extends VoxelMesherMarchingCubes class_name TVVoxelMesher # Copyright Péter Magyar relintai@gmail.com # MIT License, might be merged into the Voxelman engine module # Copyright (c) 2019-2021 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. const TEXTURE_SCALE = 4 func get_voxel_type_array(chunk : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> Array: var arr : Array = [ chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE), chunk.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE), chunk.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE), chunk.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE), chunk.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE), chunk.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE), chunk.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE), chunk.get_voxel(x + size, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) ] return arr func get_case_code_from_arr(data : Array) -> int: var case_code : int = 0 if (data[0] != 0): case_code = case_code | VOXEL_ENTRY_MASK_000 if (data[1] != 0): case_code = case_code | VOXEL_ENTRY_MASK_010 if (data[2] != 0): case_code = case_code | VOXEL_ENTRY_MASK_001 if (data[3] != 0): case_code = case_code | VOXEL_ENTRY_MASK_011 if (data[4] != 0): case_code = case_code | VOXEL_ENTRY_MASK_100 if (data[5] != 0): case_code = case_code | VOXEL_ENTRY_MASK_110 if (data[6] != 0): case_code = case_code | VOXEL_ENTRY_MASK_101 if (data[7] != 0): case_code = case_code | VOXEL_ENTRY_MASK_111 return case_code func get_case_code(chunk : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> int: var case_code : int = 0 if (chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_000 if (chunk.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_010 if (chunk.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_001 if (chunk.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_011 if (chunk.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_100 if (chunk.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_110 if (chunk.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_101 if (chunk.get_voxel(x + size, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_111 return case_code func get_voxel_type(chunk : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> int: var type : int = 0 type = chunk.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = chunk.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = chunk.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = chunk.get_voxel(x + size, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = chunk.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = chunk.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = chunk.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) return type func n_add_chunk(chunk : VoxelChunk) -> void: chunk.generate_ao() var lod_size : int = 1 var x_size : int = chunk.get_size_x() var y_size : int = chunk.get_size_y() var z_size : int = chunk.get_size_z() for y in range(0, y_size, lod_size): for z in range(0, z_size, lod_size): for x in range(0, x_size, lod_size): var type_arr : Array = get_voxel_type_array(chunk, x, y, z, lod_size) var case_code : int = get_case_code_from_arr(type_arr) if case_code == 0 or case_code == 255: continue var regular_cell_class : int = get_regular_cell_class(case_code) var cell_data : MarchingCubesCellData = get_regular_cell_data(regular_cell_class) var index_count : int = cell_data.get_triangle_count() * 3 var vertex_count : int = cell_data.get_vertex_count() for i in range(index_count): var ind : int = get_vertex_count() + cell_data.get_vertex_index(i) add_indices(ind) var temp_verts : Array = Array() var carr : Dictionary = Dictionary() for t in type_arr: if carr.has(t): carr[t] += 1 else: carr[t] = 1 var type_id1 : int = -1 var type_id1c : int = -1 var type_id2 : int = -1 var type_id2c : int = -1 for k in carr.keys(): if k == 0: continue var c : int = carr[k] if type_id1c == -1: type_id1 = k type_id1c = c continue if c > type_id1c: type_id1 = k type_id1c = c for k in carr.keys(): if k == 0: continue var c : int = carr[k] if type_id2c == -1: type_id2 = k type_id2c = c continue if c > type_id2c and k != type_id1: type_id2 = k type_id2c = c var surface_ratio : float = 1 if type_id1 != type_id2: surface_ratio = float(type_id1c) / float(type_id2c) / 8.0 var surface1 : VoxelSurface = library.get_voxel_surface(type_id1) var surface2 : VoxelSurface = library.get_voxel_surface(type_id2) # if type_id1 == 0: # print(type_id1) # # if type_id2 == 0: # print("asd" + str(type_id2)) for i in range(vertex_count): var fv : int = get_regular_vertex_data_first_vertex(case_code, i) var sv : int = get_regular_vertex_data_second_vertex(case_code, i) var offs0 : Vector3 = corner_id_to_vertex(fv) * lod_size var offs1 : Vector3 = corner_id_to_vertex(sv) * lod_size var type : int = chunk.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_TYPE) var fill : int = 0 var vert_pos : Vector3 var vert_dir : Vector3 if type == 0: fill = chunk.get_voxel(int(x + offs1.x), int(y + offs1.y), int(z + offs1.z), VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) vert_pos = get_regular_vertex_second_position(case_code, i) vert_dir = get_regular_vertex_first_position(case_code, i) else: fill = chunk.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL) vert_pos = get_regular_vertex_first_position(case_code, i) vert_dir = get_regular_vertex_second_position(case_code, i) vert_dir = vert_dir - vert_pos vert_pos += vert_dir * (fill / 256.0) temp_verts.append(vert_pos) var temp_normals : Array = Array() #warning-ignore:unused_variable for i in range(len(temp_verts)): temp_normals.append(Vector3()) #generate normals for i in range(0, index_count, 3): var indices : Array = [ cell_data.get_vertex_index(i), cell_data.get_vertex_index(i + 1), cell_data.get_vertex_index(i + 2) ] var vertices : Array = [ temp_verts[indices[0]], temp_verts[indices[1]], temp_verts[indices[2]], ] temp_normals[indices[0]] += (vertices[1] - vertices[0]).cross(vertices[0] - vertices[2]) temp_normals[indices[1]] += (vertices[2] - vertices[1]).cross(vertices[1] - vertices[0]) temp_normals[indices[2]] += (vertices[2] - vertices[1]).cross(vertices[2] - vertices[0]) for i in range(len(temp_verts)): temp_normals[i] = (temp_normals[i] as Vector3).normalized() for cvi in range(len(temp_verts)): var vertex : Vector3 = temp_verts[cvi] var normal : Vector3 = temp_normals[cvi] var s : Vector3 = Vector3() var t : Vector3 = Vector3() t.x = vertex.z t.y = vertex.z t.z = vertex.y s.x = vertex.y s.y = vertex.x s.z = vertex.x var bx : float = abs(normal.x) var by : float = abs(normal.y) var bz : float = abs(normal.z) if (bx + 0.0001 > by and bx + 0.0001 > bz): var uv : Vector2 = Vector2(s.x, t.x) var umargin : Rect2 = uv_margin uv.x *= umargin.size.x uv.y *= umargin.size.y uv.x += umargin.position.x uv.y += umargin.position.y add_uv(surface1.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE)) add_uv2(surface2.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE)) elif (bz + 0.0001 > bx and bz + 0.0001 > by): var uv : Vector2 = Vector2(s.z, t.z) var umargin : Rect2 = uv_margin uv.x *= umargin.size.x uv.y *= umargin.size.y uv.x += umargin.position.x uv.y += umargin.position.y add_uv(surface1.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE)) add_uv2(surface2.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE)) else: var uv : Vector2 = Vector2(s.y, t.y) var umargin : Rect2 = uv_margin uv.x *= umargin.size.x uv.y *= umargin.size.y uv.x += umargin.position.x uv.y += umargin.position.y add_uv(surface1.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_TOP, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE)) add_uv2(surface2.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_TOP, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE)) for i in range(len(temp_verts)): var vert_pos : Vector3 = temp_verts[i] as Vector3 vert_pos *= float(lod_size) vert_pos += Vector3(x, y, z) var normal : Vector3 = temp_normals[i] as Vector3 #var vpx : int = int(vert_pos.x) #var vpy : int = int(vert_pos.y) #var vpz : int = int(vert_pos.z) add_color(Color(1, 1, 1, surface_ratio)) vert_pos *= float(voxel_scale) add_normal(normal) add_vertex(vert_pos)