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feee9f9695
Fix for a regression from software skinning support: instance_attach_skeleton wasn't called in set_mesh before, and it's causing issues when the mesh instance is loaded from a thread. 1. Call from a thread queues instance_attach_skeleton with RID() in the visual server. 2. Call from the main thread when entering tree calls instance_attach_skeleton immediately with a valid skeleton 3. Queued instance_attach_skeleton resets the attached skeleton This change prevents that to happen by making sure instance_attach_skeleton is not called on set_mesh as it was doing before, but there might be a more general problem to solve in how visual server commands are executed when resources are loaded from a different thread.
143 lines
4.8 KiB
C++
143 lines
4.8 KiB
C++
/*************************************************************************/
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/* mesh_instance.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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_INSTANCE_H
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#define MESH_INSTANCE_H
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#include "scene/3d/skeleton.h"
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/skin.h"
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#include "core/local_vector.h"
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class MeshInstance : public GeometryInstance {
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GDCLASS(MeshInstance, GeometryInstance);
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protected:
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Ref<Mesh> mesh;
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Ref<Skin> skin;
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Ref<Skin> skin_internal;
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Ref<SkinReference> skin_ref;
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NodePath skeleton_path;
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struct SoftwareSkinning {
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enum Flags {
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// Data flags.
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FLAG_TRANSFORM_NORMALS = 1 << 0,
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// Runtime flags.
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FLAG_BONES_READY = 1 << 1,
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};
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struct SurfaceData {
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PoolByteArray source_buffer;
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uint32_t source_format;
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PoolByteArray buffer;
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PoolByteArray::Write buffer_write;
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bool transform_tangents;
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bool ensure_correct_normals;
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};
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Ref<Mesh> mesh_instance;
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LocalVector<SurfaceData> surface_data;
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};
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SoftwareSkinning *software_skinning;
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uint32_t software_skinning_flags;
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struct BlendShapeTrack {
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int idx;
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float value;
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BlendShapeTrack() {
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idx = 0;
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value = 0;
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}
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};
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Map<StringName, BlendShapeTrack> blend_shape_tracks;
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Vector<Ref<Material> > materials;
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void _mesh_changed();
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void _resolve_skeleton_path();
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bool _is_software_skinning_enabled() const;
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static bool _is_global_software_skinning_enabled();
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void _initialize_skinning(bool p_force_reset = false, bool p_call_attach_skeleton = true);
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void _update_skinning();
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_mesh(const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_mesh() const;
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void set_skin(const Ref<Skin> &p_skin);
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Ref<Skin> get_skin() const;
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void set_skeleton_path(const NodePath &p_skeleton);
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NodePath get_skeleton_path();
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int get_surface_material_count() const;
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void set_surface_material(int p_surface, const Ref<Material> &p_material);
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Ref<Material> get_surface_material(int p_surface) const;
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Ref<Material> get_active_material(int p_surface) const;
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virtual void set_material_override(const Ref<Material> &p_material);
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void set_software_skinning_transform_normals(bool p_enabled);
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bool is_software_skinning_transform_normals_enabled() const;
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Node *create_trimesh_collision_node();
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void create_trimesh_collision();
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Node *create_convex_collision_node();
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void create_convex_collision();
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void create_debug_tangents();
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virtual AABB get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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MeshInstance();
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~MeshInstance();
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};
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#endif
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