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/*************************************************************************/
/*  mesh.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 MESH_H
#define MESH_H

#include "servers/visual_server.h"
#include "scene/resources/material.h"
#include "scene/resources/shape.h"
#include "resource.h"
#include "triangle_mesh.h"
/**
	@author Juan Linietsky <reduzio@gmail.com>
*/
class Mesh : public Resource {

	OBJ_TYPE( Mesh, Resource );
	RES_BASE_EXTENSION("msh");

public:

	enum {

		NO_INDEX_ARRAY=VisualServer::NO_INDEX_ARRAY,
		ARRAY_WEIGHTS_SIZE=VisualServer::ARRAY_WEIGHTS_SIZE
	};

	enum ArrayType {

		ARRAY_VERTEX=VisualServer::ARRAY_VERTEX,
		ARRAY_NORMAL=VisualServer::ARRAY_NORMAL,
		ARRAY_TANGENT=VisualServer::ARRAY_TANGENT,
		ARRAY_COLOR=VisualServer::ARRAY_COLOR,
		ARRAY_TEX_UV=VisualServer::ARRAY_TEX_UV,
		ARRAY_TEX_UV2=VisualServer::ARRAY_TEX_UV2,
		ARRAY_BONES=VisualServer::ARRAY_BONES,
		ARRAY_WEIGHTS=VisualServer::ARRAY_WEIGHTS,
		ARRAY_INDEX=VisualServer::ARRAY_INDEX,
		ARRAY_MAX=VisualServer::ARRAY_MAX

	};

	enum ArrayFormat {
		/* ARRAY FORMAT FLAGS */
		ARRAY_FORMAT_VERTEX=1<<ARRAY_VERTEX, // mandatory
		ARRAY_FORMAT_NORMAL=1<<ARRAY_NORMAL,
		ARRAY_FORMAT_TANGENT=1<<ARRAY_TANGENT,
		ARRAY_FORMAT_COLOR=1<<ARRAY_COLOR,
		ARRAY_FORMAT_TEX_UV=1<<ARRAY_TEX_UV,
		ARRAY_FORMAT_TEX_UV2=1<<ARRAY_TEX_UV2,
		ARRAY_FORMAT_BONES=1<<ARRAY_BONES,
		ARRAY_FORMAT_WEIGHTS=1<<ARRAY_WEIGHTS,
		ARRAY_FORMAT_INDEX=1<<ARRAY_INDEX,

	};

	enum PrimitiveType {
		PRIMITIVE_POINTS=VisualServer::PRIMITIVE_POINTS,
		PRIMITIVE_LINES=VisualServer::PRIMITIVE_LINES,
		PRIMITIVE_LINE_STRIP=VisualServer::PRIMITIVE_LINE_STRIP,
		PRIMITIVE_LINE_LOOP=VisualServer::PRIMITIVE_LINE_LOOP,
		PRIMITIVE_TRIANGLES=VisualServer::PRIMITIVE_TRIANGLES,
		PRIMITIVE_TRIANGLE_STRIP=VisualServer::PRIMITIVE_TRIANGLE_STRIP,
		PRIMITIVE_TRIANGLE_FAN=VisualServer::PRIMITIVE_TRIANGLE_FAN,
	};

	enum MorphTargetMode {

		MORPH_MODE_NORMALIZED=VS::MORPH_MODE_NORMALIZED,
		MORPH_MODE_RELATIVE=VS::MORPH_MODE_RELATIVE,
	};

private:
	struct Surface {
		String name;
		AABB aabb;
		bool alphasort;
		Ref<Material> material;
	};
	Vector<Surface> surfaces;
	RID mesh;
	AABB aabb;
	MorphTargetMode morph_target_mode;
	Vector<StringName> morph_targets;
	AABB custom_aabb;

	mutable Ref<TriangleMesh> triangle_mesh;


	void _recompute_aabb();
protected:

	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;

	static void _bind_methods();

public:

	void add_surface(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alphasort=false);
	Array surface_get_arrays(int p_surface) const;
	virtual Array surface_get_morph_arrays(int p_surface) const;

	void add_custom_surface(const Variant& p_data); //only recognized by driver

	void add_morph_target(const StringName& p_name);
	int get_morph_target_count() const;
	StringName get_morph_target_name(int p_index) const;
	void clear_morph_targets();

	void set_morph_target_mode(MorphTargetMode p_mode);
	MorphTargetMode get_morph_target_mode() const;

	int get_surface_count() const;
	void surface_remove(int p_idx);

	void surface_set_custom_aabb(int p_surface,const AABB& p_aabb); //only recognized by driver


	int surface_get_array_len(int p_idx) const;
	int surface_get_array_index_len(int p_idx) const;
	uint32_t surface_get_format(int p_idx) const;
	PrimitiveType surface_get_primitive_type(int p_idx) const;
	bool surface_is_alpha_sorting_enabled(int p_idx) const;

	void surface_set_material(int p_idx, const Ref<Material>& p_material);
	Ref<Material> surface_get_material(int p_idx) const;

	void surface_set_name(int p_idx, const String& p_name);
	String surface_get_name(int p_idx) const;

	void add_surface_from_mesh_data(const Geometry::MeshData& p_mesh_data);

	void set_custom_aabb(const AABB& p_custom);
	AABB get_custom_aabb() const;

	AABB get_aabb() const;
	virtual RID get_rid() const;

	Ref<Shape> create_trimesh_shape() const;
	Ref<Shape> create_convex_shape() const;

	Ref<Mesh> create_outline(float p_margin) const;

	void center_geometry();
	void regen_normalmaps();

	DVector<Face3> get_faces() const;
	Ref<TriangleMesh> generate_triangle_mesh() const;
	Mesh();

	~Mesh();

};

VARIANT_ENUM_CAST( Mesh::ArrayType );
VARIANT_ENUM_CAST( Mesh::PrimitiveType );
VARIANT_ENUM_CAST( Mesh::MorphTargetMode );

#endif