godot/editor/import/scene_importer_mesh.h
jfons 9e1810695c Auto LOD fixes and improvements
* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
  meshes that were previously left untouched. The angle difference at
  wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
  doubling (approximately) the number of triangles from there. This
  makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
  including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
  various LODs. Right now only normals are taken into account,
  but it could be expanded to other attributes in the future.
2021-09-27 17:04:56 +02:00

133 lines
5.6 KiB
C++

/*************************************************************************/
/* scene_importer_mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef EDITOR_SCENE_IMPORTER_MESH_H
#define EDITOR_SCENE_IMPORTER_MESH_H
#include "core/io/resource.h"
#include "core/templates/local_vector.h"
#include "scene/resources/concave_polygon_shape_3d.h"
#include "scene/resources/convex_polygon_shape_3d.h"
#include "scene/resources/mesh.h"
#include "scene/resources/navigation_mesh.h"
#include <cstdint>
// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
// so the data is not registered (hence, quality loss), importing happens faster and
// its easier to modify before saving
class EditorSceneImporterMesh : public Resource {
GDCLASS(EditorSceneImporterMesh, Resource)
struct Surface {
Mesh::PrimitiveType primitive;
Array arrays;
struct BlendShape {
Array arrays;
};
Vector<BlendShape> blend_shape_data;
struct LOD {
Vector<int> indices;
float distance = 0.0f;
};
Vector<LOD> lods;
Ref<Material> material;
String name;
uint32_t flags = 0;
struct LODComparator {
_FORCE_INLINE_ bool operator()(const LOD &l, const LOD &r) const {
return l.distance < r.distance;
}
};
void split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
};
Vector<Surface> surfaces;
Vector<String> blend_shapes;
Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
Ref<ArrayMesh> mesh;
Ref<EditorSceneImporterMesh> shadow_mesh;
Size2i lightmap_size_hint;
protected:
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
static void _bind_methods();
public:
void add_blend_shape(const String &p_name);
int get_blend_shape_count() const;
String get_blend_shape_name(int p_blend_shape) const;
void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String(), const uint32_t p_flags = 0);
int get_surface_count() const;
void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
Mesh::BlendShapeMode get_blend_shape_mode() const;
Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
String get_surface_name(int p_surface) const;
void set_surface_name(int p_surface, const String &p_name);
Array get_surface_arrays(int p_surface) const;
Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
int get_surface_lod_count(int p_surface) const;
Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
float get_surface_lod_size(int p_surface, int p_lod) const;
Ref<Material> get_surface_material(int p_surface) const;
uint32_t get_surface_format(int p_surface) const;
void set_surface_material(int p_surface, const Ref<Material> &p_material);
void generate_lods(float p_normal_merge_angle, float p_normal_split_angle);
void create_shadow_mesh();
Ref<EditorSceneImporterMesh> get_shadow_mesh() const;
Vector<Face3> get_faces() const;
Vector<Ref<Shape3D>> convex_decompose(const Mesh::ConvexDecompositionSettings &p_settings) const;
Ref<Shape3D> create_trimesh_shape() const;
Ref<NavigationMesh> create_navigation_mesh();
Error lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache);
void set_lightmap_size_hint(const Size2i &p_size);
Size2i get_lightmap_size_hint() const;
bool has_mesh() const;
Ref<ArrayMesh> get_mesh(const Ref<ArrayMesh> &p_base = Ref<ArrayMesh>());
void clear();
};
#endif // EDITOR_SCENE_IMPORTER_MESH_H