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@@ -32,9 +32,11 @@
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#include "collision_shape.h"
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#include "core/core_string_names.h"
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+#include "core/project_settings.h"
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#include "physics_body.h"
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#include "scene/resources/material.h"
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#include "scene/scene_string_names.h"
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+#include "servers/visual/visual_server_globals.h"
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#include "skeleton.h"
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bool MeshInstance::_set(const StringName &p_name, const Variant &p_value) {
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@@ -116,6 +118,16 @@ void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
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materials.clear();
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}
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+ if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
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+ ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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+ skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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+ }
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+
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+ if (software_skinning) {
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+ memdelete(software_skinning);
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+ software_skinning = nullptr;
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+ }
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+
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mesh = p_mesh;
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blend_shape_tracks.clear();
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@@ -132,7 +144,7 @@ void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
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mesh->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
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materials.resize(mesh->get_surface_count());
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- set_base(mesh->get_rid());
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+ _initialize_skinning();
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} else {
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set_base(RID());
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@@ -163,15 +175,328 @@ void MeshInstance::_resolve_skeleton_path() {
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}
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}
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+ if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
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+ ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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+ skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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+ }
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+
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skin_ref = new_skin_reference;
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+ software_skinning_flags &= ~SoftwareSkinning::FLAG_BONES_READY;
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+
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+ _initialize_skinning();
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+}
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+
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+bool MeshInstance::_is_global_software_skinning_enabled() {
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+ // Check if forced in project settings.
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+ if (GLOBAL_GET("rendering/quality/skinning/force_software_skinning")) {
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+ return true;
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+ }
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+
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+ // Check if enabled in project settings.
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+ if (!GLOBAL_GET("rendering/quality/skinning/software_skinning_fallback")) {
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+ return false;
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+ }
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+
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+ // Check if requested by renderer settings.
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+ return VSG::storage->has_os_feature("skinning_fallback");
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+}
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+
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+bool MeshInstance::_is_software_skinning_enabled() const {
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+ // Using static local variable which will be initialized only once,
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+ // so _is_global_software_skinning_enabled can be only called once on first use.
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+ static bool global_software_skinning = _is_global_software_skinning_enabled();
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+ return global_software_skinning;
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+}
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+
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+void MeshInstance::_initialize_skinning(bool p_force_reset) {
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+ if (mesh.is_null()) {
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+ return;
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+ }
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+
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+ VisualServer *visual_server = VisualServer::get_singleton();
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+
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+ bool update_mesh = false;
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+
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if (skin_ref.is_valid()) {
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- VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
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+ if (_is_software_skinning_enabled()) {
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+ if (is_visible_in_tree()) {
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+ ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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+ if (!skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
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+ skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning");
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+ }
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+ }
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+
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+ if (p_force_reset && software_skinning) {
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+ memdelete(software_skinning);
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+ software_skinning = nullptr;
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+ }
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+
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+ if (!software_skinning) {
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+ software_skinning = memnew(SoftwareSkinning);
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+
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+ if (mesh->get_blend_shape_count() > 0) {
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+ ERR_PRINT("Blend shapes are not supported for software skinning.");
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+ }
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+
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+ Ref<ArrayMesh> software_mesh;
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+ software_mesh.instance();
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+ RID mesh_rid = software_mesh->get_rid();
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+
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+ // Initialize mesh for dynamic update.
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+ int surface_count = mesh->get_surface_count();
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+ software_skinning->surface_data.resize(surface_count);
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+ for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
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+ ERR_CONTINUE(Mesh::PRIMITIVE_TRIANGLES != mesh->surface_get_primitive_type(surface_index));
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+
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+ SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index];
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+ surface_data.transform_tangents = false;
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+ surface_data.ensure_correct_normals = false;
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+
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+ uint32_t format = mesh->surface_get_format(surface_index);
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+ ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_VERTEX));
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+ ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_BONES));
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+ ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_WEIGHTS));
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+
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+ format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
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+ format &= ~Mesh::ARRAY_COMPRESS_VERTEX;
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+ format &= ~Mesh::ARRAY_COMPRESS_WEIGHTS;
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+ format &= ~Mesh::ARRAY_FLAG_USE_16_BIT_BONES;
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+
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+ Array write_arrays = mesh->surface_get_arrays(surface_index);
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+ Array read_arrays;
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+ read_arrays.resize(Mesh::ARRAY_MAX);
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+
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+ read_arrays[Mesh::ARRAY_VERTEX] = write_arrays[Mesh::ARRAY_VERTEX];
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+ read_arrays[Mesh::ARRAY_BONES] = write_arrays[Mesh::ARRAY_BONES];
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+ read_arrays[Mesh::ARRAY_WEIGHTS] = write_arrays[Mesh::ARRAY_WEIGHTS];
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+
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+ write_arrays[Mesh::ARRAY_BONES] = Variant();
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+ write_arrays[Mesh::ARRAY_WEIGHTS] = Variant();
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+
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+ if (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS) {
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+ ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_NORMAL));
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+ format &= ~Mesh::ARRAY_COMPRESS_NORMAL;
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+
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+ read_arrays[Mesh::ARRAY_NORMAL] = write_arrays[Mesh::ARRAY_NORMAL];
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+
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+ Ref<Material> mat = get_active_material(surface_index);
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+ if (mat.is_valid()) {
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+ Ref<SpatialMaterial> spatial_mat = mat;
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+ if (spatial_mat.is_valid()) {
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+ // Spatial material, check from material settings.
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+ surface_data.transform_tangents = spatial_mat->get_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING);
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+ surface_data.ensure_correct_normals = spatial_mat->get_flag(SpatialMaterial::FLAG_ENSURE_CORRECT_NORMALS);
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+ } else {
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+ // Custom shader, must check for compiled flags.
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+ surface_data.transform_tangents = VSG::storage->material_uses_tangents(mat->get_rid());
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+ surface_data.ensure_correct_normals = VSG::storage->material_uses_ensure_correct_normals(mat->get_rid());
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+ }
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+ }
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+
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+ if (surface_data.transform_tangents) {
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+ ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_TANGENT));
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+ format &= ~Mesh::ARRAY_COMPRESS_TANGENT;
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+
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+ read_arrays[Mesh::ARRAY_TANGENT] = write_arrays[Mesh::ARRAY_TANGENT];
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+ }
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+ }
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+
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+ // 1. Temporarily add surface with bone data to create the read buffer.
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+ software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, read_arrays, Array(), format);
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+
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+ PoolByteArray buffer_read = visual_server->mesh_surface_get_array(mesh_rid, surface_index);
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+ surface_data.source_buffer.append_array(buffer_read);
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+ surface_data.source_format = software_mesh->surface_get_format(surface_index);
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+
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+ software_mesh->surface_remove(surface_index);
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+
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+ // 2. Create the surface again without the bone data for the write buffer.
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+ software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, write_arrays, Array(), format);
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+
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+ Ref<Material> material = mesh->surface_get_material(surface_index);
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+ software_mesh->surface_set_material(surface_index, material);
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+
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+ surface_data.buffer = visual_server->mesh_surface_get_array(mesh_rid, surface_index);
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+ surface_data.buffer_write = surface_data.buffer.write();
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+ }
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+
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+ software_skinning->mesh_instance = software_mesh;
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+ update_mesh = true;
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+ }
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+
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+ visual_server->instance_attach_skeleton(get_instance(), RID());
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+
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+ if (is_visible_in_tree() && (software_skinning_flags & SoftwareSkinning::FLAG_BONES_READY)) {
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+ // Intialize from current skeleton pose.
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+ _update_skinning();
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+ }
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+ } else {
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+ ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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+ if (skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
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+ skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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+ }
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+
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+ visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
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+
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+ if (software_skinning) {
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+ memdelete(software_skinning);
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+ software_skinning = nullptr;
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+ update_mesh = true;
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+ }
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+ }
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} else {
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- VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
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+ visual_server->instance_attach_skeleton(get_instance(), RID());
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+ if (software_skinning) {
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+ memdelete(software_skinning);
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+ software_skinning = nullptr;
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+ update_mesh = true;
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+ }
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+ }
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+
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+ RID render_mesh = software_skinning ? software_skinning->mesh_instance->get_rid() : mesh->get_rid();
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+ set_base(render_mesh);
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+
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+ if (update_mesh) {
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+ // Update instance materials after switching mesh.
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+ int surface_count = mesh->get_surface_count();
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+ for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
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+ if (materials[surface_index].is_valid()) {
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+ visual_server->instance_set_surface_material(get_instance(), surface_index, materials[surface_index]->get_rid());
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+ }
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+ }
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}
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}
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+void MeshInstance::_update_skinning() {
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+ ERR_FAIL_COND(!_is_software_skinning_enabled());
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+ ERR_FAIL_COND(!is_visible_in_tree());
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+
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+ ERR_FAIL_COND(!software_skinning);
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+ Ref<Mesh> software_skinning_mesh = software_skinning->mesh_instance;
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+ ERR_FAIL_COND(!software_skinning_mesh.is_valid());
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+ RID mesh_rid = software_skinning_mesh->get_rid();
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+ ERR_FAIL_COND(!mesh_rid.is_valid());
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+
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+ ERR_FAIL_COND(!mesh.is_valid());
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+ RID source_mesh_rid = mesh->get_rid();
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+ ERR_FAIL_COND(!source_mesh_rid.is_valid());
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+
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+ ERR_FAIL_COND(skin_ref.is_null());
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+ RID skeleton = skin_ref->get_skeleton();
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+ ERR_FAIL_COND(!skeleton.is_valid());
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+
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+ VisualServer *visual_server = VisualServer::get_singleton();
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+
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+ // Prepare bone transforms.
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+ const int num_bones = visual_server->skeleton_get_bone_count(skeleton);
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+ ERR_FAIL_COND(num_bones <= 0);
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+ Transform *bone_transforms = (Transform *)alloca(sizeof(Transform) * num_bones);
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+ for (int bone_index = 0; bone_index < num_bones; ++bone_index) {
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+ bone_transforms[bone_index] = visual_server->skeleton_bone_get_transform(skeleton, bone_index);
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+ }
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+
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+ // Apply skinning.
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+ int surface_count = software_skinning_mesh->get_surface_count();
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+ for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
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+ ERR_CONTINUE((uint32_t)surface_index >= software_skinning->surface_data.size());
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+ const SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index];
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+ const bool transform_tangents = surface_data.transform_tangents;
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+ const bool ensure_correct_normals = surface_data.ensure_correct_normals;
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+
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+ const uint32_t format_write = software_skinning_mesh->surface_get_format(surface_index);
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+
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+ const int vertex_count_write = software_skinning_mesh->surface_get_array_len(surface_index);
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+ const int index_count_write = software_skinning_mesh->surface_get_array_index_len(surface_index);
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+
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+ uint32_t array_offsets_write[Mesh::ARRAY_MAX];
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+ const uint32_t stride_write = visual_server->mesh_surface_make_offsets_from_format(format_write, vertex_count_write, index_count_write, array_offsets_write);
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+ const uint32_t offset_vertices_write = array_offsets_write[Mesh::ARRAY_VERTEX];
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+ const uint32_t offset_normals_write = array_offsets_write[Mesh::ARRAY_NORMAL];
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+ const uint32_t offset_tangents_write = array_offsets_write[Mesh::ARRAY_TANGENT];
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+
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+ PoolByteArray buffer_source = surface_data.source_buffer;
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+ PoolByteArray::Read buffer_read = buffer_source.read();
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+
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+ const uint32_t format_read = surface_data.source_format;
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+
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+ ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_BONES));
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+ ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_WEIGHTS));
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+
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+ const int vertex_count = mesh->surface_get_array_len(surface_index);
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+ const int index_count = mesh->surface_get_array_index_len(surface_index);
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+
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+ ERR_CONTINUE(vertex_count != vertex_count_write);
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+
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+ uint32_t array_offsets[Mesh::ARRAY_MAX];
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+ const uint32_t stride = visual_server->mesh_surface_make_offsets_from_format(format_read, vertex_count, index_count, array_offsets);
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+ const uint32_t offset_vertices = array_offsets[Mesh::ARRAY_VERTEX];
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+ const uint32_t offset_normals = array_offsets[Mesh::ARRAY_NORMAL];
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+ const uint32_t offset_tangents = array_offsets[Mesh::ARRAY_TANGENT];
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+ const uint32_t offset_bones = array_offsets[Mesh::ARRAY_BONES];
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+ const uint32_t offset_weights = array_offsets[Mesh::ARRAY_WEIGHTS];
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+
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+ PoolByteArray buffer = surface_data.buffer;
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+ PoolByteArray::Write buffer_write = surface_data.buffer_write;
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+
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+ for (int vertex_index = 0; vertex_index < vertex_count; ++vertex_index) {
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+ const uint32_t vertex_offset = vertex_index * stride;
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+ const uint32_t vertex_offset_write = vertex_index * stride_write;
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+
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+ float bone_weights[4];
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+ const float *weight_ptr = (const float *)(buffer_read.ptr() + offset_weights + vertex_offset);
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+ bone_weights[0] = weight_ptr[0];
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+ bone_weights[1] = weight_ptr[1];
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+ bone_weights[2] = weight_ptr[2];
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+ bone_weights[3] = weight_ptr[3];
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+
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+ const uint8_t *bones_ptr = buffer_read.ptr() + offset_bones + vertex_offset;
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+ const int b0 = bones_ptr[0];
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+ const int b1 = bones_ptr[1];
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+ const int b2 = bones_ptr[2];
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+ const int b3 = bones_ptr[3];
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+
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+ Transform transform;
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+ transform.origin =
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+ bone_weights[0] * bone_transforms[b0].origin +
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+ bone_weights[1] * bone_transforms[b1].origin +
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+ bone_weights[2] * bone_transforms[b2].origin +
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+ bone_weights[3] * bone_transforms[b3].origin;
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+
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+ transform.basis =
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+ bone_transforms[b0].basis * bone_weights[0] +
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+ bone_transforms[b1].basis * bone_weights[1] +
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+ bone_transforms[b2].basis * bone_weights[2] +
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+ bone_transforms[b3].basis * bone_weights[3];
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+
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+ const Vector3 &vertex_read = (const Vector3 &)buffer_read[vertex_offset + offset_vertices];
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+ Vector3 &vertex = (Vector3 &)buffer_write[vertex_offset_write + offset_vertices_write];
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+ vertex = transform.xform(vertex_read);
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+
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+ if (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS) {
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+ if (ensure_correct_normals) {
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+ transform.basis.invert();
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+ transform.basis.transpose();
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+ }
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+
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+ const Vector3 &normal_read = (const Vector3 &)buffer_read[vertex_offset + offset_normals];
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|
+ Vector3 &normal = (Vector3 &)buffer_write[vertex_offset_write + offset_normals_write];
|
|
|
+ normal = transform.basis.xform(normal_read);
|
|
|
+
|
|
|
+ if (transform_tangents) {
|
|
|
+ const Vector3 &tangent_read = (const Vector3 &)buffer_read[vertex_offset + offset_tangents];
|
|
|
+ Vector3 &tangent = (Vector3 &)buffer_write[vertex_offset_write + offset_tangents_write];
|
|
|
+ tangent = transform.basis.xform(tangent_read);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ visual_server->mesh_surface_update_region(mesh_rid, surface_index, 0, buffer);
|
|
|
+ }
|
|
|
+
|
|
|
+ software_skinning_flags |= SoftwareSkinning::FLAG_BONES_READY;
|
|
|
+}
|
|
|
+
|
|
|
void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
|
|
|
skin_internal = p_skin;
|
|
|
skin = p_skin;
|
|
@@ -280,6 +605,17 @@ void MeshInstance::_notification(int p_what) {
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|
|
if (p_what == NOTIFICATION_ENTER_TREE) {
|
|
|
_resolve_skeleton_path();
|
|
|
}
|
|
|
+
|
|
|
+ if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
|
|
|
+ if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled()) {
|
|
|
+ ERR_FAIL_COND(!skin_ref->get_skeleton_node());
|
|
|
+ if (is_visible_in_tree()) {
|
|
|
+ skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning");
|
|
|
+ } else {
|
|
|
+ skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
int MeshInstance::get_surface_material_count() const {
|
|
@@ -297,6 +633,10 @@ void MeshInstance::set_surface_material(int p_surface, const Ref<Material> &p_ma
|
|
|
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
|
|
|
else
|
|
|
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
|
|
|
+
|
|
|
+ if (software_skinning) {
|
|
|
+ _initialize_skinning(true);
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
|
|
@@ -306,9 +646,63 @@ Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
|
|
|
return materials[p_surface];
|
|
|
}
|
|
|
|
|
|
-void MeshInstance::_mesh_changed() {
|
|
|
+Ref<Material> MeshInstance::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_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 MeshInstance::set_material_override(const Ref<Material> &p_material) {
|
|
|
+ if (p_material == get_material_override()) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ GeometryInstance::set_material_override(p_material);
|
|
|
+
|
|
|
+ if (software_skinning) {
|
|
|
+ _initialize_skinning(true);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void MeshInstance::set_software_skinning_transform_normals(bool p_enabled) {
|
|
|
+ if (p_enabled == is_software_skinning_transform_normals_enabled()) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (p_enabled) {
|
|
|
+ software_skinning_flags |= SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
|
|
|
+ } else {
|
|
|
+ software_skinning_flags &= ~SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (software_skinning) {
|
|
|
+ _initialize_skinning(true);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool MeshInstance::is_software_skinning_transform_normals_enabled() const {
|
|
|
+ return 0 != (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS);
|
|
|
+}
|
|
|
+
|
|
|
+void MeshInstance::_mesh_changed() {
|
|
|
materials.resize(mesh->get_surface_count());
|
|
|
+
|
|
|
+ if (software_skinning) {
|
|
|
+ _initialize_skinning(true);
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
void MeshInstance::create_debug_tangents() {
|
|
@@ -398,12 +792,17 @@ void MeshInstance::_bind_methods() {
|
|
|
ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
|
|
|
ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
|
|
|
ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance::get_surface_material);
|
|
|
+ ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance::get_active_material);
|
|
|
+
|
|
|
+ ClassDB::bind_method(D_METHOD("set_software_skinning_transform_normals", "enabled"), &MeshInstance::set_software_skinning_transform_normals);
|
|
|
+ ClassDB::bind_method(D_METHOD("is_software_skinning_transform_normals_enabled"), &MeshInstance::is_software_skinning_transform_normals_enabled);
|
|
|
|
|
|
ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance::create_trimesh_collision);
|
|
|
ClassDB::set_method_flags("MeshInstance", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
|
|
|
ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance::create_convex_collision);
|
|
|
ClassDB::set_method_flags("MeshInstance", "create_convex_collision", METHOD_FLAGS_DEFAULT);
|
|
|
ClassDB::bind_method(D_METHOD("_mesh_changed"), &MeshInstance::_mesh_changed);
|
|
|
+ ClassDB::bind_method(D_METHOD("_update_skinning"), &MeshInstance::_update_skinning);
|
|
|
|
|
|
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance::create_debug_tangents);
|
|
|
ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
|
|
@@ -411,11 +810,20 @@ void MeshInstance::_bind_methods() {
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
|
|
|
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, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
|
|
|
+
|
|
|
+ ADD_GROUP("Software Skinning", "software_skinning");
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "software_skinning_transform_normals"), "set_software_skinning_transform_normals", "is_software_skinning_transform_normals_enabled");
|
|
|
}
|
|
|
|
|
|
MeshInstance::MeshInstance() {
|
|
|
skeleton_path = NodePath("..");
|
|
|
+ software_skinning = nullptr;
|
|
|
+ software_skinning_flags = SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
|
|
|
}
|
|
|
|
|
|
MeshInstance::~MeshInstance() {
|
|
|
+ if (software_skinning) {
|
|
|
+ memdelete(software_skinning);
|
|
|
+ software_skinning = nullptr;
|
|
|
+ }
|
|
|
}
|