::ARRAY_FORMAT_WEIGHTS, ARRAY_FORMAT_INDEX = RS::ARRAY_FORMAT_INDEX, ARRAY_FORMAT_BLEND_SHAPE_MASK = RS::ARRAY_FORMAT_BLEND_SHAPE_MASK, ARRAY_FORMAT_CUSTOM_BASE = RS::ARRAY_FORMAT_CUSTOM_BASE, ARRAY_FORMAT_CUSTOM0_SHIFT = RS::ARRAY_FORMAT_CUSTOM0_SHIFT, ARRAY_FORMAT_CUSTOM1_SHIFT = RS::ARRAY_FORMAT_CUSTOM1_SHIFT, ARRAY_FORMAT_CUSTOM2_SHIFT = RS::ARRAY_FORMAT_CUSTOM2_SHIFT, ARRAY_FORMAT_CUSTOM3_SHIFT = RS::ARRAY_FORMAT_CUSTOM3_SHIFT, ARRAY_FORMAT_CUSTOM_MASK = RS::ARRAY_FORMAT_CUSTOM_MASK, ARRAY_COMPRESS_FLAGS_BASE = RS::ARRAY_COMPRESS_FLAGS_BASE, ARRAY_FLAG_USE_2D_VERTICES = RS::ARRAY_FLAG_USE_2D_VERTICES, ARRAY_FLAG_USE_DYNAMIC_UPDATE = RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE, ARRAY_FLAG_USE_8_BONE_WEIGHTS = RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS, }; enum PrimitiveType { PRIMITIVE_POINTS = RenderingServer::PRIMITIVE_POINTS, PRIMITIVE_LINES = RenderingServer::PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP = RenderingServer::PRIMITIVE_LINE_STRIP, PRIMITIVE_TRIANGLES = RenderingServer::PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP = RenderingServer::PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_MAX = RenderingServer::PRIMITIVE_MAX, }; virtual int get_surface_count() const = 0; virtual int surface_get_array_len(int p_idx) const = 0; virtual int surface_get_array_index_len(int p_idx) const = 0; virtual bool surface_is_softbody_friendly(int p_idx) const; virtual Array surface_get_arrays(int p_surface) const = 0; virtual Array surface_get_blend_shape_arrays(int p_surface) const = 0; virtual Dictionary surface_get_lods(int p_surface) const = 0; virtual uint32_t surface_get_format(int p_idx) const = 0; virtual PrimitiveType surface_get_primitive_type(int p_idx) const = 0; virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) = 0; virtual Ref<Material> surface_get_material(int p_idx) const = 0; virtual int get_blend_shape_count() const = 0; virtual StringName get_blend_shape_name(int p_index) const = 0; virtual void set_blend_shape_name(int p_index, const StringName &p_name) = 0; Vector<Face3> get_faces() const; Ref<TriangleMesh> generate_triangle_mesh() const; void generate_debug_mesh_lines(Vector<Vector3> &r_lines); void generate_debug_mesh_indices(Vector<Vector3> &r_points); Ref<Shape3D> create_trimesh_shape() const; Ref<Shape3D> create_convex_shape() const; Ref<Mesh> create_outline(float p_margin) const; virtual AABB get_aabb() const = 0; void set_lightmap_size_hint(const Size2i &p_size); Size2i get_lightmap_size_hint() const; void clear_cache() const; typedef Vector<Vector<Face3>> (*ConvexDecompositionFunc)(const Vector<Face3> &); static ConvexDecompositionFunc convex_composition_function; Vector<Ref<Shape3D>> convex_decompose() const; virtual int get_builtin_bind_pose_count() const; virtual Transform3D get_builtin_bind_pose(int p_index) const; Mesh(); }; class ArrayMesh : public Mesh { GDCLASS(ArrayMesh, Mesh); RES_BASE_EXTENSION("mesh"); PackedStringArray _get_blend_shape_names() const; void _set_blend_shape_names(const PackedStringArray &p_names); Array _get_surfaces() const; void _set_surfaces(const Array &p_data); Ref<ArrayMesh> shadow_mesh; private: struct Surface { uint32_t format = 0; int array_length = 0; int index_array_length = 0; PrimitiveType primitive = PrimitiveType::PRIMITIVE_MAX; String name; AABB aabb; Ref<Material> material; bool is_2d = false; }; Vector<Surface> surfaces; mutable RID mesh; AABB aabb; BlendShapeMode blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE; Vector<StringName> blend_shapes; AABB custom_aabb; _FORCE_INLINE_ void _create_if_empty() const; void _recompute_aabb(); protected: virtual bool _is_generated() const { return false; } 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; virtual void reset_state() override; static void _bind_methods(); public: void add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_flags = 0); void add_surface(uint32_t p_format, PrimitiveType p_primitive, const Vector<uint8_t> &p_array, const Vector<uint8_t> &p_attribute_array, const Vector<uint8_t> &p_skin_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<uint8_t> &p_blend_shape_data = Vector<uint8_t>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>(), const Vector<RS::SurfaceData::LOD> &p_lods = Vector<RS::SurfaceData::LOD>()); Array surface_get_arrays(int p_surface) const override; Array surface_get_blend_shape_arrays(int p_surface) const override; Dictionary surface_get_lods(int p_surface) const override; void add_blend_shape(const StringName &p_name); int get_blend_shape_count() const override; StringName get_blend_shape_name(int p_index) const override; void set_blend_shape_name(int p_index, const StringName &p_name) override; void clear_blend_shapes(); void set_blend_shape_mode(BlendShapeMode p_mode); BlendShapeMode get_blend_shape_mode() const; void surface_update_vertex_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data); void surface_update_attribute_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data); void surface_update_skin_region(int p_surface, int p_offset, const Vector<uint8_t> &p_data); int get_surface_count() const override; void clear_surfaces(); void surface_set_custom_aabb(int p_idx, const AABB &p_aabb); //only recognized by driver int surface_get_array_len(int p_idx) const override; int surface_get_array_index_len(int p_idx) const override; uint32_t surface_get_format(int p_idx) const override; PrimitiveType surface_get_primitive_type(int p_idx) const override; bool surface_is_alpha_sorting_enabled(int p_idx) const; virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) override; virtual Ref<Material> surface_get_material(int p_idx) const override; int surface_find_by_name(const String &p_name) const; void surface_set_name(int p_idx, const String &p_name); String surface_get_name(int p_idx) const; void set_custom_aabb(const AABB &p_custom); AABB get_custom_aabb() const; AABB get_aabb() const override; virtual RID get_rid() const override; void regen_normal_maps(); Error lightmap_unwrap(const Transform3D &p_base_transform = Transform3D(), float p_texel_size = 0.05); Error lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache, bool p_generate_cache = true); virtual void reload_from_file() override; void set_shadow_mesh(const Ref<ArrayMesh> &p_mesh); Ref<ArrayMesh> get_shadow_mesh() const; ArrayMesh(); ~ArrayMesh(); }; VARIANT_ENUM_CAST(Mesh::ArrayType); VARIANT_ENUM_CAST(Mesh::ArrayFormat); VARIANT_ENUM_CAST(Mesh::ArrayCustomFormat); VARIANT_ENUM_CAST(Mesh::PrimitiveType); VARIANT_ENUM_CAST(Mesh::BlendShapeMode); #endif