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578 lines (479 loc) · 22.8 KB
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#include "triangle_ray_select.h"
#include "register_vk_extensions.h"
#include <servers/rendering/renderer_geometry_instance.h>
#include <servers/rendering/renderer_scene_cull.h>
#include <servers/rendering/rendering_device.h>
#include <servers/rendering/rendering_server_globals.h>
#include <servers/rendering_server.h>
#include <assert.h>
#include <cstddef>
#include <cstdint>
#include <cstring>
#include <limits>
#include <strings.h>
TriangleRaySelect::TriangleRaySelect()
{
RenderingDevice *const prd = RD::get_singleton();
// Setup triangle_select shader
Vector<String> shader_defines;
shader_defines.push_back("");
this->_triangle_ray_select_shader.shader.initialize(shader_defines);
this->_triangle_ray_select_shader.version = this->_triangle_ray_select_shader.shader.version_create();
this->_triangle_ray_select_shader.shader_version =
this->_triangle_ray_select_shader.shader.version_get_shader(this->_triangle_ray_select_shader.version, 0);
this->_triangle_ray_select_shader.pipeline =
prd->compute_pipeline_create(this->_triangle_ray_select_shader.shader_version);
// Create SelectedVertex buffer
Vector<uint8_t> data;
data.resize(sizeof(TriangleRaySelectShader::SelectedVertex));
data.fill(0);
this->_selected_vertex_buffer = prd->storage_buffer_create(sizeof(TriangleRaySelectShader::SelectedVertex), data);
// Create SelectedVertex uniform set
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.append_id(this->_selected_vertex_buffer);
uniforms.push_back(u);
}
this->_selected_vertex_uniform_set =
RD::get_singleton()->uniform_set_create(uniforms, this->_triangle_ray_select_shader.shader_version, 1);
}
TriangleRaySelect::~TriangleRaySelect()
{
RenderingDevice *const prd = RD::get_singleton();
if(this->_triangle_ray_select_shader.pipeline.is_valid())
{
prd->free(this->_triangle_ray_select_shader.pipeline);
this->_triangle_ray_select_shader.pipeline = RID();
}
if(this->_triangle_ray_select_shader.version.is_valid())
{
this->_triangle_ray_select_shader.shader.version_free(this->_triangle_ray_select_shader.version);
this->_triangle_ray_select_shader.shader_version = RID();
this->_triangle_ray_select_shader.version = RID();
}
for(auto &surface_rid: this->_instance_surface_uniform_set)
{
prd->free(surface_rid.second.surface_uniform_set);
prd->free(surface_rid.second.index_storage_buffer);
}
this->_instance_surface_uniform_set.clear();
for(auto &surface_rid: this->_mesh_surface_uniform_set)
{
prd->free(surface_rid.second.surface_uniform_set);
prd->free(surface_rid.second.index_storage_buffer);
prd->free(surface_rid.second.vertex_storage_buffer);
}
this->_mesh_surface_uniform_set.clear();
if(this->_selected_vertex_uniform_set.is_valid())
{
prd->free(this->_selected_vertex_uniform_set);
this->_selected_vertex_uniform_set = RID();
}
if(this->_selected_vertex_buffer.is_valid())
{
prd->free(this->_selected_vertex_buffer);
this->_selected_vertex_buffer = RID();
}
}
void TriangleRaySelect::vk_extensions_request_atomic()
{
// Enables Vulkan's VK_KHR_SHADER_ATOMIC_INT64 extension, required for comparing distances of triangles along a
// ray to the ray's origin.
// Due to problems with redefinition of Window, the function is in a separate cpp file
::vk_extensions_request_atomic();
}
void TriangleRaySelect::_bind_methods()
{
{
using sel_tri_fcn_t =
Ref<MeshTrianglePoint> (TriangleRaySelect::*)(const Array &, const Camera3D *, const Point2i &);
ClassDB::bind_method(D_METHOD("select_triangle_from_meshes_cam", "mesh_instances_array", "camera", "pixel"),
(sel_tri_fcn_t)&TriangleRaySelect::select_triangle_from_meshes);
}
{
using sel_tri_fcn_t =
Ref<MeshTrianglePoint> (TriangleRaySelect::*)(const Array &, const Vector3 &, const Vector3 &);
ClassDB::bind_method(
D_METHOD("select_triangle_from_meshes", "mesh_instances_array", "ray_origin", "ray_normal"),
(sel_tri_fcn_t)&TriangleRaySelect::select_triangle_from_meshes);
}
{
using sel_tri_fcn_t =
Ref<MeshTrianglePoint> (TriangleRaySelect::*)(MeshInstance3D *, const Camera3D *, const Point2i &);
ClassDB::bind_method(D_METHOD("select_triangle_from_mesh_cam", "mesh_instance", "camera", "pixel"),
(sel_tri_fcn_t)&TriangleRaySelect::select_triangle_from_mesh);
}
{
using sel_tri_fcn_t = Ref<MeshTrianglePoint> (TriangleRaySelect::*)(MeshInstance3D *, Vector3, Vector3);
ClassDB::bind_method(D_METHOD("select_triangle_from_mesh", "mesh_instance", "ray_origin", "ray_normal"),
(sel_tri_fcn_t)&TriangleRaySelect::select_triangle_from_mesh);
}
ClassDB::bind_method(D_METHOD("get_triangle_vertices", "mesh_triangle_point"),
&TriangleRaySelect::get_triangle_vertices);
{
using get_triangle_transform_t =
Ref<TriangleTransform> (TriangleRaySelect::*)(const Ref<MeshTrianglePoint> &, const Transform3D &);
ClassDB::bind_method(D_METHOD("get_triangle_transform_msi", "mesh_triangle_point", "point"),
(get_triangle_transform_t)&TriangleRaySelect::get_triangle_transform);
}
{
using get_triangle_transform_t =
Ref<TriangleTransform> (TriangleRaySelect::*)(const PackedVector3Array &triangle, const Transform3D &point)
const;
ClassDB::bind_method(D_METHOD("get_triangle_transform", "triangle", "point"),
(get_triangle_transform_t)&TriangleRaySelect::get_triangle_transform);
}
}
Ref<MeshTrianglePoint> TriangleRaySelect::select_triangle_from_meshes(const Array &mesh_instances,
const Camera3D *camera, const Point2i &pixel)
{
return this->select_triangle_from_meshes(mesh_instances, camera->project_ray_origin(pixel),
camera->project_ray_normal(pixel));
}
Ref<MeshTrianglePoint> TriangleRaySelect::select_triangle_from_meshes(const Array &mesh_instances,
const Vector3 &ray_origin,
const Vector3 &ray_normal)
{
Ref<MeshTrianglePoint> ret(memnew(MeshTrianglePoint()));
const size_t num_meshes = mesh_instances.size();
for(size_t i = 0; i < num_meshes; ++i)
{
Object *o = mesh_instances.get(i).get_validated_object();
ERR_CONTINUE_MSG(o == nullptr || o->get_class() != MeshInstance3D::get_class_static(),
"Array contains an item that is not a MeshInstance3D");
MeshInstance3D *mesh_instance = static_cast<MeshInstance3D *>(o);
Ref<MeshTrianglePoint> cur_res = this->select_triangle_from_mesh(mesh_instance, ray_origin, ray_normal);
if(cur_res->ray_origin_dist < ret->ray_origin_dist)
{
ret = cur_res;
}
}
return ret;
}
Ref<MeshTrianglePoint> TriangleRaySelect::select_triangle_from_mesh(MeshInstance3D *mesh_instance,
const Camera3D *camera, const Point2i &pixel)
{
return this->select_triangle_from_mesh(mesh_instance, camera->project_ray_origin(pixel),
camera->project_ray_normal(pixel));
}
Ref<MeshTrianglePoint> TriangleRaySelect::select_triangle_from_mesh(MeshInstance3D *mesh_instance, Vector3 ray_origin,
Vector3 ray_normal)
{
ERR_FAIL_COND_V(mesh_instance == nullptr, Ref(new MeshTrianglePoint()));
const Transform3D &mesh_tf = mesh_instance->get_global_transform();
ray_origin = mesh_tf.xform_inv(ray_origin);
ray_normal = mesh_tf.basis.xform_inv(ray_normal);
RID mesh_rid = get_mesh_storage_instance(mesh_instance);
ERR_FAIL_COND_V(mesh_rid.is_null(), Ref(new MeshTrianglePoint()));
// Compute shader defaults
constexpr TriangleRaySelectShader::SelectedVertex default_selected_vertex{
TriangleRaySelectShader::SelectedVertex::MAX_DIST};
// Final result
constexpr auto MAX_DIST = std::numeric_limits<uint32_t>::max();
Ref<MeshTrianglePoint> ret(memnew(MeshTrianglePoint));
ret->mesh_instance = mesh_instance;
uint32_t ray_origin_dist = MAX_DIST;
// Ray parameters
TriangleRaySelectShader::Params params{};
params.ray_origin[0] = ray_origin[0];
params.ray_origin[1] = ray_origin[1];
params.ray_origin[2] = ray_origin[2];
params.ray_normal[0] = ray_normal[0];
params.ray_normal[1] = ray_normal[1];
params.ray_normal[2] = ray_normal[2];
RenderingDevice *const prd = RD::get_singleton();
mesh_storage_t &mesh_storage = *mesh_storage_t::get_singleton();
// Mesh vertex data is stored at one of two locations. If a mesh contains blend shapes or needs a skeleton, the
// vertex buffer is stored in a mesh_storage_t::MeshInstance struct (owned by mesh_storage_t::mesh_instance_owner).
// If not, it's stored in a mesh_storage_t::Mesh struct (owned by mesh_storage_t::mesh_owner)
const bool needs_instance =
mesh_storage.mesh_needs_instance(mesh_rid, !mesh_instance->get_skeleton_path().is_empty());
const size_t surface_count = mesh_instance->get_surface_override_material_count();
for(size_t i = 0; i < surface_count; ++i)
{
// Get or create surface uniform set containing index and vertex buffer
const SurfaceData *psurface_data;
if(needs_instance)
{
mesh_storage_t::MeshInstance *pmesh_instance_data = get_mesh_instance_vertex_data(mesh_instance);
if(auto uniform_it = this->_instance_surface_uniform_set.find(pmesh_instance_data->surfaces.ptr() + i);
uniform_it != this->_instance_surface_uniform_set.end())
{
psurface_data = &uniform_it->second;
}
else
{
SurfaceData new_surface_data =
this->create_mesh_instance_surface_data(*mesh_instance, i, pmesh_instance_data);
psurface_data = &this->_instance_surface_uniform_set
.emplace(pmesh_instance_data->surfaces.ptr() + i, new_surface_data)
.first->second;
}
}
else
{
mesh_storage_t::Mesh *pmesh_instance_data = get_mesh_vertex_data(mesh_instance);
if(auto uniform_it = this->_mesh_surface_uniform_set.find(pmesh_instance_data->surfaces[i]);
uniform_it != this->_mesh_surface_uniform_set.end())
{
psurface_data = &uniform_it->second;
}
else
{
SurfaceData new_surface_data = this->create_mesh_surface_data(*mesh_instance, i, pmesh_instance_data);
psurface_data =
&this->_mesh_surface_uniform_set.emplace(pmesh_instance_data->surfaces[i], new_surface_data)
.first->second;
}
}
// Reset selected_vertex_buffer to default
prd->buffer_update(this->_selected_vertex_buffer, 0, sizeof(TriangleRaySelectShader::SelectedVertex),
&default_selected_vertex);
// Prepare compute shader
RD::ComputeListID compute_list_id = RD::get_singleton()->compute_list_begin();
prd->compute_list_bind_uniform_set(compute_list_id, psurface_data->surface_uniform_set, 0);
prd->compute_list_bind_uniform_set(compute_list_id, this->_selected_vertex_uniform_set, 1);
prd->compute_list_bind_compute_pipeline(compute_list_id, this->_triangle_ray_select_shader.pipeline);
// Set compute shader params
params.index_count = psurface_data->index_count;
params.index_stride = psurface_data->index_stride;
params.vertex_stride = psurface_data->vertex_stride;
prd->compute_list_set_push_constant(compute_list_id, ¶ms, sizeof(TriangleRaySelectShader::Params));
// Run compute shader
const uint32_t num_triangles = params.index_stride == 3 ? params.index_count / 3 : params.index_count / 2 + 1;
prd->compute_list_dispatch_threads(compute_list_id, num_triangles, 1, 1);
// Wait for compute shader finish
prd->compute_list_end();
// Retrieve data
const Vector<uint8_t> buf_dat =
prd->buffer_get_data(this->_selected_vertex_buffer, 0, sizeof(TriangleRaySelectShader::SelectedVertex));
const auto *psel_vertex = (const TriangleRaySelectShader::SelectedVertex *)buf_dat.ptr();
if(psel_vertex->origin_dist < ray_origin_dist)
{
ray_origin_dist = psel_vertex->origin_dist;
ret->surface_id = i;
memcpy(ret->vertex_ids, psel_vertex->vertex_ids, sizeof(float) * 3);
ret->point_on_triangle[0] = psel_vertex->point_on_triangle[0];
ret->point_on_triangle[1] = psel_vertex->point_on_triangle[1];
ret->point_on_triangle[2] = psel_vertex->point_on_triangle[2];
}
}
if(ray_origin_dist == MAX_DIST)
{
ret->ray_origin_dist = MeshTrianglePoint::INVALID_DIST;
}
else
{
ret->ray_origin_dist = std::sqrt(float(ray_origin_dist) / 1000.0f);
}
return ret;
}
TriangleRaySelect::SurfaceData TriangleRaySelect::create_mesh_instance_surface_data(
const MeshInstance3D &mesh_instance, size_t surface_id, mesh_storage_t::MeshInstance *mesh_instance_data) const
{
assert(surface_id < mesh_instance_data->surfaces.size());
const mesh_storage_t::MeshInstance::Surface *const psurface = mesh_instance_data->surfaces.ptr() + surface_id;
const mesh_storage_t::Mesh::Surface *const pmesh_surface = mesh_instance_data->mesh->surfaces[surface_id];
SurfaceData surface_data;
surface_data.index_storage_buffer =
generate_index_array_storage_buffer(*mesh_instance.get_mesh().ptr(), surface_id);
// From mesh_storage.cpp
const bool has_normal = pmesh_surface->format & RS::ARRAY_FORMAT_NORMAL;
const bool has_tangent = pmesh_surface->format & RS::ARRAY_FORMAT_TANGENT;
const uint8_t normal_tangent_stride = (has_normal ? 1 : 0) + (has_tangent ? 1 : 0);
surface_data.vertex_storage_buffer = psurface->vertex_buffer[psurface->current_buffer];
surface_data.vertex_stride =
(pmesh_surface->vertex_buffer_size / pmesh_surface->vertex_count) / 4 - normal_tangent_stride;
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.append_id(surface_data.index_storage_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.append_id(surface_data.vertex_storage_buffer);
uniforms.push_back(u);
}
surface_data.index_count = pmesh_surface->index_count;
assert(pmesh_surface->primitive == RenderingServer::PRIMITIVE_TRIANGLES ||
pmesh_surface->primitive == RenderingServer::PRIMITIVE_TRIANGLE_STRIP);
surface_data.index_stride = pmesh_surface->primitive == RenderingServer::PRIMITIVE_TRIANGLES ? 3 : 2;
surface_data.surface_uniform_set =
RD::get_singleton()->uniform_set_create(uniforms, this->_triangle_ray_select_shader.shader_version, 0);
return surface_data;
}
TriangleRaySelect::SurfaceData TriangleRaySelect::create_mesh_surface_data(const MeshInstance3D &mesh_instance,
size_t surface_id,
mesh_storage_t::Mesh *mesh_data) const
{
assert(surface_id < mesh_data->surface_count);
const mesh_storage_t::Mesh::Surface *const pmesh_surface = mesh_data->surfaces[surface_id];
SurfaceData surface_data;
surface_data.index_storage_buffer =
generate_index_array_storage_buffer(*mesh_instance.get_mesh().ptr(), surface_id);
std::tie(surface_data.vertex_storage_buffer, surface_data.vertex_stride) =
generate_vertex_array_storage_buffer(*mesh_instance.get_mesh().ptr(), surface_id);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.append_id(surface_data.index_storage_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 1;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.append_id(surface_data.vertex_storage_buffer);
uniforms.push_back(u);
}
surface_data.index_count = pmesh_surface->index_count;
assert(pmesh_surface->primitive == RenderingServer::PRIMITIVE_TRIANGLES ||
pmesh_surface->primitive == RenderingServer::PRIMITIVE_TRIANGLE_STRIP);
surface_data.index_stride = pmesh_surface->primitive == RenderingServer::PRIMITIVE_TRIANGLES ? 3 : 2;
surface_data.surface_uniform_set =
RD::get_singleton()->uniform_set_create(uniforms, this->_triangle_ray_select_shader.shader_version, 0);
return surface_data;
}
PackedVector3Array TriangleRaySelect::get_triangle_vertices(const Ref<MeshTrianglePoint> &mesh_triangle_point)
{
if(unlikely(mesh_triangle_point.is_null() || mesh_triangle_point->mesh_instance == nullptr))
return PackedVector3Array();
const SurfaceData *psurf_data;
if(mesh_storage_t::get_singleton()->mesh_needs_instance(
mesh_triangle_point->mesh_instance->get_mesh()->get_rid(),
!mesh_triangle_point->mesh_instance->get_skeleton_path().is_empty()))
{
const mesh_storage_t::MeshInstance *pmesh_data =
TriangleRaySelect::get_mesh_instance_vertex_data(mesh_triangle_point->mesh_instance);
ERR_FAIL_COND_V(!pmesh_data, PackedVector3Array());
const mesh_storage_t::MeshInstance::Surface *psurface = &pmesh_data->surfaces[mesh_triangle_point->surface_id];
const auto surf_dat_it = this->_instance_surface_uniform_set.find(psurface);
ERR_FAIL_COND_V(surf_dat_it == this->_instance_surface_uniform_set.end(), PackedVector3Array());
psurf_data = &surf_dat_it->second;
}
else
{
const mesh_storage_t::Mesh *pmesh_data =
TriangleRaySelect::get_mesh_vertex_data(mesh_triangle_point->mesh_instance);
ERR_FAIL_COND_V(!pmesh_data, PackedVector3Array());
const mesh_storage_t::Mesh::Surface *psurface = pmesh_data->surfaces[mesh_triangle_point->surface_id];
const auto surf_dat_it = this->_mesh_surface_uniform_set.find(psurface);
ERR_FAIL_COND_V(surf_dat_it == this->_mesh_surface_uniform_set.end(), PackedVector3Array());
psurf_data = &surf_dat_it->second;
}
RD *const prd = RD::get_singleton();
PackedVector3Array ret;
ret.resize(3);
for(size_t i = 0; i < 3; ++i)
{
const int32_t vector_index = mesh_triangle_point->vertex_ids[i];
const Vector<uint8_t> vector_buffer =
prd->buffer_get_data(psurf_data->vertex_storage_buffer,
vector_index * psurf_data->vertex_stride * sizeof(float), 3 * sizeof(float));
ret.write[i][0] = *(const float *)(vector_buffer.ptr() + 0 * sizeof(float));
ret.write[i][1] = *(const float *)(vector_buffer.ptr() + 1 * sizeof(float));
ret.write[i][2] = *(const float *)(vector_buffer.ptr() + 2 * sizeof(float));
}
return ret;
}
Ref<TriangleTransform> TriangleRaySelect::get_triangle_transform(const Ref<MeshTrianglePoint> &mesh_triangle_point,
const Transform3D &point_tf)
{
const PackedVector3Array &triangle = this->get_triangle_vertices(mesh_triangle_point);
return get_triangle_transform(triangle, point_tf);
}
Ref<TriangleTransform> TriangleRaySelect::get_triangle_transform(const PackedVector3Array &triangle,
const Transform3D &point_tf) const
{
return Ref(memnew(TriangleTransform(triangle, point_tf)));
}
RID TriangleRaySelect::generate_index_array_storage_buffer(const Mesh &mesh, int surface_id)
{
Array surface_arrays = mesh.surface_get_arrays(surface_id);
Vector<int> index_array = surface_arrays[RS::ARRAY_INDEX];
assert(index_array.size() > 0);
// Create storage buffer
RenderingDevice *const prd = RD::get_singleton();
RID storage_buffer = prd->storage_buffer_create(sizeof(int) * index_array.size(), index_array.to_byte_array());
return storage_buffer;
}
std::pair<RID, uint8_t> TriangleRaySelect::generate_vertex_array_storage_buffer(const Mesh &mesh, int surface_id)
{
Array surface_arrays = mesh.surface_get_arrays(surface_id);
PackedVector3Array vertex_array = surface_arrays[RS::ARRAY_VERTEX];
assert(vertex_array.size() > 0);
// Create storage buffer
RenderingDevice *const prd = RD::get_singleton();
const auto vert_byte_array = vertex_array.to_byte_array();
RID storage_buffer = prd->storage_buffer_create(vert_byte_array.size(), vert_byte_array);
const uint8_t vertex_stride = (vert_byte_array.size() / vertex_array.size()) / 4;
return std::make_pair(storage_buffer, vertex_stride);
}
RID TriangleRaySelect::get_mesh_instance_storage_instance(MeshInstance3D *mesh_instance)
{
// For future reference:
// The following describes how to get an up-to-date vertex buffer from a mesh_instance pointer.
// The MeshInstance3D RID is owned by RenderingMethod (RSG::scene). Currently, RendererSceneCull is the derived
// class with the actual implementations.
// MeshInstance3D's RID data is RendererSceneCull::Instance, which we can get from
// RendererSceneCull::instance_owner. From there, we can access MeshInstance3D's base data (Instance::base_data).
// The base_data is formatted as RendererSceneCull::InstanceGeometryData, which gets us our desired
// InstanceGeometryData::mesh_instance.
// Get RendererSceneCull
auto *const pscene_cull = dynamic_cast<RendererSceneCull *>(RSG::scene);
ERR_FAIL_NULL_V(pscene_cull, RID());
assert(pscene_cull->instance_owner.owns(mesh_instance->get_instance()));
// Get mesh_instance RID data
RendererSceneCull::Instance *instance = pscene_cull->instance_owner.get_or_null(mesh_instance->get_instance());
ERR_FAIL_NULL_V(instance, RID());
// Get MeshInstance3D base_data from instance
ERR_FAIL_COND_V(instance->base_type != RS::InstanceType::INSTANCE_MESH, RID());
auto *const geom = static_cast<RendererSceneCull::InstanceGeometryData *>(instance->base_data);
// Get mesh_id from base_data
return dynamic_cast<RenderGeometryInstanceBase *>(geom->geometry_instance)->mesh_instance;
}
TriangleRaySelect::mesh_storage_t::MeshInstance *TriangleRaySelect::get_mesh_instance_vertex_data(
MeshInstance3D *mesh_instance)
{
RID mesh_storage_instance_id = get_mesh_instance_storage_instance(mesh_instance);
ERR_FAIL_COND_V(!mesh_storage_instance_id.is_valid(), nullptr);
return get_mesh_instance_vertex_data(mesh_storage_instance_id);
}
TriangleRaySelect::mesh_storage_t::MeshInstance *TriangleRaySelect::get_mesh_instance_vertex_data(
RID mesh_storage_instance_id)
{
// Check that mesh_id is really owned by mesh_storage
mesh_storage_t &mesh_storage = *mesh_storage_t::get_singleton();
auto &mesh_instance_owner = mesh_storage.mesh_instance_owner;
assert(mesh_instance_owner.owns(mesh_storage_instance_id));
return mesh_instance_owner.get_or_null(mesh_storage_instance_id);
}
RID TriangleRaySelect::get_mesh_storage_instance(MeshInstance3D *mesh_instance)
{
assert(mesh_storage_t::get_singleton()->mesh_owner.owns(mesh_instance->get_mesh()->get_rid()));
return mesh_instance->get_mesh()->get_rid();
}
TriangleRaySelect::mesh_storage_t::Mesh *TriangleRaySelect::get_mesh_vertex_data(MeshInstance3D *mesh_instance)
{
RID mesh_storage_instance_id = get_mesh_storage_instance(mesh_instance);
ERR_FAIL_COND_V(!mesh_storage_instance_id.is_valid(), nullptr);
return get_mesh_vertex_data(mesh_storage_instance_id);
}
TriangleRaySelect::mesh_storage_t::Mesh *TriangleRaySelect::get_mesh_vertex_data(RID mesh_storage_instance_id)
{
// Check that mesh_id is really owned by mesh_storage
mesh_storage_t &mesh_storage = *mesh_storage_t::get_singleton();
auto &mesh_owner = mesh_storage.mesh_owner;
assert(mesh_owner.owns(mesh_storage_instance_id));
return mesh_owner.get_or_null(mesh_storage_instance_id);
}