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https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
Implemented the clean mesh action.
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4e1c6046b0
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@ -247,3 +247,6 @@ func onhandle_selection_type_back_toggled(on : bool):
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func onhandle_selection_type_all_toggled(on : bool):
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if on:
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_plugin.handle_selection_type_all()
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func _on_clean_mesh_pressed():
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_plugin.clean_mesh()
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@ -754,7 +754,7 @@ size_flags_vertical = 3
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[connection signal="pressed" from="VBoxContainer/ScrollContainer/VBoxContainer2/Operations/Operations/GenTangents" to="." method="_on_GenTangents_pressed"]
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[connection signal="pressed" from="VBoxContainer/ScrollContainer/VBoxContainer2/Operations/Operations/RemDoubles" to="." method="_on_RemDoubles_pressed"]
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[connection signal="pressed" from="VBoxContainer/ScrollContainer/VBoxContainer2/Operations/Operations/MergeOptimize" to="." method="_on_MergeOptimize_pressed"]
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[connection signal="pressed" from="VBoxContainer/ScrollContainer/VBoxContainer2/Operations/Operations/Clean" to="." method="_on_MergeOptimize_pressed"]
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[connection signal="pressed" from="VBoxContainer/ScrollContainer/VBoxContainer2/Operations/Operations/Clean" to="." method="_on_clean_mesh_pressed"]
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[connection signal="pressed" from="VBoxContainer/ScrollContainer/VBoxContainer2/Operations/Operations/UVEditButton" to="." method="_on_uv_edit_pressed"]
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[connection signal="pressed" from="VBoxContainer/ScrollContainer/VBoxContainer2/Operations/Operations/ApplySeams" to="." method="_on_apply_seams_pressed"]
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[connection signal="pressed" from="VBoxContainer/ScrollContainer/VBoxContainer2/Operations/Operations/UnwrapButton2" to="." method="_on_UnwrapButton_pressed"]
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@ -1550,7 +1550,34 @@ func apply_seam():
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add_mesh_change_undo_redo(orig_arr, _mdr.array, "apply_seam")
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enable_change_event()
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func clean_mesh():
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if !_mdr:
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return
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var arrays : Array = _mdr.array
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if arrays.size() != ArrayMesh.ARRAY_MAX:
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return arrays
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if arrays[ArrayMesh.ARRAY_VERTEX] == null || arrays[ArrayMesh.ARRAY_INDEX] == null:
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return arrays
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var old_vert_size : int = arrays[ArrayMesh.ARRAY_VERTEX].size()
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disable_change_event()
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var orig_arr : Array = copy_arrays(arrays)
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arrays = MDRMeshUtils.remove_used_vertices(arrays)
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var new_vert_size : int = arrays[ArrayMesh.ARRAY_VERTEX].size()
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add_mesh_change_undo_redo(orig_arr, arrays, "clean_mesh")
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enable_change_event()
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var d : int = old_vert_size - new_vert_size
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print("MDRED: Removed " + str(d) + " unused vertices.")
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func uv_unwrap() -> void:
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if !_mdr:
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return
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@ -276,3 +276,7 @@ func handle_selection_type_all():
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func extrude():
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if current_mesh_data_instance && current_mesh_data_instance.gizmo:
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current_mesh_data_instance.gizmo.extrude()
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func clean_mesh():
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if current_mesh_data_instance && current_mesh_data_instance.gizmo:
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current_mesh_data_instance.gizmo.clean_mesh()
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@ -861,6 +861,164 @@ static func generate_tangents(mdr : MeshDataResource) -> void:
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mdr.array = st.commit_to_arrays()
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static func remove_used_vertices(arrays : Array) -> Array:
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if arrays.size() != ArrayMesh.ARRAY_MAX:
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return arrays
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if arrays[ArrayMesh.ARRAY_VERTEX] == null || arrays[ArrayMesh.ARRAY_INDEX] == null:
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return arrays
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var vert_size : int = arrays[ArrayMesh.ARRAY_VERTEX].size()
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var indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX]
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var unused_indices : PoolIntArray = PoolIntArray()
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for i in range(vert_size):
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if !pool_int_arr_contains(indices, i):
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unused_indices.append(i)
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remove_vertices(arrays, unused_indices)
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return arrays
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static func remove_vertices(arrays : Array, indices : PoolIntArray) -> Array:
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if indices.size() == 0:
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return arrays
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var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX]
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var normals : PoolVector3Array
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var tangents : PoolRealArray
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var colors : PoolColorArray
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var uv : PoolVector2Array
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var uv2 : PoolVector2Array
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var bones : PoolRealArray
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var weights : PoolRealArray
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if arrays[ArrayMesh.ARRAY_NORMAL] != null:
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normals = arrays[ArrayMesh.ARRAY_NORMAL]
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if arrays[ArrayMesh.ARRAY_TANGENT] != null:
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tangents = arrays[ArrayMesh.ARRAY_TANGENT]
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if arrays[ArrayMesh.ARRAY_COLOR] != null:
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colors = arrays[ArrayMesh.ARRAY_COLOR]
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if arrays[ArrayMesh.ARRAY_TEX_UV] != null:
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uv = arrays[ArrayMesh.ARRAY_TEX_UV]
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if arrays[ArrayMesh.ARRAY_TEX_UV2] != null:
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uv2 = arrays[ArrayMesh.ARRAY_TEX_UV2]
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if arrays[ArrayMesh.ARRAY_BONES] != null:
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bones = arrays[ArrayMesh.ARRAY_BONES]
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if arrays[ArrayMesh.ARRAY_WEIGHTS] != null:
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weights = arrays[ArrayMesh.ARRAY_WEIGHTS]
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for index in indices:
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vertices.remove(index)
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if arrays[ArrayMesh.ARRAY_NORMAL] != null:
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normals.remove(index)
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if arrays[ArrayMesh.ARRAY_TANGENT] != null:
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var tindex : int = index * 4
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tangents.remove(tindex)
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tangents.remove(tindex)
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tangents.remove(tindex)
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tangents.remove(tindex)
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if arrays[ArrayMesh.ARRAY_COLOR] != null:
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colors.remove(index)
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if arrays[ArrayMesh.ARRAY_TEX_UV] != null:
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uv.remove(index)
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if arrays[ArrayMesh.ARRAY_TEX_UV2] != null:
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uv2.remove(index)
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if arrays[ArrayMesh.ARRAY_BONES] != null:
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bones.remove(index)
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bones.remove(index)
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bones.remove(index)
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bones.remove(index)
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if arrays[ArrayMesh.ARRAY_WEIGHTS] != null:
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weights.remove(index)
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weights.remove(index)
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weights.remove(index)
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weights.remove(index)
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#write back
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arrays[ArrayMesh.ARRAY_VERTEX] = vertices
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if arrays[ArrayMesh.ARRAY_NORMAL] != null:
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arrays[ArrayMesh.ARRAY_NORMAL] = normals
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if arrays[ArrayMesh.ARRAY_TANGENT] != null:
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arrays[ArrayMesh.ARRAY_TANGENT] = tangents
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if arrays[ArrayMesh.ARRAY_COLOR] != null:
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arrays[ArrayMesh.ARRAY_COLOR] = colors
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if arrays[ArrayMesh.ARRAY_TEX_UV] != null:
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arrays[ArrayMesh.ARRAY_TEX_UV] = uv
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if arrays[ArrayMesh.ARRAY_TEX_UV2] != null:
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arrays[ArrayMesh.ARRAY_TEX_UV2] = uv2
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if arrays[ArrayMesh.ARRAY_BONES] != null:
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arrays[ArrayMesh.ARRAY_BONES] = bones
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if arrays[ArrayMesh.ARRAY_WEIGHTS] != null:
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arrays[ArrayMesh.ARRAY_WEIGHTS] = weights
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if arrays[ArrayMesh.ARRAY_INDEX] == null:
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return arrays
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#udpate indices
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var arr_indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX]
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var max_index : int = find_max(indices)
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for k in range(indices.size()):
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for i in range(arr_indices.size()):
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var ai : int = arr_indices[i]
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if ai >= max_index:
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arr_indices[i] = ai - 1
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max_index = find_max_capped(indices, max_index)
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arrays[ArrayMesh.ARRAY_INDEX] = arr_indices
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return arrays
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static func find_max(arr : PoolIntArray) -> int:
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var m : int = arr[0]
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for v in arr:
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if v > m:
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m = v
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return m
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static func find_max_capped(arr : PoolIntArray, last : int) -> int:
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var m : int = 0
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for v in arr:
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if v < last:
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m = v
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break
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for v in arr:
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if v > m && v < last:
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m = v
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return m
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static func order_seam_indices(arr : PoolIntArray) -> PoolIntArray:
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var ret : PoolIntArray = PoolIntArray()
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@ -1021,7 +1179,7 @@ static func pool_int_arr_contains(arr : PoolIntArray, val : int) -> bool:
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return true
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return false
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class SeamTriangleHelper:
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var i0 : int = 0
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