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https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
Added in some of the uv calculation stuff from my experimental voxel engine, to maybe help wilth better seeing the changes that I want.
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eec55057c3
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@ -6,6 +6,14 @@ VoxelLibrary::VoxelLibrary() :
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_voxel_editor_count = 0;
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_voxel_editor_page = 0;
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_atlas_rows = 8;
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_atlas_columns = 8;
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_is_textured = true;
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_uvs = memnew(Vector<Vector<Vector2> >());
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//rebuild_uvs();
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}
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VoxelLibrary::~VoxelLibrary() {
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@ -15,6 +23,10 @@ VoxelLibrary::~VoxelLibrary() {
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// _voxel_types[i]->set_library(NULL);
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// }
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// }
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_uvs->clear();
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memdelete(_uvs);
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}
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int VoxelLibrary::get_voxel_count() const {
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@ -100,6 +112,58 @@ void VoxelLibrary::remove_voxel(int id) {
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_voxel_types[id] = Ref<Voxel>(NULL);
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}
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void VoxelLibrary::rebuild_uvs() {
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float material_width = (float)1 / (float)(get_atlas_columns());
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float material_height = (float)1 / (float)(get_atlas_rows());
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_uvs->clear();
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for (float num2 = (float)0; num2 < (float)1; num2 += material_height) {
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for (float num3 = (float)0; num3 < (float)1; num3 += material_width) {
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_uvs->push_back(get_uvs_test(num3, num2, material_width, material_height));
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}
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}
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}
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Vector<Vector2> VoxelLibrary::get_material_uv(int ID) {
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if (_is_textured) {
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return (*_uvs)[ID];
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}
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return get_uvs_test((float)0, (float)0, (float)1, (float)1);
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}
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Vector<Vector2> VoxelLibrary::get_uvs_test(float x, float y, float w, float h) {
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Vector<Vector2> v;
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v.push_back(Vector2(x + w, y));
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v.push_back(Vector2(x + w, y + h));
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v.push_back(Vector2(x, y + h));
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v.push_back(Vector2(x, y));
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return v;
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}
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void VoxelLibrary::set_atlas_columns(int s) {
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ERR_FAIL_COND(s <= 0);
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_atlas_columns = s;
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}
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void VoxelLibrary::set_atlas_rows(int s) {
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ERR_FAIL_COND(s <= 0);
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_atlas_rows = s;
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}
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bool VoxelLibrary::get_is_textured() const {
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return _is_textured;
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}
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void VoxelLibrary::set_is_textured(bool value) {
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_is_textured = value;
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}
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void VoxelLibrary::_validate_property(PropertyInfo &property) const {
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String prop = property.name;
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if (prop.begins_with("Voxel_")) {
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@ -116,9 +180,23 @@ void VoxelLibrary::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_atlas_size", "square_size"), &VoxelLibrary::set_atlas_size);
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ClassDB::bind_method(D_METHOD("get_atlas_size"), &VoxelLibrary::get_atlas_size);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "atlas_size"), "set_atlas_size", "get_atlas_size");
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ClassDB::bind_method(D_METHOD("get_atlas_columns"), &VoxelLibrary::get_atlas_columns);
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ClassDB::bind_method(D_METHOD("set_atlas_columns", "value"), &VoxelLibrary::set_atlas_columns);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "atlas_columns"), "set_atlas_columns", "get_atlas_columns");
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ClassDB::bind_method(D_METHOD("get_atlas_rows"), &VoxelLibrary::get_atlas_rows);
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ClassDB::bind_method(D_METHOD("set_atlas_rows", "value"), &VoxelLibrary::set_atlas_rows);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "atlas_rows"), "set_atlas_rows", "get_atlas_rows");
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ClassDB::bind_method(D_METHOD("get_is_textured"), &VoxelLibrary::get_is_textured);
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ClassDB::bind_method(D_METHOD("set_is_textured", "value"), &VoxelLibrary::set_is_textured);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_textured"), "set_is_textured", "get_is_textured");
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ClassDB::bind_method(D_METHOD("get_material"), &VoxelLibrary::get_material);
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ClassDB::bind_method(D_METHOD("set_material", "value"), &VoxelLibrary::set_material);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
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ClassDB::bind_method(D_METHOD("get_voxel_editor_count"), &VoxelLibrary::get_voxel_editor_count);
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ClassDB::bind_method(D_METHOD("set_voxel_editor_count", "value"), &VoxelLibrary::set_voxel_editor_count);
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@ -4,6 +4,8 @@
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#include "voxel.h"
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#include <core/resource.h>
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#include "scene/resources/material.h"
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class VoxelLibrary : public Resource {
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GDCLASS(VoxelLibrary, Resource)
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@ -37,6 +39,23 @@ public:
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_FORCE_INLINE_ bool has_voxel(int id) const { return _voxel_types[id].is_valid(); }
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_FORCE_INLINE_ const Voxel &get_voxel_const(int id) const { return **_voxel_types[id]; }
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//Atlas
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int get_atlas_columns() const { return _atlas_columns; }
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void set_atlas_columns(int s);
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int get_atlas_rows() const { return _atlas_rows; }
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void set_atlas_rows(int s);
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bool get_is_textured() const;
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void set_is_textured(bool s);
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Ref<Material> get_material() const { return _material; }
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void set_material(Ref<Material> mat) { _material = mat; }
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void rebuild_uvs();
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Vector<Vector2> get_material_uv(int ID);
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static Vector<Vector2> get_uvs_test(float x, float y, float w, float h);
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protected:
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void _validate_property(PropertyInfo &property) const;
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static void _bind_methods();
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@ -46,6 +65,16 @@ private:
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int _voxel_editor_page;
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Ref<Voxel> _voxel_types[MAX_VOXEL_TYPES];
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//atlas
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int _atlas_columns;
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int _atlas_rows;
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bool _is_textured;
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Vector<Vector<Vector2> > *_uvs;
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Ref<Material> _material;
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int _atlas_size;
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};
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