tool extends ThreadPoolJob # Copyright Péter Magyar relintai@gmail.com # MIT License, functionality from this class needs to be protable to the entity spell system # Copyright (c) 2019-2020 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. export(bool) var use_lod : bool = true var meshes : Array var _generating : bool = false var _texture_packer : TexturePacker var _textures : Array var _texture : Texture var materials : Array = Array() var data : Array signal finished func _init(): _texture_packer = TexturePacker.new() _texture_packer.texture_flags = 0 # _texture_packer.texture_flags = Texture.FLAG_FILTER _texture_packer.max_atlas_size = 512 func _execute(): prepare_textures() meshes.clear() var mm : MeshMerger = MeshMerger.new() mm.format = ArrayMesh.ARRAY_FORMAT_VERTEX | ArrayMesh.ARRAY_FORMAT_COLOR | ArrayMesh.ARRAY_FORMAT_BONES | ArrayMesh.ARRAY_FORMAT_INDEX | ArrayMesh.ARRAY_FORMAT_NORMAL | ArrayMesh.ARRAY_FORMAT_TEX_UV | ArrayMesh.ARRAY_FORMAT_WEIGHTS var bones : PoolIntArray = PoolIntArray() bones.resize(4) bones[0] = 1 bones[1] = 0 bones[2] = 0 bones[3] = 0 var bonew : PoolRealArray = PoolRealArray() bonew.resize(4) bonew[0] = 1 bonew[1] = 0 bonew[2] = 0 bonew[3] = 0 for ddict in data: var bone_name : String = ddict["bone_name"] var bone_idx : int = ddict["bone_idx"] var texture : Texture = ddict["texture"] var atlas_texture : AtlasTexture = ddict["atlas_texture"] var transform : Transform = ddict["transform"] var mesh : MeshDataResource = ddict["mesh"] var rect : Rect2 if atlas_texture != null and texture != null: var otw : float = _texture.get_width() var oth : float = _texture.get_height() rect.position.x = atlas_texture.region.position.x / otw rect.position.y = atlas_texture.region.position.y / oth rect.size.x = atlas_texture.region.size.x / otw rect.size.y = atlas_texture.region.size.y / oth bones[0] = bone_idx mm.add_mesh_data_resource_bone(mesh, bones, bonew, transform, rect) var arr : Array = mm.build_mesh() var mesh : ArrayMesh = ArrayMesh.new() mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) mesh.surface_set_material(0, materials[0]) meshes.append(mesh) if use_lod: arr = MeshUtils.merge_mesh_array(arr) var meshl2 : ArrayMesh = ArrayMesh.new() meshl2.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) meshl2.surface_set_material(0, materials[1]) meshes.append(meshl2) arr = MeshUtils.bake_mesh_array_uv(arr, _texture) arr[VisualServer.ARRAY_TEX_UV] = null var meshl3 : ArrayMesh = ArrayMesh.new() meshl3.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) meshl3.surface_set_material(0, materials[2]) meshes.append(meshl3) emit_signal("finished") # call_deferred("emit_signal", "finished") complete = true func prepare_textures() -> void: _texture_packer.clear() var lmerger : TextureLayerMerger = TextureLayerMerger.new() for i in range(data.size()): var ddict : Dictionary = data[i] var textures : Array = ddict["textures"] var texture : Texture = null var tcount : int = 0 for j in range(textures.size()): if textures[j]: tcount += 1 if tcount > 1: for j in range(textures.size() - 1, -1, -1): if textures[j]: lmerger.add_texture(textures[j]) break lmerger.merge() texture = lmerger.get_result_as_texture() lmerger.clear() else: for j in range(textures.size() - 1, -1, -1): if textures[j]: texture = textures[j] break ddict["texture"] = texture if texture != null: ddict["atlas_texture"] = _texture_packer.add_texture(texture) data[i] = ddict _texture_packer.merge() var tex : Texture = _texture_packer.get_generated_texture(0) # var mat : SpatialMaterial = _material as SpatialMaterial # mat.albedo_texture = tex var mat : ShaderMaterial = materials[0] as ShaderMaterial mat.set_shader_param("texture_albedo", tex) if use_lod: var mat2 : ShaderMaterial = materials[1] as ShaderMaterial mat2.set_shader_param("texture_albedo", tex) # mat.albedo_texture = tex _texture = tex