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# Mesh Utils Module
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This is a c++ engine module for the Godot engine, containing my mesh merging utilities.
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It supports both godot 3.2 and 4.0 (master [last tested commit ](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540 )). Note that since 4.0 is still in very early stages I only
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check whether it works from time to time.
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# Pre-built binaries
You can grab a pre-built editor binary from the [Broken Seals ](https://github.com/Relintai/broken_seals/releases )
repo, should you want to. It contains all my modules.
# Optional Dependencies
[Mesh Data Resource ](https://github.com/Relintai/mesh_data_resource ): Support for merged meshes, even in gles2.
Adds MeshMerger a few helper methods.
# MeshUtils Singleton
Contains generic algorithms that manipulate meshes.
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# Mesh Merger
Works similarly to SurfaceTool, but it has more utility functions.
# Fast Quadratic Mesh Simplifier
A port of https://github.com/Whinarn/UnityMeshSimplifier .
For future reference it's based on e8ff4e8862735197c3308cfe926eeba68e0d2edb.
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Porting is mostly done, but it does needs some debugging (it has a crash if smart linking is enabled).
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I might just return to using the original FQMS. As if meshes are merged together using `MeshUtils.merge_mesh_array` , or
`bake_mesh_array_uv` the original algortithm will work fine. Still on the fence about it.
# Building
1. Get the source code for the engine.
If you want Godot 3.2:
```git clone -b 3.2 https://github.com/godotengine/godot.git godot```
If you want Godot 4.0:
```git clone https://github.com/godotengine/godot.git godot```
2. Go into Godot's modules directory.
```
cd ./godot/modules/
```
3. Clone this repository
```
git clone https://github.com/Relintai/mesh_utils mesh_utils
```
4. Build Godot. [Tutorial ](https://docs.godotengine.org/en/latest/development/compiling/index.html )