Initial uv layout implementation.

This commit is contained in:
Relintai 2021-09-27 14:15:17 +02:00
parent 660933915b
commit e5de63c421

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@ -150,6 +150,10 @@ class STriangle:
var vn2 : Vector3
var vn3 : Vector3
var vns1 : Vector2
var vns2 : Vector2
var vns3 : Vector2
var uv1 : Vector2
var uv2 : Vector2
var uv3 : Vector2
@ -221,6 +225,10 @@ class STriangle:
uv1 = Vector2(vn1.x, vn1.z)
uv2 = Vector2(vn2.x, vn2.z)
uv3 = Vector2(vn3.x, vn3.z)
vns1 = uv1
vns2 = uv2
vns3 = uv3
func has_edge(pi1 : int, pi2 : int):
if i1 == pi1 || i2 == pi1 || i3 == pi1:
@ -254,6 +262,10 @@ class SMesh:
var uvs : PoolVector2Array
var triangles : Array
var processed_vertices : Dictionary = Dictionary()
var processed_triangles : Dictionary = Dictionary()
var processed_calc_uvs : PoolVector2Array = PoolVector2Array()
func is_triangle_neighbour(tri : STriangle) -> bool:
for t in triangles:
if t.is_neighbour(tri.i1, tri.i2, tri.i3):
@ -272,6 +284,9 @@ class SMesh:
func unwrap():
project_vertices()
find_neighbours()
layout_uvs()
#print(processed_calc_uvs)
func project_vertices():
for t in triangles:
@ -284,6 +299,88 @@ class SMesh:
t.neighbour_v1_v2 = find_neighbour(i, t.i1, t.i2)
t.neighbour_v2_v3 = find_neighbour(i, t.i2, t.i3)
t.neighbour_v1_v3 = find_neighbour(i, t.i1, t.i3)
func layout_uvs():
processed_vertices = Dictionary()
processed_triangles = Dictionary()
processed_calc_uvs = PoolVector2Array()
processed_calc_uvs.resize(vertices.size())
var t = triangles[0]
#don't
#processed_triangles[t.index] = true
processed_vertices[t.i1] = true
processed_vertices[t.i2] = true
processed_vertices[t.i3] = true
processed_calc_uvs[t.i1] = t.uv1
processed_calc_uvs[t.i2] = t.uv2
processed_calc_uvs[t.i3] = t.uv3
join_triangles(0)
func join_triangles(tindex):
if tindex == -1:
return
if processed_triangles.has(tindex):
return
processed_triangles[tindex] = true
var t = triangles[tindex]
#note that only one of these can be false
#except for the first triangle (where all sould be true see layout_uvs()
var v1d : bool = processed_vertices.has(t.i1)
var v2d : bool = processed_vertices.has(t.i2)
var v3d : bool = processed_vertices.has(t.i3)
if !v1d:
processed_vertices[t.i1] = true
# var i1 : int = t.i2
# var i2 : int = t.i3
# var ifvert : int = t.i1
processed_calc_uvs[t.i1] = transform_uv(t.vns2, t.vns3, t.vns1, processed_calc_uvs[t.i2], processed_calc_uvs[t.i3])
if !v2d:
processed_vertices[t.i2] = true
# var i1 : int = t.i1
# var i2 : int = t.i3
# var ifvert : int = t.i2
processed_calc_uvs[t.i2] = transform_uv(t.vns1, t.vns3, t.vns2, processed_calc_uvs[t.i1], processed_calc_uvs[t.i3])
if !v3d:
processed_vertices[t.i3] = true
# var i1 : int = t.i2
# var i2 : int = t.i3
# var ifvert : int = t.i1
processed_calc_uvs[t.i3] = transform_uv(t.vns1, t.vns2, t.vns3, processed_calc_uvs[t.i1], processed_calc_uvs[t.i2])
join_triangles(t.neighbour_v1_v2)
join_triangles(t.neighbour_v2_v3)
join_triangles(t.neighbour_v1_v3)
func transform_uv(v1 : Vector2, v2 : Vector2, v3 : Vector2, vt1 : Vector2, vt2 : Vector2) -> Vector2:
var a : float = (v2 - v1).angle_to(v3 - v1)
var ret : Vector2 = (vt2 - vt1).normalized() * (v3 - v1).length()
ret = ret.rotated(a)
return ret
func find_neighbour(current_index : int, i1 : int, i2 : int):
for i in range(triangles.size()):