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