broken_seals/game/voxelman/world/TVVoxelMesher.gd

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2020-04-06 14:53:27 +02:00
extends VoxelMesherUVTransvoxel
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class_name TVVoxelMesher
# Copyright Péter Magyar relintai@gmail.com
# MIT License, might be merged into the Voxelman engine module
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# Copyright (c) 2019-2020 Péter Magyar
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
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const TEXTURE_SCALE = 4
func get_voxel_type_array(chunk : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> Array:
var arr : Array = [
chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE),
chunk.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE),
chunk.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE),
chunk.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE),
chunk.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE),
chunk.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE),
chunk.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE),
chunk.get_voxel(x + size, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE)
]
return arr
func get_case_code_from_arr(data : Array) -> int:
var case_code : int = 0
if (data[0] != 0):
case_code = case_code | VOXEL_ENTRY_MASK_000
if (data[1] != 0):
case_code = case_code | VOXEL_ENTRY_MASK_010
if (data[2] != 0):
case_code = case_code | VOXEL_ENTRY_MASK_001
if (data[3] != 0):
case_code = case_code | VOXEL_ENTRY_MASK_011
if (data[4] != 0):
case_code = case_code | VOXEL_ENTRY_MASK_100
if (data[5] != 0):
case_code = case_code | VOXEL_ENTRY_MASK_110
if (data[6] != 0):
case_code = case_code | VOXEL_ENTRY_MASK_101
if (data[7] != 0):
case_code = case_code | VOXEL_ENTRY_MASK_111
return case_code
func get_case_code(chunk : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> int:
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var case_code : int = 0
if (chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_000
if (chunk.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_010
if (chunk.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_001
if (chunk.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_011
if (chunk.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_100
if (chunk.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_110
if (chunk.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_101
if (chunk.get_voxel(x + size, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_111
return case_code
func get_voxel_type(chunk : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> int:
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var type : int = 0
type = chunk.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
return type
type = chunk.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
return type
type = chunk.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
return type
type = chunk.get_voxel(x + size, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
return type
type = chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
return type
type = chunk.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
return type
type = chunk.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
return type
type = chunk.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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return type
func n_add_chunk(chunk : VoxelChunk) -> void:
chunk.generate_ao()
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var x_size : int = chunk.get_size_x()
var y_size : int = chunk.get_size_y()
var z_size : int = chunk.get_size_z()
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for y in range(0, y_size, lod_size):
for z in range(0, z_size, lod_size):
for x in range(0, x_size, lod_size):
var type_arr : Array = get_voxel_type_array(chunk, x, y, z, lod_size)
var case_code : int = get_case_code_from_arr(type_arr)
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if case_code == 0 or case_code == 255:
continue
var regular_cell_class : int = get_regular_cell_class(case_code)
var cell_data : TransvoxelCellData = get_regular_cell_data(regular_cell_class)
var index_count : int = cell_data.get_triangle_count() * 3
var vertex_count : int = cell_data.get_vertex_count()
for i in range(index_count):
var ind : int = get_vertex_count() + cell_data.get_vertex_index(i)
add_indices(ind)
var temp_verts : Array = Array()
var carr : Dictionary = Dictionary()
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for t in type_arr:
if carr.has(t):
carr[t] += 1
else:
carr[t] = 1
var type_id1 : int = -1
var type_id1c : int = -1
var type_id2 : int = -1
var type_id2c : int = -1
for k in carr.keys():
if k == 0:
continue
var c : int = carr[k]
if type_id1c == -1:
type_id1 = k
type_id1c = c
continue
if c > type_id1c:
type_id1 = k
type_id1c = c
for k in carr.keys():
if k == 0:
continue
var c : int = carr[k]
if type_id2c == -1:
type_id2 = k
type_id2c = c
continue
if c > type_id2c and k != type_id1:
type_id2 = k
type_id2c = c
var surface_ratio : float = 1
if type_id1 != type_id2:
surface_ratio = float(type_id1c) / float(type_id2c) / 8.0
var surface1 : VoxelSurface = library.get_voxel_surface(type_id1)
var surface2 : VoxelSurface = library.get_voxel_surface(type_id2)
# if type_id1 == 0:
# print(type_id1)
#
# if type_id2 == 0:
# print("asd" + str(type_id2))
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for i in range(vertex_count):
var fv : int = get_regular_vertex_data_first_vertex(case_code, i)
var sv : int = get_regular_vertex_data_second_vertex(case_code, i)
var offs0 : Vector3 = corner_id_to_vertex(fv) * lod_size
var offs1 : Vector3 = corner_id_to_vertex(sv) * lod_size
var type : int = chunk.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_TYPE)
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var fill : int = 0
var vert_pos : Vector3
var vert_dir : Vector3
if type == 0:
fill = chunk.get_voxel(int(x + offs1.x), int(y + offs1.y), int(z + offs1.z), VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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vert_pos = get_regular_vertex_second_position(case_code, i)
vert_dir = get_regular_vertex_first_position(case_code, i)
else:
fill = chunk.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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vert_pos = get_regular_vertex_first_position(case_code, i)
vert_dir = get_regular_vertex_second_position(case_code, i)
vert_dir = vert_dir - vert_pos
vert_pos += vert_dir * (fill / 256.0)
temp_verts.append(vert_pos)
var temp_normals : Array = Array()
#warning-ignore:unused_variable
for i in range(len(temp_verts)):
temp_normals.append(Vector3())
#generate normals
for i in range(0, index_count, 3):
var indices : Array = [
cell_data.get_vertex_index(i),
cell_data.get_vertex_index(i + 1),
cell_data.get_vertex_index(i + 2)
]
var vertices : Array = [
temp_verts[indices[0]],
temp_verts[indices[1]],
temp_verts[indices[2]],
]
temp_normals[indices[0]] += (vertices[1] - vertices[0]).cross(vertices[0] - vertices[2])
temp_normals[indices[1]] += (vertices[2] - vertices[1]).cross(vertices[1] - vertices[0])
temp_normals[indices[2]] += (vertices[2] - vertices[1]).cross(vertices[2] - vertices[0])
for i in range(len(temp_verts)):
temp_normals[i] = (temp_normals[i] as Vector3).normalized()
for cvi in range(len(temp_verts)):
var vertex : Vector3 = temp_verts[cvi]
var normal : Vector3 = temp_normals[cvi]
var s : Vector3 = Vector3()
var t : Vector3 = Vector3()
t.x = vertex.z
t.y = vertex.z
t.z = vertex.y
s.x = vertex.y
s.y = vertex.x
s.z = vertex.x
var bx : float = abs(normal.x)
var by : float = abs(normal.y)
var bz : float = abs(normal.z)
if (bx + 0.0001 > by and bx + 0.0001 > bz):
var uv : Vector2 = Vector2(s.x, t.x)
var umargin : Rect2 = uv_margin
uv.x *= umargin.size.x
uv.y *= umargin.size.y
uv.x += umargin.position.x
uv.y += umargin.position.y
add_uv(surface1.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE))
add_uv2(surface2.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE))
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elif (bz + 0.0001 > bx and bz + 0.0001 > by):
var uv : Vector2 = Vector2(s.z, t.z)
var umargin : Rect2 = uv_margin
uv.x *= umargin.size.x
uv.y *= umargin.size.y
uv.x += umargin.position.x
uv.y += umargin.position.y
add_uv(surface1.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE))
add_uv2(surface2.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE))
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else:
var uv : Vector2 = Vector2(s.y, t.y)
var umargin : Rect2 = uv_margin
uv.x *= umargin.size.x
uv.y *= umargin.size.y
uv.x += umargin.position.x
uv.y += umargin.position.y
add_uv(surface1.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_TOP, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE))
add_uv2(surface2.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_TOP, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE))
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for i in range(len(temp_verts)):
var vert_pos : Vector3 = temp_verts[i] as Vector3
vert_pos *= float(lod_size)
vert_pos += Vector3(x, y, z)
var normal : Vector3 = temp_normals[i] as Vector3
#var vpx : int = int(vert_pos.x)
#var vpy : int = int(vert_pos.y)
#var vpz : int = int(vert_pos.z)
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add_color(Color(1, 1, 1, surface_ratio))
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vert_pos *= float(voxel_scale)
add_normal(normal)
add_vertex(vert_pos)