extends VoxelMesherCubic class_name GDCubicVoxelMesher # Copyright Péter Magyar relintai@gmail.com # MIT License, might be merged into the Voxelman engine module # Copyright (c) 2019 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. var count : int = 0 func _add_chunk(chunk : Node) -> void: chunk.generate_ao(); var x_size : int = chunk.get_size_x() - 1 var y_size : int = chunk.get_size_y() - 1 var z_size : int = chunk.get_size_z() - 1 var voxel_size : float = lod_size var cube_points : VoxelCubePoints = VoxelCubePoints.new() var tile_uv_size : float = 1/4.0 var base_light : Color = Color(0.4, 0.4, 0.4) for y in range(chunk.get_margin_start() + lod_size, y_size, lod_size): for z in range(chunk.get_margin_start() + lod_size, z_size, lod_size): for x in range(chunk.get_margin_start() + lod_size, x_size, lod_size): cube_points.setup(chunk, x, y, z, lod_size) if not cube_points.has_points(): continue for face in range(VoxelCubePoints.VOXEL_FACE_COUNT): if not cube_points.is_face_visible(face): continue add_indices(get_vertex_count() + 2) add_indices(get_vertex_count() + 1) add_indices(get_vertex_count() + 0) add_indices(get_vertex_count() + 3) add_indices(get_vertex_count() + 2) add_indices(get_vertex_count() + 0) var vertices : Array = [ cube_points.get_point_for_face(face, 0), cube_points.get_point_for_face(face, 1), cube_points.get_point_for_face(face, 2), cube_points.get_point_for_face(face, 3) ] var normals : Array = [ (vertices[3] - vertices[0]).cross(vertices[1] - vertices[0]), (vertices[0] - vertices[1]).cross(vertices[2] - vertices[1]), (vertices[1] - vertices[2]).cross(vertices[3] - vertices[2]), (vertices[2] - vertices[3]).cross(vertices[0] - vertices[3]) ] var face_light_direction : Vector3 = cube_points.get_face_light_direction(face) for i in range(4): add_normal(normals[i]) var light : Color = cube_points.get_face_point_light_color(face, i) light += base_light var NdotL : float = clamp(normals[i].dot(face_light_direction), 0, 1.0) light *= NdotL light -= cube_points.get_face_point_ao_color(face, i) * ao_strength add_color(light) light.r = clamp(light.r, 0, 1.0) light.g = clamp(light.g, 0, 1.0) light.b = clamp(light.b, 0, 1.0) add_uv((cube_points.get_point_uv_direction(face, i) + Vector2(0.5, 0.5)) * Vector2(tile_uv_size, tile_uv_size)) add_vertex((vertices[i] * voxel_size + Vector3(x, y, z)) * voxel_scale)