mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
582 lines
14 KiB
GDScript
582 lines
14 KiB
GDScript
tool
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extends EditorPlugin
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const MdiGizmoPlugin = preload("res://addons/mesh_data_resource_editor/MDIGizmoPlugin.gd")
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const MDIEdGui = preload("res://addons/mesh_data_resource_editor/MDIEd.tscn")
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var gizmo_plugin = MdiGizmoPlugin.new()
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var mdi_ed_gui : Control
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var active_gizmos : Array
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var current_mesh_data_instance : MeshDataInstance = null
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func _enter_tree():
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#print("_enter_tree")
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gizmo_plugin = MdiGizmoPlugin.new()
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mdi_ed_gui = MDIEdGui.instance()
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mdi_ed_gui.plugin = self
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active_gizmos = []
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gizmo_plugin.plugin = self
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add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, mdi_ed_gui)
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mdi_ed_gui.hide()
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add_spatial_gizmo_plugin(gizmo_plugin)
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set_input_event_forwarding_always_enabled()
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func _exit_tree():
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#print("_exit_tree")
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remove_spatial_gizmo_plugin(gizmo_plugin)
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#remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, mdi_ed_gui)
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mdi_ed_gui.queue_free()
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pass
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#func enable_plugin():
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# print("enable_plugin")
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# pass
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#
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#func disable_plugin():
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# print("disable_plugin")
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# remove_spatial_gizmo_plugin(gizmo_plugin)
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# remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, mdi_ed_gui)
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# mdi_ed_gui.queue_free()
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func handles(object):
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#print("disable_plugin")
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if object is MeshDataInstance:
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return true
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return false
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func edit(object):
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var mdi : MeshDataInstance = object as MeshDataInstance
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current_mesh_data_instance = mdi
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if mdi:
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mdi_ed_gui.set_mesh_data_resource(mdi.mesh_data)
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func make_visible(visible):
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#print("make_visible")
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if visible:
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mdi_ed_gui.show()
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else:
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#mdi_ed_gui.hide()
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#figure out how to hide it when something else gets selected, don't hide on unselect
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pass
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func get_plugin_name():
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return "mesh_data_resource_editor"
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#func forward_spatial_gui_input(camera, event):
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# return forward_spatial_gui_input(0, camera, event)
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func register_gizmo(gizmo):
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active_gizmos.append(gizmo)
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func unregister_gizmo(gizmo):
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for i in range(active_gizmos.size()):
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if active_gizmos[i] == gizmo:
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active_gizmos.remove(i)
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return
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func set_translate(on : bool) -> void:
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for g in active_gizmos:
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g.set_translate(on)
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func set_scale(on : bool) -> void:
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for g in active_gizmos:
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g.set_scale(on)
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func set_rotate(on : bool) -> void:
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for g in active_gizmos:
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g.set_rotate(on)
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func set_axis_x(on : bool) -> void:
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for g in active_gizmos:
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g.set_axis_x(on)
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func set_axis_y(on : bool) -> void:
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for g in active_gizmos:
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g.set_axis_y(on)
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func set_axis_z(on : bool) -> void:
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for g in active_gizmos:
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g.set_axis_z(on)
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func uv_unwrap() -> void:
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var mdr : MeshDataResource = null
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if current_mesh_data_instance && current_mesh_data_instance.mesh_data:
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#current_mesh_data_instance.mesh_data.uv_unwrap()
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mdr = current_mesh_data_instance.mesh_data
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if !mdr:
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return
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var mesh : Array = mdr.get_array()
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# partition the meshes along the already existing seams (no new vertices)
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var partitioned_meshes : Array = partition_mesh(mesh)
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for m in partitioned_meshes:
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#m.print()
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m.unwrap()
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mesh[ArrayMesh.ARRAY_TEX_UV] = m.processed_calc_uvs
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mdr.set_array(mesh)
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if mdr:
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mdi_ed_gui.set_mesh_data_resource(mdr)
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class STriangle:
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var i1 : int = 0
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var i2 : int = 0
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var i3 : int = 0
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var index : int = 0
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var v1 : Vector3
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var v2 : Vector3
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var v3 : Vector3
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var vn1 : Vector3
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var vn2 : Vector3
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var vn3 : Vector3
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var vns1 : Vector2
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var vns2 : Vector2
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var vns3 : Vector2
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var uv1 : Vector2
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var uv2 : Vector2
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var uv3 : Vector2
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var n1 : Vector3
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var n2 : Vector3
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var n3 : Vector3
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var neighbour_v1_v2 : int = -1
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var neighbour_v2_v3 : int = -1
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var neighbour_v1_v3 : int = -1
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var face_normal : Vector3
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var basis : Basis
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func set_indices(pi1 : int, pi2 : int, pi3 : int, pindex : int):
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i1 = pi1
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i2 = pi2
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i3 = pi3
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index = pindex
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func set_vertices(pv1 : Vector3, pv2 : Vector3, pv3 : Vector3):
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v1 = pv1
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v2 = pv2
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v3 = pv3
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#for debugging
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func set_normals(pn1 : Vector3, pn2 : Vector3, pn3 : Vector3):
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n1 = pn1
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n2 = pn2
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n3 = pn3
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func is_neighbour(pi1 : int, pi2 : int, pi3 : int) -> bool:
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var c : int = 0
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if i1 == pi1 || i1 == pi2 || i1 == pi3:
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c += 1
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if i2 == pi1 || i2 == pi2 || i2 == pi3:
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c += 1
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if i3 == pi1 || i3 == pi2 || i3 == pi3:
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c += 1
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if c >= 1:
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return true
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else:
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return false
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func project_vertices() -> void:
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vn3 = v3 - v2
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vn1 = v1 - v2
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vn2 = Vector3() #v2 - v2
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face_normal = vn1.cross(vn3).normalized()
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# face normal has to end up the y coordinate in the world coordinate system a.k.a 0 1 0
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# then triangle is in x, z plane
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basis = Basis(vn1.normalized(), face_normal, vn3.normalized())
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basis = basis.orthonormalized()
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vn1 = basis.xform_inv(vn1)
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vn2 = basis.xform_inv(vn2)
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vn3 = basis.xform_inv(vn3)
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#these are not real uvs yet, just projections of the vertices to a 2d plane (v2 is at the origin)
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#where the plane is parallel to our triangle
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uv1 = Vector2(vn1.x, vn1.z)
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uv2 = Vector2(vn2.x, vn2.z)
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uv3 = Vector2(vn3.x, vn3.z)
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vns1 = uv1
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vns2 = uv2
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vns3 = uv3
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func has_edge(pi1 : int, pi2 : int):
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if i1 == pi1 || i2 == pi1 || i3 == pi1:
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if i1 == pi2 || i2 == pi2 || i3 == pi2:
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return true
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return false
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func print():
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print("[ Tri: " + str(i1) + ", " + str(i2) + ", " + str(i3) + ", " + str(index) + " ]")
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func print_verts():
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print("[ Tri vets: " + str(v1) + ", " + str(v2) + ", " + str(v3) + " ]")
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func print_nverts():
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print("[ Tri nvets: " + str(vn1) + ", " + str(vn2) + ", " + str(vn3) + " ]")
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func print_uvs():
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print("[ Tri uvs: " + str(uv1) + ", " + str(uv2) + ", " + str(uv3) + " ]")
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func print_normals():
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print("[ Tri normals: " + str(n1) + ", " + str(n2) + ", " + str(n3) + " ]")
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func print_neighbours():
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print("[ Tri neighbours: " + str(neighbour_v1_v2) + ", " + str(neighbour_v2_v3) + ", " + str(neighbour_v1_v3) + " ]")
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class SMesh:
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var indices : PoolIntArray
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var vertices : PoolVector3Array
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var uvs : PoolVector2Array
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var triangles : Array
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var processed_vertices : Dictionary = Dictionary()
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var processed_triangles : Dictionary = Dictionary()
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var processed_calc_uvs : PoolVector2Array = PoolVector2Array()
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func is_triangle_neighbour(tri : STriangle) -> bool:
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for t in triangles:
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if t.is_neighbour(tri.i1, tri.i2, tri.i3):
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return true
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return false
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func try_to_merge(o : SMesh) -> bool:
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for t in o.triangles:
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if is_triangle_neighbour(t):
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triangles.append_array(o.triangles)
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return true
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return false
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func unwrap():
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project_vertices()
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find_neighbours()
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layout_uvs()
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normalize_uvs()
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# print(processed_calc_uvs)
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func project_vertices():
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for t in triangles:
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t.project_vertices()
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func find_neighbours():
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for i in range(triangles.size()):
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var t = triangles[i]
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t.neighbour_v1_v2 = find_neighbour(i, t.i1, t.i2)
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t.neighbour_v2_v3 = find_neighbour(i, t.i2, t.i3)
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t.neighbour_v1_v3 = find_neighbour(i, t.i1, t.i3)
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func layout_uvs():
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processed_vertices = Dictionary()
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processed_triangles = Dictionary()
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processed_calc_uvs = PoolVector2Array()
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processed_calc_uvs.resize(vertices.size())
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for i in range(processed_calc_uvs.size()):
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processed_calc_uvs.set(i, Vector2())
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var t = triangles[0]
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#don't
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#processed_triangles[t.index] = true
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processed_vertices[t.i1] = true
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processed_vertices[t.i2] = true
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processed_vertices[t.i3] = true
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processed_calc_uvs[t.i1] = t.uv1
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processed_calc_uvs[t.i2] = t.uv2
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processed_calc_uvs[t.i3] = t.uv3
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#print(str(t.uv1) + str(t.uv2) + str(t.uv3))
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join_triangles(0)
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var count : int = 0
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func join_triangles(tindex):
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if tindex == -1:
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return
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if processed_triangles.has(tindex):
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return
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processed_triangles[tindex] = true
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var t = triangles[tindex]
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#note that only one of these can be false
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#except for the first triangle (where all sould be true see layout_uvs()
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var v1d : bool = processed_vertices.has(t.i1)
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var v2d : bool = processed_vertices.has(t.i2)
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var v3d : bool = processed_vertices.has(t.i3)
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if !v1d:
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processed_vertices[t.i1] = true
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processed_calc_uvs[t.i1] = transform_uv(t.vns2, t.vns3, t.vns1, processed_calc_uvs[t.i3], processed_calc_uvs[t.i2])
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#print(processed_calc_uvs[t.i1])
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if !v2d:
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processed_vertices[t.i2] = true
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processed_calc_uvs[t.i2] = transform_uv(t.vns1, t.vns3, t.vns2, processed_calc_uvs[t.i3], processed_calc_uvs[t.i1])
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if !v3d:
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processed_vertices[t.i3] = true
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processed_calc_uvs[t.i3] = transform_uv(t.vns1, t.vns2, t.vns3, processed_calc_uvs[t.i2], processed_calc_uvs[t.i1])
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join_triangles(t.neighbour_v1_v2)
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join_triangles(t.neighbour_v2_v3)
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join_triangles(t.neighbour_v1_v3)
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func transform_uv(v1 : Vector2, v2 : Vector2, v3 : Vector2, vt1 : Vector2, vt2 : Vector2) -> Vector2:
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if count >= 5:
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return Vector2()
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count += 1
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var a : float = (v2 - v1).angle_to(v3 - v1)
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var l : float = (v3 - v1).length()
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var ret : Vector2 = (vt2 - vt1).normalized() * l
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var retr : Vector2 = ret.rotated(-a)
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return retr
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func overlaps(v1 : Vector2, v2 : Vector2, v3 : Vector2, vs1 : Vector2, vs2 : Vector2, vs3 : Vector2) -> bool:
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var tri1 : PoolVector2Array = PoolVector2Array()
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var tri2 : PoolVector2Array = PoolVector2Array()
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tri1.resize(3)
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tri2.resize(3)
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tri1[0] = v1
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tri1[1] = v2
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tri1[2] = v3
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tri2[0] = vs1
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tri2[1] = vs2
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tri2[2] = vs3
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return tri_tri_overlap_test(tri1, tri2)
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#from https://rosettacode.org/wiki/Determine_if_two_triangles_overlap
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#there is probably a simpler way in this case, as one edge is shared
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func tri_tri_overlap_test(tri1 : PoolVector2Array, tri2 : PoolVector2Array) -> bool:
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for i in range(3):
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var j : int = (i + 1) % 3
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if bound_doesnt_collide_check(tri1[i], tri1[j], tri2[0]) && bound_doesnt_collide_check(tri1[i], tri1[j], tri2[1]) && bound_doesnt_collide_check(tri1[i], tri1[j], tri2[2]):
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return false
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for i in range(3):
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var j : int = (i + 1) % 3
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if bound_doesnt_collide_check(tri2[i], tri2[j], tri1[0]) && bound_doesnt_collide_check(tri2[i], tri2[j], tri1[1]) && bound_doesnt_collide_check(tri2[i], tri2[j], tri1[2]):
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return false
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return true
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func det2d(p1 : Vector2, p2 : Vector2, p3 : Vector2) -> float:
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return p1.x * (p2.y - p3.y) + p2.x * (p3.y - p1.y) + p3.x * (p1.y - p2.y)
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func bound_doesnt_collide_check(p1 : Vector2, p2 : Vector2, p3 : Vector2, eps : float = 0.00001):
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return det2d(p1, p2, p3) <= eps
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func normalize_uvs():
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var uv_xmin : float = processed_calc_uvs[0].x
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var uv_xmax : float = processed_calc_uvs[0].x
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var uv_ymin : float = processed_calc_uvs[0].y
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var uv_ymax : float = processed_calc_uvs[0].y
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var incvec : Vector2 = Vector2()
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for i in range(1, processed_calc_uvs.size()):
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var uv : Vector2 = processed_calc_uvs[i]
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if uv.x < uv_xmin:
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uv_xmin = uv.x
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if uv.x > uv_xmax:
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uv_xmax = uv.x
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if uv.y < uv_ymin:
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uv_ymin = uv.y
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if uv.y > uv_ymax:
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uv_ymax = uv.y
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if uv_ymin < 0 || uv_xmin < 0:
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if uv_xmin < 0:
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incvec.x = -uv_xmin
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uv_xmin = 0
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uv_xmax += incvec.x
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if uv_ymin < 0:
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incvec.y = -uv_ymin
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uv_ymin = 0
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uv_ymax += incvec.y
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for i in range(processed_calc_uvs.size()):
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processed_calc_uvs[i] += incvec
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var rx : float = uv_xmax - uv_xmin
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var ry : float = uv_ymax - uv_ymin
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for i in range(processed_calc_uvs.size()):
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var v : Vector2 = processed_calc_uvs[i]
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v.x -= uv_xmin
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v.y -= uv_ymin
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v.x /= rx
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v.y /= ry
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processed_calc_uvs[i] = v
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#debug
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var z : Vector2 = Vector2(incvec.x, incvec.y)
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z.x -= uv_xmin
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z.y -= uv_ymin
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z.x /= rx
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z.y /= ry
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for i in range(processed_calc_uvs.size()):
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if processed_calc_uvs[i].is_equal_approx(z):
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processed_calc_uvs[i] = Vector2()
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func find_neighbour(current_index : int, i1 : int, i2 : int):
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for i in range(triangles.size()):
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if current_index == i:
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continue
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if triangles[i].has_edge(i1, i2):
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return i
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return -1
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func print():
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print("[ SMesh:")
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for t in triangles:
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t.print()
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print("]")
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func partition_mesh(mesh : Array) -> Array:
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var meshes : Array = Array()
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if mesh.size() != ArrayMesh.ARRAY_MAX:
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return meshes
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var vertices : PoolVector3Array = mesh[ArrayMesh.ARRAY_VERTEX]
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#for debugging
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var normals : PoolVector3Array = mesh[ArrayMesh.ARRAY_NORMAL]
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var indices : PoolIntArray = mesh[ArrayMesh.ARRAY_INDEX]
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if vertices.size() == 0:
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return meshes
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if indices.size() == 0:
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return meshes
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var tricount : int = indices.size() / 3
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for it in range(tricount):
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var iit : int = it * 3
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var tri : STriangle = STriangle.new()
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tri.set_indices(indices[iit], indices[iit + 1], indices[iit + 2], it)
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tri.set_vertices(vertices[indices[iit]], vertices[indices[iit + 1]], vertices[indices[iit + 2]])
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tri.set_normals(normals[indices[iit]], normals[indices[iit + 1]], normals[indices[iit + 2]])
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var found : bool = false
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for m in meshes:
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if m.is_triangle_neighbour(tri):
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m.triangles.append(tri)
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found = true
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break
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if !found:
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var sm : SMesh = SMesh.new()
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sm.triangles.append(tri)
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meshes.append(sm)
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var changed : bool = true
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while changed:
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changed = false
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for i in range(meshes.size() - 1):
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if meshes[i].try_to_merge(meshes[i + 1]):
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changed = true
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meshes.remove(i + 1)
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break
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for m in meshes:
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m.vertices = vertices
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m.indices = indices
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m.uvs.resize(vertices.size())
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return meshes
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#func forward_spatial_gui_input(camera, event):
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# for g in active_gizmos:
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# if g.forward_spatial_gui_input(0, camera, event):
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# return true
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#
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# return false
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func forward_spatial_gui_input(index, camera, event):
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for g in active_gizmos:
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if g.forward_spatial_gui_input(index, camera, event):
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return true
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return false
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