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- /*************************************************************************/
- /* mesh_instance.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2017 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.h"
- #include "collision_shape.h"
- #include "core_string_names.h"
- #include "physics_body.h"
- #include "scene/resources/material.h"
- #include "scene/scene_string_names.h"
- #include "skeleton.h"
- bool MeshInstance::_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<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.find(p_name);
- if (E) {
- E->get().value = p_value;
- VisualServer::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 MeshInstance::_get(const StringName &p_name, Variant &r_ret) const {
- if (!get_instance().is_valid())
- return false;
- const Map<StringName, BlendShapeTrack>::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 MeshInstance::_get_property_list(List<PropertyInfo> *p_list) const {
- List<String> ls;
- for (const Map<StringName, BlendShapeTrack>::Element *E = blend_shape_tracks.front(); E; E = E->next()) {
- ls.push_back(E->key());
- }
- ls.sort();
- for (List<String>::Element *E = ls.front(); E; E = E->next()) {
- p_list->push_back(PropertyInfo(Variant::REAL, E->get(), PROPERTY_HINT_RANGE, "0,1,0.01"));
- }
- 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,SpatialMaterial"));
- }
- }
- }
- void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
- if (mesh == p_mesh)
- return;
- if (mesh.is_valid()) {
- mesh->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_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, this, SceneStringNames::get_singleton()->_mesh_changed);
- materials.resize(mesh->get_surface_count());
- set_base(mesh->get_rid());
- } else {
- set_base(RID());
- }
- _change_notify();
- }
- Ref<Mesh> MeshInstance::get_mesh() const {
- return mesh;
- }
- void MeshInstance::_resolve_skeleton_path() {
- if (skeleton_path.is_empty())
- return;
- Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path));
- if (skeleton)
- VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skeleton->get_skeleton());
- }
- void MeshInstance::set_skeleton_path(const NodePath &p_skeleton) {
- skeleton_path = p_skeleton;
- if (!is_inside_tree())
- return;
- _resolve_skeleton_path();
- }
- NodePath MeshInstance::get_skeleton_path() {
- return skeleton_path;
- }
- Rect3 MeshInstance::get_aabb() const {
- if (!mesh.is_null())
- return mesh->get_aabb();
- return Rect3();
- }
- PoolVector<Face3> MeshInstance::get_faces(uint32_t p_usage_flags) const {
- if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING)))
- return PoolVector<Face3>();
- if (mesh.is_null())
- return PoolVector<Face3>();
- return mesh->get_faces();
- }
- Node *MeshInstance::create_trimesh_collision_node() {
- if (mesh.is_null())
- return NULL;
- Ref<Shape> shape = mesh->create_trimesh_shape();
- if (shape.is_null())
- return NULL;
- StaticBody *static_body = memnew(StaticBody);
- CollisionShape *cshape = memnew(CollisionShape);
- cshape->set_shape(shape);
- static_body->add_child(cshape);
- return static_body;
- }
- void MeshInstance::create_trimesh_collision() {
- StaticBody *static_body = Object::cast_to<StaticBody>(create_trimesh_collision_node());
- ERR_FAIL_COND(!static_body);
- static_body->set_name(String(get_name()) + "_col");
- add_child(static_body);
- if (get_owner()) {
- CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
- static_body->set_owner(get_owner());
- cshape->set_owner(get_owner());
- }
- }
- Node *MeshInstance::create_convex_collision_node() {
- if (mesh.is_null())
- return NULL;
- Ref<Shape> shape = mesh->create_convex_shape();
- if (shape.is_null())
- return NULL;
- StaticBody *static_body = memnew(StaticBody);
- CollisionShape *cshape = memnew(CollisionShape);
- cshape->set_shape(shape);
- static_body->add_child(cshape);
- return static_body;
- }
- void MeshInstance::create_convex_collision() {
- StaticBody *static_body = Object::cast_to<StaticBody>(create_convex_collision_node());
- ERR_FAIL_COND(!static_body);
- static_body->set_name(String(get_name()) + "_col");
- add_child(static_body);
- if (get_owner()) {
- CollisionShape *cshape = Object::cast_to<CollisionShape>(static_body->get_child(0));
- static_body->set_owner(get_owner());
- cshape->set_owner(get_owner());
- }
- }
- void MeshInstance::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- _resolve_skeleton_path();
- }
- }
- void MeshInstance::set_surface_material(int p_surface, const Ref<Material> &p_material) {
- ERR_FAIL_INDEX(p_surface, materials.size());
- materials[p_surface] = p_material;
- if (materials[p_surface].is_valid())
- VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
- else
- VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
- }
- Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
- ERR_FAIL_INDEX_V(p_surface, materials.size(), Ref<Material>());
- return materials[p_surface];
- }
- void MeshInstance::_mesh_changed() {
- materials.resize(mesh->get_surface_count());
- }
- void MeshInstance::create_debug_tangents() {
- Vector<Vector3> lines;
- Vector<Color> colors;
- Ref<Mesh> 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<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
- Vector<Vector3> norms = arrays[Mesh::ARRAY_NORMAL];
- if (norms.size() == 0)
- continue;
- Vector<float> 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<SpatialMaterial> sm;
- sm.instance();
- sm->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
- sm->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
- sm->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- Ref<ArrayMesh> 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);
- MeshInstance *mi = memnew(MeshInstance);
- 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 MeshInstance::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance::set_mesh);
- ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance::get_mesh);
- ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance::set_skeleton_path);
- ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance::get_skeleton_path);
- ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
- ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance::get_surface_material);
- ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance::create_trimesh_collision);
- ClassDB::set_method_flags("MeshInstance", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
- ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance::create_convex_collision);
- ClassDB::set_method_flags("MeshInstance", "create_convex_collision", METHOD_FLAGS_DEFAULT);
- ClassDB::bind_method(D_METHOD("_mesh_changed"), &MeshInstance::_mesh_changed);
- ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance::create_debug_tangents);
- ClassDB::set_method_flags("MeshInstance", "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_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton"), "set_skeleton_path", "get_skeleton_path");
- }
- MeshInstance::MeshInstance() {
- skeleton_path = NodePath("..");
- }
- MeshInstance::~MeshInstance() {
- }
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