/*************************************************************************/ /* surface_tool.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 SURFACE_TOOL_H #define SURFACE_TOOL_H #include "scene/resources/mesh.h" #include "mikktspace.h" class SurfaceTool : public Reference { OBJ_TYPE(SurfaceTool, Reference ); public: struct Vertex { Vector3 vertex; Color color; Vector3 normal; // normal, binormal, tangent Vector3 binormal; Vector3 tangent; Vector2 uv; Vector2 uv2; Vector<int> bones; Vector<float> weights; bool operator==(const Vertex& p_vertex) const; Vertex() { } }; private: struct VertexHasher { static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx); }; bool begun; bool first; Mesh::PrimitiveType primitive; int format; Ref<Material> material; //arrays List< Vertex > vertex_array; List< int > index_array; Map<int,bool> smooth_groups; //memory Color last_color; Vector3 last_normal; Vector2 last_uv; Vector2 last_uv2; Vector<int> last_bones; Vector<float> last_weights; Plane last_tangent; void _create_list(const Ref<Mesh>& p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index,int &lformat); //mikktspace callbacks static int mikktGetNumFaces(const SMikkTSpaceContext * pContext); static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext * pContext, const int iFace); static void mikktGetPosition(const SMikkTSpaceContext * pContext, float fvPosOut[], const int iFace, const int iVert); static void mikktGetNormal(const SMikkTSpaceContext * pContext, float fvNormOut[], const int iFace, const int iVert); static void mikktGetTexCoord(const SMikkTSpaceContext * pContext, float fvTexcOut[], const int iFace, const int iVert); static void mikktSetTSpaceBasic(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert); protected: static void _bind_methods(); public: void begin(Mesh::PrimitiveType p_primitive); void add_vertex( const Vector3& p_vertex); void add_color( Color p_color ); void add_normal( const Vector3& p_normal); void add_tangent( const Plane& p_tangent ); void add_uv( const Vector2& p_uv); void add_uv2( const Vector2& p_uv); void add_bones( const Vector<int>& p_indices); void add_weights( const Vector<float>& p_weights); void add_smooth_group(bool p_smooth); void add_triangle_fan( const Vector<Vector3>& p_vertexes, const Vector<Vector2>& p_uvs=Vector<Vector2>(), const Vector<Color>& p_colors=Vector<Color>(), const Vector<Vector2>& p_uv2s=Vector<Vector2>(), const Vector<Vector3>& p_normals=Vector<Vector3>(), const Vector<Plane>& p_tangents=Vector<Plane>() ); void add_index( int p_index); void index(); void deindex(); void generate_normals(); void generate_tangents(); void add_to_format(int p_flags) { format|=p_flags; } void set_material(const Ref<Material>& p_material); void clear(); List< Vertex > &get_vertex_array() { return vertex_array; } void create_from(const Ref<Mesh>& p_existing, int p_surface); void append_from(const Ref<Mesh>& p_existing, int p_surface,const Transform& p_xform); Ref<Mesh> commit(const Ref<Mesh>& p_existing=Ref<Mesh>()); SurfaceTool(); }; #endif