Fix VoxelGI MultiMesh and CSG mesh baking

This commit is contained in:
bitsawer 2023-09-13 17:13:32 +03:00
parent 06d5189167
commit cbb39f4b6e
4 changed files with 46 additions and 3 deletions

View File

@ -49,6 +49,26 @@ Ref<MultiMesh> MultiMeshInstance3D::get_multimesh() const {
return multimesh;
}
Array MultiMeshInstance3D::get_meshes() const {
if (multimesh.is_null() || multimesh->get_mesh().is_null() || multimesh->get_transform_format() != MultiMesh::TransformFormat::TRANSFORM_3D) {
return Array();
}
int count = multimesh->get_visible_instance_count();
if (count == -1) {
count = multimesh->get_instance_count();
}
Ref<Mesh> mesh = multimesh->get_mesh();
Array results;
for (int i = 0; i < count; i++) {
results.push_back(multimesh->get_instance_transform(i));
results.push_back(mesh);
}
return results;
}
AABB MultiMeshInstance3D::get_aabb() const {
if (multimesh.is_null()) {
return AABB();

View File

@ -47,6 +47,8 @@ public:
void set_multimesh(const Ref<MultiMesh> &p_multimesh);
Ref<MultiMesh> get_multimesh() const;
Array get_meshes() const;
virtual AABB get_aabb() const override;
MultiMeshInstance3D();

View File

@ -314,9 +314,21 @@ Ref<CameraAttributes> VoxelGI::get_camera_attributes() const {
return camera_attributes;
}
static bool is_node_voxel_bakeable(Node3D *p_node) {
if (!p_node->is_visible_in_tree()) {
return false;
}
GeometryInstance3D *geometry = Object::cast_to<GeometryInstance3D>(p_node);
if (geometry != nullptr && geometry->get_gi_mode() != GeometryInstance3D::GI_MODE_STATIC) {
return false;
}
return true;
}
void VoxelGI::_find_meshes(Node *p_at_node, List<PlotMesh> &plot_meshes) {
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_at_node);
if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_STATIC && mi->is_visible_in_tree()) {
if (mi && is_node_voxel_bakeable(mi)) {
Ref<Mesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
AABB aabb = mesh->get_aabb();
@ -338,8 +350,15 @@ void VoxelGI::_find_meshes(Node *p_at_node, List<PlotMesh> &plot_meshes) {
Node3D *s = Object::cast_to<Node3D>(p_at_node);
if (s) {
if (s->is_visible_in_tree()) {
Array meshes = p_at_node->call("get_meshes");
if (is_node_voxel_bakeable(s)) {
Array meshes;
MultiMeshInstance3D *multi_mesh = Object::cast_to<MultiMeshInstance3D>(p_at_node);
if (multi_mesh) {
meshes = multi_mesh->get_meshes();
} else {
meshes = p_at_node->call("get_meshes");
}
for (int i = 0; i < meshes.size(); i += 2) {
Transform3D mxf = meshes[i];
Ref<Mesh> mesh = meshes[i + 1];

View File

@ -383,6 +383,8 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
}
void Voxelizer::plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material) {
ERR_FAIL_COND_MSG(!p_xform.is_finite(), "Invalid mesh bake transform.");
for (int i = 0; i < p_mesh->get_surface_count(); i++) {
if (p_mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
continue; //only triangles