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This allows Godot to automatically compress meshes to save a lot of bandwidth. In general, this requires no interaction from the user and should result in no noticable quality loss. This scheme is not backwards compatible, so we have provided an upgrade mechanism, and a mesh versioning mechanism. Existing meshes can still be used as a result, but users can get a performance boost by reimporting assets.
141 lines
4.9 KiB
C++
141 lines
4.9 KiB
C++
/**************************************************************************/
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/* mesh_data_tool.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef MESH_DATA_TOOL_H
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#define MESH_DATA_TOOL_H
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#include "scene/resources/mesh.h"
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class MeshDataTool : public RefCounted {
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GDCLASS(MeshDataTool, RefCounted);
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uint64_t format = 0;
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struct Vertex {
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Vector3 vertex;
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Color color;
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Vector3 normal; // normal, binormal, tangent
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Plane tangent;
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Vector2 uv;
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Vector2 uv2;
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Vector<int> bones;
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Vector<float> weights;
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Vector<int> edges;
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Vector<int> faces;
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Variant meta;
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};
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Vector<Vertex> vertices;
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struct Edge {
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int vertex[2] = {};
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Vector<int> faces;
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Variant meta;
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};
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Vector<Edge> edges;
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struct Face {
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int v[3] = {};
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int edges[3] = {};
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Variant meta;
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};
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Vector<Face> faces;
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Ref<Material> material;
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protected:
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static void _bind_methods();
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#ifndef DISABLE_DEPRECATED
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Error commit_to_surface_bind_compat_81138(const Ref<ArrayMesh> &p_mesh);
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static void _bind_compatibility_methods();
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#endif
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public:
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void clear();
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Error create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surface);
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Error commit_to_surface(const Ref<ArrayMesh> &p_mesh, uint64_t p_compression_flags = 0);
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uint64_t get_format() const;
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int get_vertex_count() const;
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int get_edge_count() const;
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int get_face_count() const;
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Vector3 get_vertex(int p_idx) const;
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void set_vertex(int p_idx, const Vector3 &p_vertex);
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Vector3 get_vertex_normal(int p_idx) const;
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void set_vertex_normal(int p_idx, const Vector3 &p_normal);
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Plane get_vertex_tangent(int p_idx) const;
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void set_vertex_tangent(int p_idx, const Plane &p_tangent);
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Vector2 get_vertex_uv(int p_idx) const;
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void set_vertex_uv(int p_idx, const Vector2 &p_uv);
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Vector2 get_vertex_uv2(int p_idx) const;
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void set_vertex_uv2(int p_idx, const Vector2 &p_uv2);
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Color get_vertex_color(int p_idx) const;
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void set_vertex_color(int p_idx, const Color &p_color);
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Vector<int> get_vertex_bones(int p_idx) const;
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void set_vertex_bones(int p_idx, const Vector<int> &p_bones);
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Vector<float> get_vertex_weights(int p_idx) const;
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void set_vertex_weights(int p_idx, const Vector<float> &p_weights);
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Variant get_vertex_meta(int p_idx) const;
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void set_vertex_meta(int p_idx, const Variant &p_meta);
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Vector<int> get_vertex_edges(int p_idx) const;
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Vector<int> get_vertex_faces(int p_idx) const;
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int get_edge_vertex(int p_edge, int p_vertex) const;
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Vector<int> get_edge_faces(int p_edge) const;
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Variant get_edge_meta(int p_idx) const;
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void set_edge_meta(int p_idx, const Variant &p_meta);
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int get_face_vertex(int p_face, int p_vertex) const;
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int get_face_edge(int p_face, int p_vertex) const;
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Variant get_face_meta(int p_face) const;
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void set_face_meta(int p_face, const Variant &p_meta);
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Vector3 get_face_normal(int p_face) const;
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Ref<Material> get_material() const;
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void set_material(const Ref<Material> &p_material);
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MeshDataTool();
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};
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#endif // MESH_DATA_TOOL_H
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