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Apply seams should properly work now in every cases (hopefully).
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@ -1005,6 +1005,8 @@ static func apply_seam(mdr : MeshDataResource) -> void:
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var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX]
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var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX]
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var indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX]
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var indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX]
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var new_indices : PoolIntArray = PoolIntArray()
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new_indices.append_array(indices)
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var seams : PoolIntArray = mdr.seams
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var seams : PoolIntArray = mdr.seams
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@ -1062,7 +1064,6 @@ static func apply_seam(mdr : MeshDataResource) -> void:
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tri.processed = true
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tri.processed = true
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if tri.both_sides_need_cut():
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if tri.both_sides_need_cut():
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duplicate_verts_indices.push_back(tri.orig_index)
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triangle_arrays.push_back([ tri ])
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triangle_arrays.push_back([ tri ])
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continue
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continue
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@ -1108,16 +1109,12 @@ static func apply_seam(mdr : MeshDataResource) -> void:
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duplicate_verts_indices.push_back(tris[0].orig_index)
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duplicate_verts_indices.push_back(tris[0].orig_index)
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#print(tris)
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for tri in tris:
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for tri in tris:
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indices[tri.index_index] = new_vert_size
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new_indices[tri.index_index] = new_vert_size
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new_vert_size += 1
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new_vert_size += 1
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#print("----")
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arrays[ArrayMesh.ARRAY_INDEX] = new_indices
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arrays[ArrayMesh.ARRAY_INDEX] = indices
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mdr.array = seam_apply_duplicate_vertices(arrays, duplicate_verts_indices)
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mdr.array = seam_apply_duplicate_vertices(arrays, duplicate_verts_indices)
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@ -3,7 +3,9 @@
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[ext_resource path="res://modules/planets/test_planet/voxel_library/textures/grass_mossy_albedo.png" type="Texture" id=1]
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[ext_resource path="res://modules/planets/test_planet/voxel_library/textures/grass_mossy_albedo.png" type="Texture" id=1]
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[sub_resource type="MeshDataResource" id=1]
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[sub_resource type="MeshDataResource" id=1]
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array = [ PoolVector3Array( -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5 ), PoolVector3Array( 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1 ), null, null, PoolVector2Array( 0.253049, 0.336022, 0.253049, 0.00806455, 0.5, 0.00806452, 0.5, 0.336022, 0.253049, 0.663978, 0.5, 0.991935, 0.253049, 0.991935, 0.5, 0.663978, 0.00609756, 0.336022, 0.993902, 0.336021, 0.746951, 0.336021, 0.746951, 0.663978, 0.00609758, 0.663979, 0.993902, 0.663978 ), null, null, null, PoolIntArray( 0, 1, 2, 2, 3, 0, 4, 5, 6, 4, 7, 5, 3, 10, 11, 11, 7, 3, 0, 12, 8, 0, 4, 12, 9, 13, 11, 11, 10, 9, 0, 7, 4, 0, 3, 7 ) ]
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aabb = AABB( -0.5, -0.5, -0.5, 1, 1, 1 )
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aabb = AABB( -0.5, -0.5, -0.5, 1, 1, 1 )
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seams = PoolIntArray( 1, 6, 4, 6, 0, 1, 1, 2, 5, 6, 2, 3, 5, 7 )
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[sub_resource type="SpatialMaterial" id=2]
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[sub_resource type="SpatialMaterial" id=2]
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albedo_texture = ExtResource( 1 )
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albedo_texture = ExtResource( 1 )
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