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#ifndef STEAM_AUDIO_GEOMETRY_COMMON_H | ||
#define STEAM_AUDIO_GEOMETRY_COMMON_H | ||
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#include "godot_cpp/classes/array_mesh.hpp" | ||
#include "godot_cpp/classes/box_mesh.hpp" | ||
#include "godot_cpp/classes/box_shape3d.hpp" | ||
#include "godot_cpp/classes/capsule_mesh.hpp" | ||
#include "godot_cpp/classes/capsule_shape3d.hpp" | ||
#include "godot_cpp/classes/collision_shape3d.hpp" | ||
#include "godot_cpp/classes/concave_polygon_shape3d.hpp" | ||
#include "godot_cpp/classes/cylinder_mesh.hpp" | ||
#include "godot_cpp/classes/cylinder_shape3d.hpp" | ||
#include "godot_cpp/classes/mesh.hpp" | ||
#include "godot_cpp/classes/mesh_instance3d.hpp" | ||
#include "godot_cpp/classes/sphere_mesh.hpp" | ||
#include "godot_cpp/classes/sphere_shape3d.hpp" | ||
#include "material.hpp" | ||
#include "phonon.h" | ||
#include "server.hpp" | ||
#include "steam_audio.hpp" | ||
#include <vector> | ||
using namespace godot; | ||
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inline IPLStaticMesh godot_mesh_to_ipl_mesh(Ref<Mesh> mesh, IPLMaterial material, Transform3D trf, int surface_idx) { | ||
Array dat = mesh->surface_get_arrays(surface_idx); | ||
Array verts = dat[Mesh::ARRAY_VERTEX]; | ||
Array tris = dat[Mesh::ARRAY_INDEX]; | ||
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std::vector<IPLVector3> ipl_verts(verts.size()); | ||
std::vector<IPLTriangle> ipl_tris(tris.size() / 3); | ||
std::vector<IPLint32> ipl_mat_indices(tris.size() / 3); | ||
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for (int j = 0; j < verts.size(); j++) { | ||
Vector3 vert = verts[j]; | ||
vert = trf.basis.xform(vert); | ||
vert += trf.origin; | ||
ipl_verts[j] = ipl_vec3_from(vert); | ||
} | ||
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for (int j = 0; j < tris.size(); j += 3) { | ||
// godot tris are cw, ipl tris are ccw | ||
ipl_tris[j / 3].indices[0] = tris[j]; | ||
ipl_tris[j / 3].indices[1] = tris[j + 2]; | ||
ipl_tris[j / 3].indices[2] = tris[j + 1]; | ||
ipl_mat_indices[j / 3] = 0; | ||
} | ||
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IPLStaticMeshSettings static_mesh_cfg{}; | ||
static_mesh_cfg.numVertices = int(verts.size()); | ||
static_mesh_cfg.numTriangles = int(tris.size() / 3); | ||
static_mesh_cfg.numMaterials = 1; | ||
static_mesh_cfg.vertices = ipl_verts.data(); | ||
static_mesh_cfg.triangles = ipl_tris.data(); | ||
static_mesh_cfg.materialIndices = ipl_mat_indices.data(); | ||
static_mesh_cfg.materials = &material; | ||
IPLStaticMesh ipl_mesh; | ||
iplStaticMeshCreate(SteamAudioServer::get_singleton()->get_global_state()->scene, &static_mesh_cfg, &ipl_mesh); | ||
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return ipl_mesh; | ||
} | ||
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inline std::vector<IPLStaticMesh> create_meshes_from_mesh_inst_3d(MeshInstance3D *mesh_inst, Ref<SteamAudioMaterial> mat) { | ||
std::vector<IPLStaticMesh> p_meshes; | ||
Ref<Mesh> mesh = mesh_inst->get_mesh(); | ||
Transform3D trf = mesh_inst->get_global_transform(); | ||
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IPLMaterial material; | ||
if (mat == nullptr) { | ||
material = IPLMaterial{ { 0.f, 0.f, 0.f }, 0.f, { 0.f, 0.f, 0.f } }; | ||
} else { | ||
material = mat->get_material(); | ||
} | ||
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for (int i = 0; i < mesh->get_surface_count(); i++) { | ||
auto ipl_mesh = godot_mesh_to_ipl_mesh(mesh, material, trf, i); | ||
p_meshes.push_back(ipl_mesh); | ||
} | ||
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return p_meshes; | ||
} | ||
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inline std::vector<IPLStaticMesh> create_meshes_from_coll_inst_3d(CollisionShape3D *coll_inst, Ref<SteamAudioMaterial> mat) { | ||
std::vector<IPLStaticMesh> p_meshes; | ||
Transform3D trf = coll_inst->get_global_transform(); | ||
Ref<Mesh> mesh; | ||
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IPLMaterial material; | ||
if (mat == nullptr) { | ||
material = IPLMaterial{ { 0.f, 0.f, 0.f }, 0.f, { 0.f, 0.f, 0.f } }; | ||
} else { | ||
material = mat->get_material(); | ||
} | ||
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if (Object::cast_to<BoxShape3D>(coll_inst->get_shape().ptr())) { | ||
Ref<BoxShape3D> shape = coll_inst->get_shape(); | ||
Ref<BoxMesh> box_mesh; | ||
box_mesh.instantiate(); | ||
box_mesh->set_size(shape->get_size()); | ||
mesh = box_mesh; | ||
} else if (Object::cast_to<CylinderShape3D>(coll_inst->get_shape().ptr())) { | ||
Ref<CylinderShape3D> shape = coll_inst->get_shape(); | ||
Ref<CylinderMesh> cyl_mesh; | ||
cyl_mesh.instantiate(); | ||
cyl_mesh->set_radial_segments(4); | ||
cyl_mesh->set_rings(4); | ||
cyl_mesh->set_bottom_radius(shape->get_radius()); | ||
cyl_mesh->set_top_radius(shape->get_radius()); | ||
cyl_mesh->set_height(shape->get_height()); | ||
mesh = cyl_mesh; | ||
} else if (Object::cast_to<CapsuleShape3D>(coll_inst->get_shape().ptr())) { | ||
Ref<CapsuleShape3D> shape = coll_inst->get_shape(); | ||
Ref<CapsuleMesh> cap_mesh; | ||
cap_mesh.instantiate(); | ||
cap_mesh->set_radial_segments(4); | ||
cap_mesh->set_rings(4); | ||
cap_mesh->set_radius(shape->get_radius()); | ||
cap_mesh->set_height(shape->get_height()); | ||
mesh = cap_mesh; | ||
} else if (Object::cast_to<SphereShape3D>(coll_inst->get_shape().ptr())) { | ||
Ref<SphereShape3D> shape = coll_inst->get_shape(); | ||
Ref<SphereMesh> sph_mesh; | ||
sph_mesh.instantiate(); | ||
sph_mesh->set_radial_segments(4); | ||
sph_mesh->set_rings(4); | ||
sph_mesh->set_radius(shape->get_radius()); | ||
sph_mesh->set_height(shape->get_radius() * 2); | ||
mesh = sph_mesh; | ||
} else if (Object::cast_to<ConcavePolygonShape3D>(coll_inst->get_shape().ptr())) { | ||
Ref<ConcavePolygonShape3D> concave = coll_inst->get_shape(); | ||
Ref<ArrayMesh> arr_mesh; | ||
arr_mesh.instantiate(); | ||
auto faces = concave->get_faces(); | ||
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PackedInt32Array tris; | ||
tris.resize(faces.size()); | ||
for (int i = 0; i < faces.size(); i++) { | ||
tris[i] = i; | ||
} | ||
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Array surface_array; | ||
surface_array.resize(Mesh::ArrayType::ARRAY_MAX); | ||
surface_array[Mesh::ArrayType::ARRAY_VERTEX] = faces; | ||
surface_array[Mesh::ArrayType::ARRAY_INDEX] = tris; | ||
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arr_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, surface_array); | ||
mesh = arr_mesh; | ||
} else { | ||
SteamAudio::log(SteamAudio::log_error, "SteamAudioGeometry supports sphere, box, cylinder, capsule and concave polygon shapes. Something else was provided, so this geometry will not do anything."); | ||
return p_meshes; | ||
} | ||
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for (int i = 0; i < mesh->get_surface_count(); i++) { | ||
auto ipl_mesh = godot_mesh_to_ipl_mesh(mesh, material, trf, i); | ||
p_meshes.push_back(ipl_mesh); | ||
} | ||
mesh.unref(); | ||
return p_meshes; | ||
} | ||
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#endif // STEAM_AUDIO_GEOMETRY_COMMON_H |
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