godot/scene/resources/mesh.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

248 lines
9.5 KiB
C++

/*************************************************************************/
/* mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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/math/face3.h"
#include "core/math/triangle_mesh.h"
#include "core/resource.h"
#include "scene/resources/material.h"
#include "scene/resources/shape.h"
#include "servers/visual_server.h"
class Mesh : public Resource {
GDCLASS(Mesh, Resource);
mutable Ref<TriangleMesh> triangle_mesh; //cached
mutable Vector<Vector3> debug_lines;
Size2 lightmap_size_hint;
protected:
static void _bind_methods();
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,
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_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS
};
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 BlendShapeMode {
BLEND_SHAPE_MODE_NORMALIZED = VS::BLEND_SHAPE_MODE_NORMALIZED,
BLEND_SHAPE_MODE_RELATIVE = VS::BLEND_SHAPE_MODE_RELATIVE,
};
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 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;
PoolVector<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<Shape> create_trimesh_shape() const;
Ref<Shape> create_convex_shape() const;
Ref<Mesh> create_outline(float p_margin) const;
virtual AABB get_aabb() const = 0;
void set_lightmap_size_hint(const Vector2 &p_size);
Size2 get_lightmap_size_hint() const;
void clear_cache() const;
typedef Vector<Vector<Face3> > (*ConvexDecompositionFunc)(const Vector<Face3> &);
static ConvexDecompositionFunc convex_composition_function;
Vector<Ref<Shape> > convex_decompose() const;
Mesh();
};
class ArrayMesh : public Mesh {
GDCLASS(ArrayMesh, Mesh);
RES_BASE_EXTENSION("mesh");
private:
struct Surface {
String name;
AABB aabb;
Ref<Material> material;
bool is_2d;
};
Vector<Surface> surfaces;
RID mesh;
AABB aabb;
BlendShapeMode blend_shape_mode;
Vector<StringName> blend_shapes;
AABB custom_aabb;
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;
static void _bind_methods();
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 AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>());
Array surface_get_arrays(int p_surface) const;
Array surface_get_blend_shape_arrays(int p_surface) const;
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();
void set_blend_shape_mode(BlendShapeMode p_mode);
BlendShapeMode get_blend_shape_mode() const;
void surface_update_region(int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
int get_surface_count() const;
void surface_remove(int p_idx);
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;
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;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material);
virtual Ref<Material> surface_get_material(int p_idx) const;
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 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;
void regen_normalmaps();
Error lightmap_unwrap(const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
virtual void reload_from_file();
ArrayMesh();
~ArrayMesh();
};
VARIANT_ENUM_CAST(Mesh::ArrayType);
VARIANT_ENUM_CAST(Mesh::ArrayFormat);
VARIANT_ENUM_CAST(Mesh::PrimitiveType);
VARIANT_ENUM_CAST(Mesh::BlendShapeMode);
#endif