mirror of
https://github.com/Relintai/broken_seals.git
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223 lines
7.9 KiB
GDScript
223 lines
7.9 KiB
GDScript
tool
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extends VoxelChunkMarchingCubes
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class_name TVVoxelChunk
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, might be merged into the Voxelman engine module
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# Copyright (c) 2019-2020 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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var _prop_texture_packer : TexturePacker
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var _textures : Array
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var _prop_material : SpatialMaterial
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var _entities_spawned : bool
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var _prop_mesh_instance_rid : RID
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var _prop_mesh_rid : RID
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#func _init():
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# add_mesh_data_resource(get_transform().scaled(Vector3(10, 10, 10)), ResourceLoader.load("res://modules/species/Human/Female/character_models/huf_calf_left.gltf"))
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# add_mesh_data_resource(get_transform().translated(Vector3(0, 4, 0)), ResourceLoader.load("res://modules/species/Human/Female/character_models/huf_calf_left.gltf"))
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func _create_meshers():
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prop_mesher = TVVoxelMesher.new()
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prop_mesher.base_light_value = 0.45
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prop_mesher.ao_strength = 0.2
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prop_mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
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prop_mesher.lod_size = lod_size
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prop_mesher.voxel_scale = voxel_scale
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prop_mesher.build_flags = build_flags
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prop_mesher.texture_scale = 3
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var mesher : TVVoxelMesher = TVVoxelMesher.new()
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mesher.base_light_value = 0.45
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mesher.ao_strength = 0.2
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mesher.uv_margin = Rect2(0.017, 0.017, 1 - 0.034, 1 - 0.034)
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mesher.lod_size = lod_size
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mesher.voxel_scale = voxel_scale
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mesher.build_flags = build_flags
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mesher.texture_scale = 3
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mesher.channel_index_type = VoxelChunkDefault.DEFAULT_CHANNEL_TYPE
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mesher.channel_index_isolevel = VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL
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add_mesher(mesher)
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var cmesher : VoxelMesherBlocky = VoxelMesherBlocky.new()
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cmesher.texture_scale = 3
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cmesher.base_light_value = 0.45
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cmesher.ao_strength = 0.2
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cmesher.lod_size = lod_size
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cmesher.voxel_scale = voxel_scale
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cmesher.build_flags = build_flags
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if cmesher.build_flags & VoxelChunkDefault.BUILD_FLAG_USE_LIGHTING != 0:
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cmesher.build_flags = cmesher.build_flags ^ VoxelChunkDefault.BUILD_FLAG_USE_LIGHTING
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cmesher.always_add_colors = true
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# cmesher.channel_index_type = VoxelChunkDefault.DEFAULT_CHANNEL_TYPE
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cmesher.channel_index_type = VoxelChunkDefault.DEFAULT_CHANNEL_ALT_TYPE
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add_mesher(cmesher)
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_prop_texture_packer = TexturePacker.new()
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_prop_texture_packer.max_atlas_size = 1024
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_prop_texture_packer.margin = 1
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_prop_texture_packer.background_color = Color(0, 0, 0, 1)
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_prop_texture_packer.texture_flags = Texture.FLAG_MIPMAPS
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#func _build_phase(phase):
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# if phase == VoxelChunkDefault.BUILD_PHASE_SETUP:
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# ._build_phase(phase)
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#
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# elif phase == VoxelChunkDefault.BUILD_PHASE_LIGHTS:
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# clear_baked_lights()
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# generate_random_ao(123)
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# bake_lights()
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#
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# next_phase()
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#set_physics_process_internal(true)
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# active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
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# return
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# elif phase == VoxelChunkDefault.BUILD_PHASE_TERRARIN_MESH:
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# for i in range(get_mesher_count()):
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# var mesher : VoxelMesher = get_mesher(i)
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# mesher.bake_colors(self)
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#
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# for i in range(get_mesher_count()):
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# var mesher : VoxelMesher = get_mesher(i)
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# mesher.set_library(library)
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#
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# var mesh_rid : RID = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0)
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#
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# if mesh_rid == RID():
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# create_meshes(MESH_INDEX_TERRARIN, lod_num + 1)
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# mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0)
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#
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# var mesher : VoxelMesher = null
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# for i in range(get_mesher_count()):
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# var m : VoxelMesher = get_mesher(i)
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#
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# if mesher == null:
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# mesher = m
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# continue
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#
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# mesher.set_material(library.material)
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# mesher.add_mesher(m)
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#
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# if (mesh_rid != RID()):
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# VisualServer.mesh_clear(mesh_rid)
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#
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# if mesher.get_vertex_count() == 0:
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# next_phase()
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# return true
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#
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# if (mesh_rid == RID()):
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# create_meshes(MESH_INDEX_TERRARIN, lod_num + 1)
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# mesh_rid = get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 0)
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#
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# var arr : Array = mesher.build_mesh()
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#
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# VisualServer.mesh_add_surface_from_arrays(mesh_rid, VisualServer.PRIMITIVE_TRIANGLES, arr)
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#
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# if library.get_material(0) != null:
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# VisualServer.mesh_surface_set_material(mesh_rid, 0, library.get_material(0).get_rid())
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#
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## VisualServer.instance_set_visible(get_mesh_instance_rid(), false)
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#
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# if generate_lod and lod_num >= 1:
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# #for lod 1 just remove uv2
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#
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# arr[VisualServer.ARRAY_TEX_UV2] = null
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#
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# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 1), VisualServer.PRIMITIVE_TRIANGLES, arr)
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#
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# if library.get_material(1) != null:
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# VisualServer.mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 1), 0, library.get_material(1).get_rid())
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#
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# if lod_num >= 2:
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# arr = merge_mesh_array(arr)
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#
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# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 2), VisualServer.PRIMITIVE_TRIANGLES, arr)
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#
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# if library.get_material(2) != null:
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# VisualServer.mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 2), 0, library.get_material(2).get_rid())
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#
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# if lod_num >= 3:
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# var mat : ShaderMaterial = library.get_material(0) as ShaderMaterial
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# var tex : Texture = mat.get_shader_param("texture_albedo")
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#
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# arr = bake_mesh_array_uv(arr, tex)
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# arr[VisualServer.ARRAY_TEX_UV] = null
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#
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# VisualServer.mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 3), VisualServer.PRIMITIVE_TRIANGLES, arr)
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#
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# if library.get_material(3) != null:
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# VisualServer.mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, 3), 0, library.get_material(3).get_rid())
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## if lod_num > 4:
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## var fqms : FastQuadraticMeshSimplifier = FastQuadraticMeshSimplifier.new()
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## fqms.initialize(merged)
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##
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## var arr_merged_simplified : Array = merged
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#
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## for i in range(2, _lod_meshes.size()):
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## fqms.simplify_mesh(arr_merged_simplified[0].size() * 0.8, 7)
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## arr_merged_simplified = fqms.get_arrays()
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#
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## if arr_merged_simplified[0].size() == 0:
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## break
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#
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## VisualServer.mesh_add_surface_from_arrays(_lod_meshes[i], VisualServer.PRIMITIVE_TRIANGLES, arr_merged_simplified)
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#
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## if library.get_material(i) != null:
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## VisualServer.mesh_surface_set_material(_lod_meshes[i], 0, library.get_material(i).get_rid())
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#
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# next_phase();
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#
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# return
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# else:
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# ._build_phase(phase)
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#func _build_phase(phase):
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# if phase == VoxelChunkDefault.BUILD_PHASE_COLLIDER:
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# active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_PHYSICS_PROCESS
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# return
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# elif phase == VoxelChunkDefault.BUILD_PHASE_PROP_MESH:
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# next_phase()
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# return
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#
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# ._build_phase(phase)
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#func _build_phase_physics_process(phase):
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# if phase == VoxelChunkDefault.BUILD_PHASE_PROP_SETUP:
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## add_prop(ResourceLoader.load("res://prop_tool/ToolTes2at.tres"))
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# build_phase_prop_mesh()
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# active_build_phase_type = VoxelChunkDefault.BUILD_PHASE_TYPE_NORMAL
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# next_phase()
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# return
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#
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# ._build_phase_physics_process(phase)
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#
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