godot/scene/resources/mesh.h

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/*************************************************************************/
/* mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 {
GDCLASS( Mesh, Resource );
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RES_BASE_EXTENSION("msh");
public:
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enum {
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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
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};
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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,
ARRAY_COMPRESS_BASE=(ARRAY_INDEX+1),
ARRAY_COMPRESS_VERTEX=1<<(ARRAY_VERTEX+ARRAY_COMPRESS_BASE), // mandatory
ARRAY_COMPRESS_NORMAL=1<<(ARRAY_NORMAL+ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TANGENT=1<<(ARRAY_TANGENT+ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_COLOR=1<<(ARRAY_COLOR+ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TEX_UV=1<<(ARRAY_TEX_UV+ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TEX_UV2=1<<(ARRAY_TEX_UV2+ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_BONES=1<<(ARRAY_BONES+ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_WEIGHTS=1<<(ARRAY_WEIGHTS+ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_INDEX=1<<(ARRAY_INDEX+ARRAY_COMPRESS_BASE),
ARRAY_FLAG_USE_2D_VERTICES=ARRAY_COMPRESS_INDEX<<1,
ARRAY_FLAG_USE_16_BIT_BONES=ARRAY_COMPRESS_INDEX<<2,
ARRAY_COMPRESS_DEFAULT=ARRAY_COMPRESS_VERTEX|ARRAY_COMPRESS_NORMAL|ARRAY_COMPRESS_TANGENT|ARRAY_COMPRESS_COLOR|ARRAY_COMPRESS_TEX_UV|ARRAY_COMPRESS_TEX_UV2|ARRAY_COMPRESS_WEIGHTS
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};
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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,
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};
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enum BlendShapeMode {
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BLEND_SHAPE_MODE_NORMALIZED=VS::BLEND_SHAPE_MODE_NORMALIZED,
BLEND_SHAPE_MODE_RELATIVE=VS::BLEND_SHAPE_MODE_RELATIVE,
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};
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private:
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struct Surface {
String name;
Rect3 aabb;
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Ref<Material> material;
};
Vector<Surface> surfaces;
RID mesh;
Rect3 aabb;
BlendShapeMode blend_shape_mode;
Vector<StringName> blend_shapes;
Rect3 custom_aabb;
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mutable Ref<TriangleMesh> triangle_mesh;
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void _recompute_aabb();
protected:
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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;
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static void _bind_methods();
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public:
void add_surface_from_arrays(PrimitiveType p_primitive, const Array& p_arrays, const Array& p_blend_shapes=Array(), uint32_t p_flags=ARRAY_COMPRESS_DEFAULT);
void add_surface(uint32_t p_format,PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes=Vector<PoolVector<uint8_t> >(),const Vector<Rect3>& p_bone_aabbs=Vector<Rect3>());
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Array surface_get_arrays(int p_surface) const;
virtual Array surface_get_blend_shape_arrays(int p_surface) const;
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void add_blend_shape(const StringName& p_name);
int get_blend_shape_count() const;
StringName get_blend_shape_name(int p_index) const;
void clear_blend_shapes();
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void set_blend_shape_mode(BlendShapeMode p_mode);
BlendShapeMode get_blend_shape_mode() const;
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int get_surface_count() const;
void surface_remove(int p_idx);
void surface_set_custom_aabb(int p_surface,const Rect3& p_aabb); //only recognized by driver
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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 Rect3& p_custom);
Rect3 get_custom_aabb() const;
Rect3 get_aabb() const;
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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;
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void center_geometry();
void regen_normalmaps();
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PoolVector<Face3> get_faces() const;
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Ref<TriangleMesh> generate_triangle_mesh() const;
Mesh();
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~Mesh();
};
VARIANT_ENUM_CAST( Mesh::ArrayType );
VARIANT_ENUM_CAST( Mesh::PrimitiveType );
VARIANT_ENUM_CAST( Mesh::BlendShapeMode );
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#endif