Add option to bake a mesh from blend shape mix

Adds option to bake a mesh from blend shape mix.
This commit is contained in:
smix8 2023-05-06 02:08:20 +02:00
parent 83b916bb00
commit 5d6e8d7dff
3 changed files with 169 additions and 0 deletions

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@ -13,6 +13,14 @@
<link title="Third Person Shooter (TPS) Demo">https://godotengine.org/asset-library/asset/2710</link>
</tutorials>
<methods>
<method name="bake_mesh_from_current_blend_shape_mix">
<return type="ArrayMesh" />
<param index="0" name="existing" type="ArrayMesh" default="null" />
<description>
Takes a snapshot from the current [ArrayMesh] with all blend shapes applied according to their current weights and bakes it to the provided [param existing] mesh. If no [param existing] mesh is provided a new [ArrayMesh] is created, baked and returned. Mesh surface materials are not copied.
[b]Performance:[/b] [Mesh] data needs to be received from the GPU, stalling the [RenderingServer] in the process.
</description>
</method>
<method name="create_convex_collision">
<return type="void" />
<param index="0" name="clean" type="bool" default="true" />

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@ -515,6 +515,162 @@ bool MeshInstance3D::_property_get_revert(const StringName &p_name, Variant &r_p
return false;
}
Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing) {
Ref<ArrayMesh> source_mesh = get_mesh();
ERR_FAIL_NULL_V_MSG(source_mesh, Ref<ArrayMesh>(), "The source mesh must be a valid ArrayMesh.");
Ref<ArrayMesh> bake_mesh;
if (p_existing.is_valid()) {
ERR_FAIL_NULL_V_MSG(p_existing, Ref<ArrayMesh>(), "The existing mesh must be a valid ArrayMesh.");
ERR_FAIL_COND_V_MSG(source_mesh == p_existing, Ref<ArrayMesh>(), "The source mesh can not be the same mesh as the existing mesh.");
bake_mesh = p_existing;
} else {
bake_mesh.instantiate();
}
Mesh::BlendShapeMode blend_shape_mode = source_mesh->get_blend_shape_mode();
int mesh_surface_count = source_mesh->get_surface_count();
bake_mesh->clear_surfaces();
bake_mesh->set_blend_shape_mode(blend_shape_mode);
for (int surface_index = 0; surface_index < mesh_surface_count; surface_index++) {
uint32_t surface_format = source_mesh->surface_get_format(surface_index);
ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_VERTEX));
const Array &source_mesh_arrays = source_mesh->surface_get_arrays(surface_index);
ERR_FAIL_COND_V(source_mesh_arrays.size() != RS::ARRAY_MAX, Ref<ArrayMesh>());
const Vector<Vector3> &source_mesh_vertex_array = source_mesh_arrays[Mesh::ARRAY_VERTEX];
const Vector<Vector3> &source_mesh_normal_array = source_mesh_arrays[Mesh::ARRAY_NORMAL];
const Vector<float> &source_mesh_tangent_array = source_mesh_arrays[Mesh::ARRAY_TANGENT];
Array new_mesh_arrays;
new_mesh_arrays.resize(Mesh::ARRAY_MAX);
for (int i = 0; i < source_mesh_arrays.size(); i++) {
if (i == Mesh::ARRAY_VERTEX || i == Mesh::ARRAY_NORMAL || i == Mesh::ARRAY_TANGENT) {
continue;
}
new_mesh_arrays[i] = source_mesh_arrays[i];
}
bool use_normal_array = source_mesh_normal_array.size() == source_mesh_vertex_array.size();
bool use_tangent_array = source_mesh_tangent_array.size() / 4 == source_mesh_vertex_array.size();
Vector<Vector3> lerped_vertex_array = source_mesh_vertex_array;
Vector<Vector3> lerped_normal_array = source_mesh_normal_array;
Vector<float> lerped_tangent_array = source_mesh_tangent_array;
const Vector3 *source_vertices_ptr = source_mesh_vertex_array.ptr();
const Vector3 *source_normals_ptr = source_mesh_normal_array.ptr();
const float *source_tangents_ptr = source_mesh_tangent_array.ptr();
Vector3 *lerped_vertices_ptrw = lerped_vertex_array.ptrw();
Vector3 *lerped_normals_ptrw = lerped_normal_array.ptrw();
float *lerped_tangents_ptrw = lerped_tangent_array.ptrw();
const Array &blendshapes_mesh_arrays = source_mesh->surface_get_blend_shape_arrays(surface_index);
int blend_shape_count = source_mesh->get_blend_shape_count();
ERR_FAIL_COND_V(blendshapes_mesh_arrays.size() != blend_shape_count, Ref<ArrayMesh>());
for (int blendshape_index = 0; blendshape_index < blend_shape_count; blendshape_index++) {
float blend_weight = get_blend_shape_value(blendshape_index);
if (abs(blend_weight) <= 0.0001) {
continue;
}
const Array &blendshape_mesh_arrays = blendshapes_mesh_arrays[blendshape_index];
const Vector<Vector3> &blendshape_vertex_array = blendshape_mesh_arrays[Mesh::ARRAY_VERTEX];
const Vector<Vector3> &blendshape_normal_array = blendshape_mesh_arrays[Mesh::ARRAY_NORMAL];
const Vector<float> &blendshape_tangent_array = blendshape_mesh_arrays[Mesh::ARRAY_TANGENT];
ERR_FAIL_COND_V(source_mesh_vertex_array.size() != blendshape_vertex_array.size(), Ref<ArrayMesh>());
ERR_FAIL_COND_V(source_mesh_normal_array.size() != blendshape_normal_array.size(), Ref<ArrayMesh>());
ERR_FAIL_COND_V(source_mesh_tangent_array.size() != blendshape_tangent_array.size(), Ref<ArrayMesh>());
const Vector3 *blendshape_vertices_ptr = blendshape_vertex_array.ptr();
const Vector3 *blendshape_normals_ptr = blendshape_normal_array.ptr();
const float *blendshape_tangents_ptr = blendshape_tangent_array.ptr();
if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_NORMALIZED) {
for (int i = 0; i < source_mesh_vertex_array.size(); i++) {
const Vector3 &source_vertex = source_vertices_ptr[i];
const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i];
Vector3 lerped_vertex = source_vertex.lerp(blendshape_vertex, blend_weight) - source_vertex;
lerped_vertices_ptrw[i] += lerped_vertex;
if (use_normal_array) {
const Vector3 &source_normal = source_normals_ptr[i];
const Vector3 &blendshape_normal = blendshape_normals_ptr[i];
Vector3 lerped_normal = source_normal.lerp(blendshape_normal, blend_weight) - source_normal;
lerped_normals_ptrw[i] += lerped_normal;
}
if (use_tangent_array) {
int tangent_index = i * 4;
const Vector4 source_tangent = Vector4(
source_tangents_ptr[tangent_index],
source_tangents_ptr[tangent_index + 1],
source_tangents_ptr[tangent_index + 2],
source_tangents_ptr[tangent_index + 3]);
const Vector4 blendshape_tangent = Vector4(
blendshape_tangents_ptr[tangent_index],
blendshape_tangents_ptr[tangent_index + 1],
blendshape_tangents_ptr[tangent_index + 2],
blendshape_tangents_ptr[tangent_index + 3]);
Vector4 lerped_tangent = source_tangent.lerp(blendshape_tangent, blend_weight);
lerped_tangents_ptrw[tangent_index] += lerped_tangent.x;
lerped_tangents_ptrw[tangent_index + 1] += lerped_tangent.y;
lerped_tangents_ptrw[tangent_index + 2] += lerped_tangent.z;
lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w;
}
}
} else if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_RELATIVE) {
for (int i = 0; i < source_mesh_vertex_array.size(); i++) {
const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i];
lerped_vertices_ptrw[i] += blendshape_vertex * blend_weight;
if (use_normal_array) {
const Vector3 &blendshape_normal = blendshape_normals_ptr[i];
lerped_normals_ptrw[i] += blendshape_normal * blend_weight;
}
if (use_tangent_array) {
int tangent_index = i * 4;
const Vector4 blendshape_tangent = Vector4(
blendshape_tangents_ptr[tangent_index],
blendshape_tangents_ptr[tangent_index + 1],
blendshape_tangents_ptr[tangent_index + 2],
blendshape_tangents_ptr[tangent_index + 3]);
Vector4 lerped_tangent = blendshape_tangent * blend_weight;
lerped_tangents_ptrw[tangent_index] += lerped_tangent.x;
lerped_tangents_ptrw[tangent_index + 1] += lerped_tangent.y;
lerped_tangents_ptrw[tangent_index + 2] += lerped_tangent.z;
lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w;
}
}
}
}
new_mesh_arrays[Mesh::ARRAY_VERTEX] = lerped_vertex_array;
if (use_normal_array) {
new_mesh_arrays[Mesh::ARRAY_NORMAL] = lerped_normal_array;
}
if (use_tangent_array) {
new_mesh_arrays[Mesh::ARRAY_TANGENT] = lerped_tangent_array;
}
bake_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, new_mesh_arrays, Array(), Dictionary(), surface_format);
}
return bake_mesh;
}
void MeshInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh);
@ -542,6 +698,9 @@ void MeshInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value);
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
ClassDB::bind_method(D_METHOD("bake_mesh_from_current_blend_shape_mix", "existing"), &MeshInstance3D::bake_mesh_from_current_blend_shape_mix, DEFVAL(Ref<ArrayMesh>()));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_GROUP("Skeleton", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");

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@ -101,6 +101,8 @@ public:
virtual AABB get_aabb() const override;
Ref<ArrayMesh> bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
MeshInstance3D();
~MeshInstance3D();
};