1/**************************************************************************/
2/* importer_mesh.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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29/**************************************************************************/
30
31#ifndef IMPORTER_MESH_H
32#define IMPORTER_MESH_H
33
34#include "core/io/resource.h"
35#include "core/templates/local_vector.h"
36#include "scene/resources/concave_polygon_shape_3d.h"
37#include "scene/resources/convex_polygon_shape_3d.h"
38#include "scene/resources/mesh.h"
39#include "scene/resources/navigation_mesh.h"
40
41#include <cstdint>
42
43// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
44// so the data is not registered (hence, quality loss), importing happens faster and
45// its easier to modify before saving
46
47class ImporterMesh : public Resource {
48 GDCLASS(ImporterMesh, Resource)
49
50 struct Surface {
51 Mesh::PrimitiveType primitive;
52 Array arrays;
53 struct BlendShape {
54 Array arrays;
55 };
56 Vector<BlendShape> blend_shape_data;
57 struct LOD {
58 Vector<int> indices;
59 float distance = 0.0f;
60 };
61 Vector<LOD> lods;
62 Ref<Material> material;
63 String name;
64 uint32_t flags = 0;
65
66 struct LODComparator {
67 _FORCE_INLINE_ bool operator()(const LOD &l, const LOD &r) const {
68 return l.distance < r.distance;
69 }
70 };
71
72 void split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
73 static void _split_normals(Array &r_arrays, const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
74 };
75 Vector<Surface> surfaces;
76 Vector<String> blend_shapes;
77 Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
78
79 Ref<ArrayMesh> mesh;
80
81 Ref<ImporterMesh> shadow_mesh;
82
83 Size2i lightmap_size_hint;
84
85protected:
86 void _set_data(const Dictionary &p_data);
87 Dictionary _get_data() const;
88
89 static void _bind_methods();
90
91public:
92 void add_blend_shape(const String &p_name);
93 int get_blend_shape_count() const;
94 String get_blend_shape_name(int p_blend_shape) const;
95
96 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 uint32_t p_flags = 0);
97 int get_surface_count() const;
98
99 void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
100 Mesh::BlendShapeMode get_blend_shape_mode() const;
101
102 Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
103 String get_surface_name(int p_surface) const;
104 void set_surface_name(int p_surface, const String &p_name);
105 Array get_surface_arrays(int p_surface) const;
106 Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
107 int get_surface_lod_count(int p_surface) const;
108 Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
109 float get_surface_lod_size(int p_surface, int p_lod) const;
110 Ref<Material> get_surface_material(int p_surface) const;
111 uint32_t get_surface_format(int p_surface) const;
112
113 void set_surface_material(int p_surface, const Ref<Material> &p_material);
114
115 void generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array);
116
117 void create_shadow_mesh();
118 Ref<ImporterMesh> get_shadow_mesh() const;
119
120 Vector<Face3> get_faces() const;
121 Vector<Ref<Shape3D>> convex_decompose(const Ref<MeshConvexDecompositionSettings> &p_settings) const;
122 Ref<ConvexPolygonShape3D> create_convex_shape(bool p_clean = true, bool p_simplify = false) const;
123 Ref<ConcavePolygonShape3D> create_trimesh_shape() const;
124 Ref<NavigationMesh> create_navigation_mesh();
125 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);
126
127 void set_lightmap_size_hint(const Size2i &p_size);
128 Size2i get_lightmap_size_hint() const;
129
130 bool has_mesh() const;
131 Ref<ArrayMesh> get_mesh(const Ref<ArrayMesh> &p_base = Ref<ArrayMesh>());
132 void clear();
133};
134
135#endif // IMPORTER_MESH_H
136