godot/scene/3d/mesh_instance_3d.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

525 lines
18 KiB
C++

/**************************************************************************/
/* mesh_instance_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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/concave_polygon_shape_3d.h"
#include "scene/resources/convex_polygon_shape_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;
}
HashMap<StringName, int>::Iterator E = blend_shape_properties.find(p_name);
if (E) {
set_blend_shape_value(E->value, p_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;
}
HashMap<StringName, int>::ConstIterator E = blend_shape_properties.find(p_name);
if (E) {
r_ret = get_blend_shape_value(E->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 KeyValue<StringName, int> &E : blend_shape_properties) {
ls.push_back(E.key);
}
ls.sort();
for (const String &E : ls) {
p_list->push_back(PropertyInfo(Variant::FLOAT, E, 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, vformat("%s/%d", PNAME("surface_material_override"), i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", 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;
if (mesh.is_valid()) {
mesh->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &MeshInstance3D::_mesh_changed));
set_base(mesh->get_rid());
_mesh_changed();
} else {
blend_shape_tracks.clear();
blend_shape_properties.clear();
set_base(RID());
update_gizmos();
}
notify_property_list_changed();
}
Ref<Mesh> MeshInstance3D::get_mesh() const {
return mesh;
}
int MeshInstance3D::get_blend_shape_count() const {
if (mesh.is_null()) {
return 0;
}
return mesh->get_blend_shape_count();
}
int MeshInstance3D::find_blend_shape_by_name(const StringName &p_name) {
if (mesh.is_null()) {
return -1;
}
for (int i = 0; i < mesh->get_blend_shape_count(); i++) {
if (mesh->get_blend_shape_name(i) == p_name) {
return i;
}
}
return -1;
}
float MeshInstance3D::get_blend_shape_value(int p_blend_shape) const {
ERR_FAIL_COND_V(mesh.is_null(), 0.0);
ERR_FAIL_INDEX_V(p_blend_shape, (int)blend_shape_tracks.size(), 0);
return blend_shape_tracks[p_blend_shape];
}
void MeshInstance3D::set_blend_shape_value(int p_blend_shape, float p_value) {
ERR_FAIL_COND(mesh.is_null());
ERR_FAIL_INDEX(p_blend_shape, (int)blend_shape_tracks.size());
blend_shape_tracks[p_blend_shape] = p_value;
RenderingServer::get_singleton()->instance_set_blend_shape_weight(get_instance(), p_blend_shape, p_value);
}
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) {
if (skin_internal.is_null()) {
new_skin_reference = skeleton->register_skin(skeleton->create_skin_from_rest_transforms());
//a skin was created for us
skin_internal = new_skin_reference->get_skin();
notify_property_list_changed();
} else {
new_skin_reference = skeleton->register_skin(skin_internal);
}
}
}
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();
}
Node *MeshInstance3D::create_trimesh_collision_node() {
if (mesh.is_null()) {
return nullptr;
}
Ref<ConcavePolygonShape3D> 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, true);
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, true);
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(bool p_clean, bool p_simplify) {
if (mesh.is_null()) {
return nullptr;
}
Ref<ConvexPolygonShape3D> shape = mesh->create_convex_shape(p_clean, p_simplify);
if (shape.is_null()) {
return nullptr;
}
StaticBody3D *static_body = memnew(StaticBody3D);
CollisionShape3D *cshape = memnew(CollisionShape3D);
cshape->set_shape(shape);
static_body->add_child(cshape, true);
return static_body;
}
void MeshInstance3D::create_convex_collision(bool p_clean, bool p_simplify) {
StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_convex_collision_node(p_clean, p_simplify));
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body, true);
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_multiple_convex_collisions_node() {
if (mesh.is_null()) {
return nullptr;
}
Mesh::ConvexDecompositionSettings settings;
Vector<Ref<Shape3D>> shapes = mesh->convex_decompose(settings);
if (!shapes.size()) {
return nullptr;
}
StaticBody3D *static_body = memnew(StaticBody3D);
for (int i = 0; i < shapes.size(); i++) {
CollisionShape3D *cshape = memnew(CollisionShape3D);
cshape->set_shape(shapes[i]);
static_body->add_child(cshape, true);
}
return static_body;
}
void MeshInstance3D::create_multiple_convex_collisions() {
StaticBody3D *static_body = Object::cast_to<StaticBody3D>(create_multiple_convex_collisions_node());
ERR_FAIL_COND(!static_body);
static_body->set_name(String(get_name()) + "_col");
add_child(static_body, true);
if (get_owner()) {
static_body->set_owner(get_owner());
int count = static_body->get_child_count();
for (int i = 0; i < count; i++) {
CollisionShape3D *cshape = Object::cast_to<CollisionShape3D>(static_body->get_child(i));
cshape->set_owner(get_owner());
}
}
}
void MeshInstance3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_resolve_skeleton_path();
} break;
case NOTIFICATION_TRANSLATION_CHANGED: {
if (mesh.is_valid()) {
mesh->notification(NOTIFICATION_TRANSLATION_CHANGED);
}
} break;
}
}
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> mat_override = get_material_override();
if (mat_override.is_valid()) {
return mat_override;
}
Ref<Material> surface_material = get_surface_override_material(p_surface);
if (surface_material.is_valid()) {
return surface_material;
}
Ref<Mesh> m = get_mesh();
if (m.is_valid()) {
return m->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());
uint32_t initialize_bs_from = blend_shape_tracks.size();
blend_shape_tracks.resize(mesh->get_blend_shape_count());
for (uint32_t i = 0; i < blend_shape_tracks.size(); i++) {
blend_shape_properties["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = i;
if (i < initialize_bs_from) {
set_blend_shape_value(i, blend_shape_tracks[i]);
} else {
set_blend_shape_value(i, 0);
}
}
int surface_count = mesh->get_surface_count();
for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
if (surface_override_materials[surface_index].is_valid()) {
RS::get_singleton()->instance_set_surface_override_material(get_instance(), surface_index, surface_override_materials[surface_index]->get_rid());
}
}
update_gizmos();
}
MeshInstance3D *MeshInstance3D::create_debug_tangents_node() {
Vector<Vector3> lines;
Vector<Color> colors;
Ref<Mesh> m = get_mesh();
if (!m.is_valid()) {
return nullptr;
}
for (int i = 0; i < m->get_surface_count(); i++) {
Array arrays = m->surface_get_arrays(i);
ERR_CONTINUE(arrays.size() != Mesh::ARRAY_MAX);
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.instantiate();
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.instantiate();
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");
return mi;
}
return nullptr;
}
void MeshInstance3D::create_debug_tangents() {
MeshInstance3D *mi = create_debug_tangents_node();
if (!mi) {
return;
}
add_child(mi, true);
if (is_inside_tree() && this == get_tree()->get_edited_scene_root()) {
mi->set_owner(this);
} else {
mi->set_owner(get_owner());
}
}
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", "clean", "simplify"), &MeshInstance3D::create_convex_collision, DEFVAL(true), DEFVAL(false));
ClassDB::set_method_flags("MeshInstance3D", "create_convex_collision", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("create_multiple_convex_collisions"), &MeshInstance3D::create_multiple_convex_collisions);
ClassDB::set_method_flags("MeshInstance3D", "create_multiple_convex_collisions", METHOD_FLAGS_DEFAULT);
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &MeshInstance3D::get_blend_shape_count);
ClassDB::bind_method(D_METHOD("find_blend_shape_by_name", "name"), &MeshInstance3D::find_blend_shape_by_name);
ClassDB::bind_method(D_METHOD("get_blend_shape_value", "blend_shape_idx"), &MeshInstance3D::get_blend_shape_value);
ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value);
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
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() {
}