mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 05:31:01 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			435 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			435 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
 | |
| /*  mesh_instance_3d.cpp                                                 */
 | |
| /*************************************************************************/
 | |
| /*                       This file is part of:                           */
 | |
| /*                           GODOT ENGINE                                */
 | |
| /*                      https://godotengine.org                          */
 | |
| /*************************************************************************/
 | |
| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
 | |
| /* Copyright (c) 2014-2021 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_3d.h"
 | |
| 
 | |
| #include "collision_shape_3d.h"
 | |
| #include "core/core_string_names.h"
 | |
| #include "physics_body_3d.h"
 | |
| #include "scene/resources/material.h"
 | |
| #include "skeleton_3d.h"
 | |
| 
 | |
| bool MeshInstance3D::_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;
 | |
| 		RenderingServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), E->get().idx, E->get().value);
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	if (p_name.operator String().begins_with("surface_material_override/")) {
 | |
| 		int idx = p_name.operator String().get_slicec('/', 1).to_int();
 | |
| 		if (idx >= surface_override_materials.size() || idx < 0) {
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		set_surface_override_material(idx, p_value);
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool MeshInstance3D::_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("surface_material_override/")) {
 | |
| 		int idx = p_name.operator String().get_slicec('/', 1).to_int();
 | |
| 		if (idx >= surface_override_materials.size() || idx < 0) {
 | |
| 			return false;
 | |
| 		}
 | |
| 		r_ret = surface_override_materials[idx];
 | |
| 		return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::_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::FLOAT, E->get(), PROPERTY_HINT_RANGE, "-1,1,0.00001"));
 | |
| 	}
 | |
| 
 | |
| 	if (mesh.is_valid()) {
 | |
| 		for (int i = 0; i < mesh->get_surface_count(); i++) {
 | |
| 			p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_material_override/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE));
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::set_mesh(const Ref<Mesh> &p_mesh) {
 | |
| 	if (mesh == p_mesh) {
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (mesh.is_valid()) {
 | |
| 		mesh->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &MeshInstance3D::_mesh_changed));
 | |
| 	}
 | |
| 
 | |
| 	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, callable_mp(this, &MeshInstance3D::_mesh_changed));
 | |
| 		surface_override_materials.resize(mesh->get_surface_count());
 | |
| 
 | |
| 		set_base(mesh->get_rid());
 | |
| 	} else {
 | |
| 		set_base(RID());
 | |
| 	}
 | |
| 
 | |
| 	update_gizmo();
 | |
| 
 | |
| 	notify_property_list_changed();
 | |
| }
 | |
| 
 | |
| Ref<Mesh> MeshInstance3D::get_mesh() const {
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::_resolve_skeleton_path() {
 | |
| 	Ref<SkinReference> new_skin_reference;
 | |
| 
 | |
| 	if (!skeleton_path.is_empty()) {
 | |
| 		Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(get_node(skeleton_path));
 | |
| 		if (skeleton) {
 | |
| 			new_skin_reference = skeleton->register_skin(skin_internal);
 | |
| 			if (skin_internal.is_null()) {
 | |
| 				//a skin was created for us
 | |
| 				skin_internal = new_skin_reference->get_skin();
 | |
| 				notify_property_list_changed();
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	skin_ref = new_skin_reference;
 | |
| 
 | |
| 	if (skin_ref.is_valid()) {
 | |
| 		RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
 | |
| 	} else {
 | |
| 		RenderingServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
 | |
| 	skin_internal = p_skin;
 | |
| 	skin = p_skin;
 | |
| 	if (!is_inside_tree()) {
 | |
| 		return;
 | |
| 	}
 | |
| 	_resolve_skeleton_path();
 | |
| }
 | |
| 
 | |
| Ref<Skin> MeshInstance3D::get_skin() const {
 | |
| 	return skin;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::set_skeleton_path(const NodePath &p_skeleton) {
 | |
| 	skeleton_path = p_skeleton;
 | |
| 	if (!is_inside_tree()) {
 | |
| 		return;
 | |
| 	}
 | |
| 	_resolve_skeleton_path();
 | |
| }
 | |
| 
 | |
| NodePath MeshInstance3D::get_skeleton_path() {
 | |
| 	return skeleton_path;
 | |
| }
 | |
| 
 | |
| AABB MeshInstance3D::get_aabb() const {
 | |
| 	if (!mesh.is_null()) {
 | |
| 		return mesh->get_aabb();
 | |
| 	}
 | |
| 
 | |
| 	return AABB();
 | |
| }
 | |
| 
 | |
| Vector<Face3> MeshInstance3D::get_faces(uint32_t p_usage_flags) const {
 | |
| 	if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING))) {
 | |
| 		return Vector<Face3>();
 | |
| 	}
 | |
| 
 | |
| 	if (mesh.is_null()) {
 | |
| 		return Vector<Face3>();
 | |
| 	}
 | |
| 
 | |
| 	return mesh->get_faces();
 | |
| }
 | |
| 
 | |
| Node *MeshInstance3D::create_trimesh_collision_node() {
 | |
| 	if (mesh.is_null()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	Ref<Shape3D> shape = mesh->create_trimesh_shape();
 | |
| 	if (shape.is_null()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	StaticBody3D *static_body = memnew(StaticBody3D);
 | |
| 	CollisionShape3D *cshape = memnew(CollisionShape3D);
 | |
| 	cshape->set_shape(shape);
 | |
| 	static_body->add_child(cshape);
 | |
| 	return static_body;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::create_trimesh_collision() {
 | |
| 	StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_trimesh_collision_node());
 | |
| 	ERR_FAIL_COND(!static_body);
 | |
| 	static_body->set_name(String(get_name()) + "_col");
 | |
| 
 | |
| 	add_child(static_body);
 | |
| 	if (get_owner()) {
 | |
| 		CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
 | |
| 		static_body->set_owner(get_owner());
 | |
| 		cshape->set_owner(get_owner());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| Node *MeshInstance3D::create_convex_collision_node() {
 | |
| 	if (mesh.is_null()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	Ref<Shape3D> shape = mesh->create_convex_shape();
 | |
| 	if (shape.is_null()) {
 | |
| 		return nullptr;
 | |
| 	}
 | |
| 
 | |
| 	StaticBody3D *static_body = memnew(StaticBody3D);
 | |
| 	CollisionShape3D *cshape = memnew(CollisionShape3D);
 | |
| 	cshape->set_shape(shape);
 | |
| 	static_body->add_child(cshape);
 | |
| 	return static_body;
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::create_convex_collision() {
 | |
| 	StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_convex_collision_node());
 | |
| 	ERR_FAIL_COND(!static_body);
 | |
| 	static_body->set_name(String(get_name()) + "_col");
 | |
| 
 | |
| 	add_child(static_body);
 | |
| 	if (get_owner()) {
 | |
| 		CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(0));
 | |
| 		static_body->set_owner(get_owner());
 | |
| 		cshape->set_owner(get_owner());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::_notification(int p_what) {
 | |
| 	if (p_what == NOTIFICATION_ENTER_TREE) {
 | |
| 		_resolve_skeleton_path();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int MeshInstance3D::get_surface_override_material_count() const {
 | |
| 	return surface_override_materials.size();
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::set_surface_override_material(int p_surface, const Ref<Material> &p_material) {
 | |
| 	ERR_FAIL_INDEX(p_surface, surface_override_materials.size());
 | |
| 
 | |
| 	surface_override_materials.write[p_surface] = p_material;
 | |
| 
 | |
| 	if (surface_override_materials[p_surface].is_valid()) {
 | |
| 		RS::get_singleton()->instance_set_surface_override_material(get_instance(), p_surface, surface_override_materials[p_surface]->get_rid());
 | |
| 	} else {
 | |
| 		RS::get_singleton()->instance_set_surface_override_material(get_instance(), p_surface, RID());
 | |
| 	}
 | |
| }
 | |
| 
 | |
| Ref<Material> MeshInstance3D::get_surface_override_material(int p_surface) const {
 | |
| 	ERR_FAIL_INDEX_V(p_surface, surface_override_materials.size(), Ref<Material>());
 | |
| 
 | |
| 	return surface_override_materials[p_surface];
 | |
| }
 | |
| 
 | |
| Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {
 | |
| 	Ref<Material> material_override = get_material_override();
 | |
| 	if (material_override.is_valid()) {
 | |
| 		return material_override;
 | |
| 	}
 | |
| 
 | |
| 	Ref<Material> surface_material = get_surface_override_material(p_surface);
 | |
| 	if (surface_material.is_valid()) {
 | |
| 		return surface_material;
 | |
| 	}
 | |
| 
 | |
| 	Ref<Mesh> mesh = get_mesh();
 | |
| 	if (mesh.is_valid()) {
 | |
| 		return mesh->surface_get_material(p_surface);
 | |
| 	}
 | |
| 
 | |
| 	return Ref<Material>();
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::_mesh_changed() {
 | |
| 	ERR_FAIL_COND(mesh.is_null());
 | |
| 	surface_override_materials.resize(mesh->get_surface_count());
 | |
| }
 | |
| 
 | |
| void MeshInstance3D::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<StandardMaterial3D> sm;
 | |
| 		sm.instance();
 | |
| 
 | |
| 		sm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
 | |
| 		sm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
 | |
| 		sm->set_flag(StandardMaterial3D::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);
 | |
| 
 | |
| 		MeshInstance3D *mi = memnew(MeshInstance3D);
 | |
| 		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 MeshInstance3D::_bind_methods() {
 | |
| 	ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh);
 | |
| 	ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh);
 | |
| 	ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &MeshInstance3D::set_skeleton_path);
 | |
| 	ClassDB::bind_method(D_METHOD("get_skeleton_path"), &MeshInstance3D::get_skeleton_path);
 | |
| 	ClassDB::bind_method(D_METHOD("set_skin", "skin"), &MeshInstance3D::set_skin);
 | |
| 	ClassDB::bind_method(D_METHOD("get_skin"), &MeshInstance3D::get_skin);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("get_surface_override_material_count"), &MeshInstance3D::get_surface_override_material_count);
 | |
| 	ClassDB::bind_method(D_METHOD("set_surface_override_material", "surface", "material"), &MeshInstance3D::set_surface_override_material);
 | |
| 	ClassDB::bind_method(D_METHOD("get_surface_override_material", "surface"), &MeshInstance3D::get_surface_override_material);
 | |
| 	ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance3D::get_active_material);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance3D::create_trimesh_collision);
 | |
| 	ClassDB::set_method_flags("MeshInstance3D", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
 | |
| 	ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance3D::create_convex_collision);
 | |
| 	ClassDB::set_method_flags("MeshInstance3D", "create_convex_collision", METHOD_FLAGS_DEFAULT);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
 | |
| 	ClassDB::set_method_flags("MeshInstance3D", "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_GROUP("Skeleton", "");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"), "set_skeleton_path", "get_skeleton_path");
 | |
| 	ADD_GROUP("", "");
 | |
| }
 | |
| 
 | |
| MeshInstance3D::MeshInstance3D() {
 | |
| }
 | |
| 
 | |
| MeshInstance3D::~MeshInstance3D() {
 | |
| }
 | 
