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- /**************************************************************************/
- /* importer_mesh.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #pragma once
- #include "core/io/resource.h"
- #include "scene/resources/3d/concave_polygon_shape_3d.h"
- #include "scene/resources/3d/convex_polygon_shape_3d.h"
- #include "scene/resources/mesh.h"
- #include "scene/resources/navigation_mesh.h"
- // 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 ImporterMesh : public Resource {
- GDCLASS(ImporterMesh, 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;
- uint64_t flags = 0;
- struct LODComparator {
- _FORCE_INLINE_ bool operator()(const LOD &l, const LOD &r) const {
- return l.distance < r.distance;
- }
- };
- };
- Vector<Surface> surfaces;
- Vector<String> blend_shapes;
- Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
- Ref<ArrayMesh> mesh;
- Ref<ImporterMesh> shadow_mesh;
- Size2i lightmap_size_hint;
- protected:
- void _set_data(const Dictionary &p_data);
- Dictionary _get_data() const;
- void _generate_lods_bind(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array);
- 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;
- static String validate_blend_shape_name(const String &p_name);
- void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const TypedArray<Array> &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String(), const uint64_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;
- uint64_t get_surface_format(int p_surface) const;
- void set_surface_material(int p_surface, const Ref<Material> &p_material);
- void optimize_indices();
- void generate_lods(float p_normal_merge_angle, Array p_skin_pose_transform_array);
- void create_shadow_mesh();
- Ref<ImporterMesh> get_shadow_mesh() const;
- Vector<Face3> get_faces() const;
- Vector<Ref<Shape3D>> convex_decompose(const Ref<MeshConvexDecompositionSettings> &p_settings) const;
- Ref<ConvexPolygonShape3D> create_convex_shape(bool p_clean = true, bool p_simplify = false) const;
- Ref<ConcavePolygonShape3D> 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();
- };
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