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Initial uv layout implementation.
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@ -150,6 +150,10 @@ class STriangle:
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var vn2 : Vector3
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var vn3 : Vector3
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var vns1 : Vector2
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var vns2 : Vector2
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var vns3 : Vector2
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var uv1 : Vector2
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var uv2 : Vector2
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var uv3 : Vector2
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@ -222,6 +226,10 @@ class STriangle:
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uv2 = Vector2(vn2.x, vn2.z)
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uv3 = Vector2(vn3.x, vn3.z)
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vns1 = uv1
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vns2 = uv2
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vns3 = uv3
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func has_edge(pi1 : int, pi2 : int):
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if i1 == pi1 || i2 == pi1 || i3 == pi1:
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if i1 == pi2 || i2 == pi2 || i3 == pi2:
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@ -254,6 +262,10 @@ class SMesh:
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var uvs : PoolVector2Array
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var triangles : Array
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var processed_vertices : Dictionary = Dictionary()
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var processed_triangles : Dictionary = Dictionary()
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var processed_calc_uvs : PoolVector2Array = PoolVector2Array()
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func is_triangle_neighbour(tri : STriangle) -> bool:
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for t in triangles:
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if t.is_neighbour(tri.i1, tri.i2, tri.i3):
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@ -272,6 +284,9 @@ class SMesh:
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func unwrap():
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project_vertices()
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find_neighbours()
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layout_uvs()
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#print(processed_calc_uvs)
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func project_vertices():
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for t in triangles:
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@ -285,6 +300,88 @@ class SMesh:
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t.neighbour_v2_v3 = find_neighbour(i, t.i2, t.i3)
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t.neighbour_v1_v3 = find_neighbour(i, t.i1, t.i3)
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func layout_uvs():
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processed_vertices = Dictionary()
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processed_triangles = Dictionary()
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processed_calc_uvs = PoolVector2Array()
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processed_calc_uvs.resize(vertices.size())
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var t = triangles[0]
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#don't
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#processed_triangles[t.index] = true
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processed_vertices[t.i1] = true
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processed_vertices[t.i2] = true
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processed_vertices[t.i3] = true
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processed_calc_uvs[t.i1] = t.uv1
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processed_calc_uvs[t.i2] = t.uv2
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processed_calc_uvs[t.i3] = t.uv3
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join_triangles(0)
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func join_triangles(tindex):
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if tindex == -1:
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return
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if processed_triangles.has(tindex):
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return
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processed_triangles[tindex] = true
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var t = triangles[tindex]
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#note that only one of these can be false
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#except for the first triangle (where all sould be true see layout_uvs()
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var v1d : bool = processed_vertices.has(t.i1)
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var v2d : bool = processed_vertices.has(t.i2)
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var v3d : bool = processed_vertices.has(t.i3)
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if !v1d:
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processed_vertices[t.i1] = true
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# var i1 : int = t.i2
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# var i2 : int = t.i3
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# var ifvert : int = t.i1
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processed_calc_uvs[t.i1] = transform_uv(t.vns2, t.vns3, t.vns1, processed_calc_uvs[t.i2], processed_calc_uvs[t.i3])
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if !v2d:
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processed_vertices[t.i2] = true
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# var i1 : int = t.i1
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# var i2 : int = t.i3
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# var ifvert : int = t.i2
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processed_calc_uvs[t.i2] = transform_uv(t.vns1, t.vns3, t.vns2, processed_calc_uvs[t.i1], processed_calc_uvs[t.i3])
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if !v3d:
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processed_vertices[t.i3] = true
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# var i1 : int = t.i2
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# var i2 : int = t.i3
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# var ifvert : int = t.i1
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processed_calc_uvs[t.i3] = transform_uv(t.vns1, t.vns2, t.vns3, processed_calc_uvs[t.i1], processed_calc_uvs[t.i2])
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join_triangles(t.neighbour_v1_v2)
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join_triangles(t.neighbour_v2_v3)
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join_triangles(t.neighbour_v1_v3)
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func transform_uv(v1 : Vector2, v2 : Vector2, v3 : Vector2, vt1 : Vector2, vt2 : Vector2) -> Vector2:
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var a : float = (v2 - v1).angle_to(v3 - v1)
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var ret : Vector2 = (vt2 - vt1).normalized() * (v3 - v1).length()
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ret = ret.rotated(a)
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return ret
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func find_neighbour(current_index : int, i1 : int, i2 : int):
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for i in range(triangles.size()):
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if current_index == i:
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