mirror of
https://github.com/godotengine/godot.git
synced 2024-12-13 06:34:17 +00:00
51d8e32c93
-When importing, a vertex-only version of the mesh is created. -This version is used when rendering shadows, and improves performance by reducing bandwidth -It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
102 lines
4.4 KiB
C++
102 lines
4.4 KiB
C++
/*************************************************************************/
|
|
/* scene_importer_mesh.h */
|
|
/*************************************************************************/
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef EDITOR_SCENE_IMPORTER_MESH_H
|
|
#define EDITOR_SCENE_IMPORTER_MESH_H
|
|
|
|
#include "core/io/resource.h"
|
|
#include "scene/resources/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 EditorSceneImporterMesh : public Resource {
|
|
GDCLASS(EditorSceneImporterMesh, Resource)
|
|
|
|
struct Surface {
|
|
Mesh::PrimitiveType primitive;
|
|
Array arrays;
|
|
struct BlendShape {
|
|
Array arrays;
|
|
};
|
|
Vector<BlendShape> blend_shape_data;
|
|
struct LOD {
|
|
Vector<int> indices;
|
|
float distance;
|
|
};
|
|
Vector<LOD> lods;
|
|
Ref<Material> material;
|
|
String name;
|
|
};
|
|
Vector<Surface> surfaces;
|
|
Vector<String> blend_shapes;
|
|
Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
|
|
|
|
Ref<ArrayMesh> mesh;
|
|
|
|
Ref<EditorSceneImporterMesh> shadow_mesh;
|
|
|
|
protected:
|
|
void _set_data(const Dictionary &p_data);
|
|
Dictionary _get_data() const;
|
|
|
|
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;
|
|
|
|
void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String());
|
|
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;
|
|
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;
|
|
|
|
void generate_lods();
|
|
|
|
void create_shadow_mesh();
|
|
Ref<EditorSceneImporterMesh> get_shadow_mesh() const;
|
|
|
|
bool has_mesh() const;
|
|
Ref<ArrayMesh> get_mesh();
|
|
void clear();
|
|
};
|
|
#endif // EDITOR_SCENE_IMPORTER_MESH_H
|