extends VoxelMesherTransvoxel class_name TVVoxelMesher # Copyright Péter Magyar relintai@gmail.com # MIT License, might be merged into the Voxelman engine module var transition_sides : int = 0 const VOXEL_CHUNK_SIDE_FRONT : int = 1 << 0 const VOXEL_CHUNK_SIDE_BACK : int = 1 << 1 const VOXEL_CHUNK_SIDE_LEFT : int = 1 << 2 const VOXEL_CHUNK_SIDE_RIGHT : int = 1 << 3 const VOXEL_CHUNK_SIDE_TOP : int = 1 << 4 const VOXEL_CHUNK_SIDE_BOTTOM : int = 1 << 5 enum { CHUNK_INDEX_UP = 0, CHUNK_INDEX_DOWN = 1, CHUNK_INDEX_LEFT = 2, CHUNK_INDEX_RIGHT = 3, CHUNK_INDEX_FRONT = 4, CHUNK_INDEX_BACK = 5, } var lod_data : Array = [ 1, #CHUNK_INDEX_UP 1, #CHUNK_INDEX_DOWN 1, #CHUNK_INDEX_LEFT 1, #CHUNK_INDEX_RIGHT 1, #CHUNK_INDEX_FRONT 1 #CHUNK_INDEX_BACK ] func get_case_code(buffer : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> int: var case_code : int = 0 if (buffer.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_000 if (buffer.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_010 if (buffer.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_001 if (buffer.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_011 if (buffer.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_100 if (buffer.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_110 if (buffer.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0): case_code = case_code | VOXEL_ENTRY_MASK_101 if (buffer.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(buffer : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> int: var type : int = 0 type = buffer.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = buffer.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = buffer.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = buffer.get_voxel(x + size, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = buffer.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = buffer.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = buffer.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) if type != 0: return type type = buffer.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) return type func _add_chunk(buffer : VoxelChunk) -> void: var b : bool = true for l in lod_data: if l != 1: b = false break if lod_size == 1 and b: add_buffer_normal(buffer) else: add_buffer_lod(buffer) func add_buffer_normal(buffer : VoxelChunk) -> void: buffer.generate_ao() var x_size : int = buffer.get_size_x() var y_size : int = buffer.get_size_y() var z_size : int = buffer.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 case_code : int = get_case_code(buffer, x, y, z, lod_size) if case_code == 0 or case_code == 255: continue var regular_cell_class : int = get_regular_cell_class(case_code) var cell_data : TransvoxelCellData = 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 type_id : int = get_voxel_type(buffer, x, y, z, lod_size) var surface : VoxelSurface = library.get_voxel_surface(type_id) 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 type0 : int = buffer.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_TYPE) # var type1 : int = buffer.get_voxel(int(x + offs1.x), int(y + offs1.y), int(z + offs1.z), VoxelChunk.DEFAULT_CHANNEL_TYPE) var fill : int = 0 var vert_pos : Vector3 var vert_dir : Vector3 if type0 == 0: fill = buffer.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 = buffer.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) # if regular_uv_entries.size() > uvs[i]: # add_uv(Vector2(regular_uv_entries[uvs[i]][0], regular_uv_entries[uvs[i]][1])); # add_uv(Vector2(0, 0)) 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 case_code == 7 and cvi == 0: # print(str(bx) + " " + str(by) + " " + str(bz)) # add_uv(surface.transform_uv(VoxelSurface.VOXEL_SIDE_SIDE, Vector2(s.z, t.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(surface.transform_uv(VoxelSurface.VOXEL_SIDE_SIDE, uv)) 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(surface.transform_uv(VoxelSurface.VOXEL_SIDE_SIDE, uv)) 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(surface.transform_uv(VoxelSurface.VOXEL_SIDE_TOP, uv)) 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) var light : Color = Color(buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0, buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0, buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0) var ao : float = (buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.DEFAULT_CHANNEL_AO) / 255.0) * ao_strength var rao : float = (buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.DEFAULT_CHANNEL_RANDOM_AO) / 255.0) ao += rao light.r += base_light_value light.g += base_light_value light.b += base_light_value light.r -= ao light.g -= ao light.b -= ao light.r = clamp(light.r, 0, 1.0) light.g = clamp(light.g, 0, 1.0) light.b = clamp(light.b, 0, 1.0) # if regular_cell_class == 11: # print("asd") # if case_code == 112 + 2: ## print(regular_cell_class) ## print("asd") # light.r = 1 # light.g = 1 # light.b = 1 add_color(light) vert_pos *= float(voxel_scale) add_normal(normal) add_vertex(vert_pos) # if case_code == 7: # # #reset # set_regular_vertex_data(case_code, 2, 0x3304) # # set_regular_vertex_data(case_code, 3, 0x2315) # set_regular_vertex_data(case_code, 4, 0x4113) # set_regular_vertex_data(case_code, 5, 0x1326) # # set_regular_vertex_data(case_code, 6, 0x3304) # set_regular_vertex_data(case_code, 7, 0x2315) # set_regular_vertex_data(case_code, 8, 0x2315) func add_buffer_lod(buffer : VoxelChunk) -> void: if lod_data[CHUNK_INDEX_UP] < lod_size: # generate_side_lod_mesh(0, buffer) pass # CHUNK_INDEX_DOWN = 1, # CHUNK_INDEX_LEFT = 2, # CHUNK_INDEX_RIGHT = 3, # CHUNK_INDEX_FRONT = 4, # CHUNK_INDEX_BACK = 5, #generate_main_lod_mesh(buffer) func generate_side_lod_mesh(sx : int, ex : int, sy : int, ey : int, sz : int, ez : int, buffer : VoxelChunk) -> void: pass func generate_main_lod_mesh(buffer : VoxelChunk) -> void: buffer.generate_ao() var x_size : int = buffer.get_size_x() - 1 var y_size : int = buffer.get_size_y() - 1 var z_size : int = buffer.get_size_z() - 1 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 case_code : int = get_case_code(buffer, x, y, z, lod_size) if case_code == 0 or case_code == 255: continue var regular_cell_class : int = get_regular_cell_class(case_code) var cell_data : TransvoxelCellData = 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() 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 type0 : int = buffer.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_TYPE) # var type1 : int = buffer.get_voxel(int(x + offs1.x), int(y + offs1.y), int(z + offs1.z), VoxelChunk.DEFAULT_CHANNEL_TYPE) var fill : int = 0 var vert_pos : Vector3 var vert_dir : Vector3 if type0 == 0: fill = buffer.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 = buffer.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) # if regular_uv_entries.size() > uvs[i]: # add_uv(Vector2(regular_uv_entries[uvs[i]][0], regular_uv_entries[uvs[i]][1])); # add_uv(Vector2(0, 0)) 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 > by and bx > bz): add_uv(Vector2(s.x, t.x)) elif (bz > bx and bz > by): add_uv(Vector2(s.z, t.z)) else: add_uv(Vector2(s.y, t.y)) 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 vert_pos *= float(voxel_scale) add_normal(normal) add_vertex(vert_pos)