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https://github.com/Relintai/mesh_utils.git
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Added a new MeshMerger class. It's based on VoxelMesher.
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6
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@ -4,14 +4,14 @@ Import('env')
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module_env = env.Clone()
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#Should work with just arrays
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#if os.path.isdir('../mesh_data_resource'):
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# module_env.Append(CPPDEFINES=['MESH_DATA_RESOURCE_PRESENT'])
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if os.path.isdir('../mesh_data_resource'):
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module_env.Append(CPPDEFINES=['MESH_DATA_RESOURCE_PRESENT'])
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sources = [
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"register_types.cpp",
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"mesh_utils.cpp",
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"mesh_merger.cpp",
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"fast_quadratic_mesh_simplifier.cpp",
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]
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120
defines.h
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120
defines.h
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@ -0,0 +1,120 @@
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#ifndef MESH_UTILS_DEFINES_H
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#define MESH_UTILS_DEFINES_H
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#include "core/version.h"
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#if VERSION_MAJOR >= 4
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#define GODOT4 true
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#endif
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//includes
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#if GODOT4
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#define core_input_h "core/input/input_event.h"
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#define spatial_editor_plugin_h "editor/plugins/node_3d_editor_plugin.h"
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#define camera_h "scene/3d/camera_3d.h"
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#define spatial_h "scene/3d/node_3d.h"
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#define navigation_h "scene/3d/navigation_3d.h"
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#define light_h "scene/3d/light_3d.h"
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#define visual_server_h "servers/rendering_server.h"
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#define mesh_instance_h "scene/3d/mesh_instance_3d.h"
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#define pool_vector_h "core/vector.h"
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#define physics_server_h "servers/physics_server_3d.h"
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#define immediate_geometry_h "scene/3d/immediate_geometry_3d.h"
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#define include_pool_vector \
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template <class N> \
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class Vector; \
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template <class N> \
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using PoolVector = Vector<N>;
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#else
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#define core_input_h "core/os/input.h"
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#define spatial_editor_plugin_h "editor/plugins/spatial_editor_plugin.h"
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#define camera_h "scene/3d/camera.h"
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#define spatial_h "scene/3d/spatial.h"
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#define navigation_h "scene/3d/navigation.h"
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#define light_h "scene/3d/light.h"
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#define visual_server_h "servers/visual_server.h"
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#define mesh_instance_h "scene/3d/mesh_instance.h"
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#define pool_vector_h "core/pool_vector.h"
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#define physics_server_h "servers/physics_server.h"
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#define immediate_geometry_h "scene/3d/immediate_geometry.h"
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#define include_pool_vector
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#endif
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//Type Defines
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#if GODOT4
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#define PhysicsDirectSpaceState PhysicsDirectSpaceState3D
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#define SpatialEditor Node3DEditor
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#define SpatialEditorPlugin Node3DEditorPlugin
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#define SpatialEditorViewport Node3DEditorViewport
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#define PoolStringArray PackedStringArray
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#define REAL FLOAT
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#define POOL_STRING_ARRAY PACKED_STRING_ARRAY
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#define POOL_BYTE_ARRAY PACKED_BYTE_ARRAY
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#define Spatial Node3D
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#define SpatialMaterial StandardMaterial3D
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#define PoolVector3Array PackedVector3Array
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#define PoolVector2Array PackedVector2Array
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#define PoolColorArray PackedColorArray
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#define PoolIntArray PackedInt64Array
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#define PoolRealArray PackedFloat32Array
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#define PoolByteArray PackedByteArray
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#define MeshInstance MeshInstance3D
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#define Camera Camera3D
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typedef class World3D World;
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#define DirectionalLight DirectionalLight3D
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typedef class ImmediateGeometry3D ImmediateGeometry;
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typedef class Navigation3D Navigation;
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typedef class PhysicsServer3D PhysicsServer;
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typedef class RenderingServer VisualServer;
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typedef class RenderingServer VS;
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//typedef class StandardMaterial3D SpatialMaterial;
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//toodo figure out a way to have this
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//#define Variant::CallError Callable::CallError
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#endif
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#if GODOT4
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#define VARIANT_ARRAY_GET(arr) \
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Vector<Variant> r; \
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for (int i = 0; i < arr.size(); i++) { \
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r.push_back(arr[i]); \
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} \
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return r;
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#else
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#define VARIANT_ARRAY_GET(arr) \
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Vector<Variant> r; \
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for (int i = 0; i < arr.size(); i++) { \
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r.push_back(arr[i].get_ref_ptr()); \
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} \
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return r;
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#endif
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#define VARIANT_ARRAY_SET(arr, arr_into, type) \
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arr_into.clear(); \
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for (int i = 0; i < arr.size(); i++) { \
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Ref<type> e = Ref<type>(arr[i]); \
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arr_into.push_back(e); \
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}
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#if GODOT4
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//TODO do this properly
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#define INSTANCE_VALIDATE(var) var
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#define CONNECT(sig, obj, target_method_class, method) connect(sig, callable_mp(obj, &target_method_class::method))
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#define DISCONNECT(sig, obj, target_method_class, method) disconnect(sig, callable_mp(obj, &target_method_class::method))
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#define GET_WORLD get_world_3d
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#else
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#define INSTANCE_VALIDATE(var) ObjectDB::instance_validate(var)
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#define CONNECT(sig, obj, target_method_class, method) connect(sig, obj, #method)
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#define DISCONNECT(sig, obj, target_method_class, method) disconnect(sig, obj, #method)
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#define GET_WORLD get_world
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#endif
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#endif
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1007
mesh_merger.cpp
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1007
mesh_merger.cpp
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File diff suppressed because it is too large
Load Diff
197
mesh_merger.h
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197
mesh_merger.h
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/*
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Copyright (c) 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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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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*/
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#ifndef MESH_MERGER_H
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#define MESH_MERGER_H
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#include "core/reference.h"
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#include "defines.h"
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#include pool_vector_h
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include_pool_vector
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#include mesh_instance_h
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#include "core/color.h"
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#include "core/math/rect2.h"
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#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "core/vector.h"
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#include "scene/main/node.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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#ifdef MESH_DATA_RESOURCE_PRESENT
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#include "../mesh_data_resource/mesh_data_resource.h"
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#endif
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class MeshMerger : public Reference {
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GDCLASS(MeshMerger, Reference);
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public:
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struct Vertex {
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Vector3 vertex;
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Color color;
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Vector3 normal; // normal, binormal, tangent
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Vector3 binormal;
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Vector3 tangent;
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Vector2 uv;
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Vector2 uv2;
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Vector<int> bones;
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Vector<float> weights;
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bool operator==(const Vertex &p_vertex) const;
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Vertex() {}
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};
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struct VertexHasher {
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static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
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};
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struct WeightSort {
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int index;
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float weight;
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bool operator<(const WeightSort &p_right) const {
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return weight < p_right.weight;
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}
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};
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public:
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int get_mesher_index() const;
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void set_mesher_index(const int value);
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int get_format() const;
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void set_format(const int value);
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Ref<Material> get_material();
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void set_material(const Ref<Material> &material);
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float get_ao_strength() const;
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void set_ao_strength(const float value);
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float get_base_light_value() const;
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void set_base_light_value(const float value);
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float get_voxel_scale() const;
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void set_voxel_scale(const float voxel_scale);
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int get_lod_size() const;
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void set_lod_size(const int lod_size);
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Rect2 get_uv_margin() const;
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void set_uv_margin(const Rect2 margin);
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void reset();
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#ifdef MESH_DATA_RESOURCE_PRESENT
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void add_mesh_data_resource(Ref<MeshDataResource> mesh, const Transform transform = Transform(), const Rect2 uv_rect = Rect2(0, 0, 1, 1));
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void add_mesh_data_resource_bone(Ref<MeshDataResource> mesh, const Vector<int> &bones, const Vector<float> &weights, const Transform transform = Transform(), const Rect2 uv_rect = Rect2(0, 0, 1, 1));
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#endif
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void add_mesher(const Ref<MeshMerger> &mesher);
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PoolVector<Vector3> build_collider() const;
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Array build_mesh();
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void build_mesh_into(RID mesh);
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void generate_normals(bool p_flip = false);
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void remove_doubles();
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void remove_doubles_hashed();
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PoolVector<Vector3> get_vertices() const;
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void set_vertices(const PoolVector<Vector3> &values);
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int get_vertex_count() const;
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Vector3 get_vertex(const int idx) const;
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void remove_vertex(const int idx);
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void add_vertex(const Vector3 &vertex);
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PoolVector<Vector3> get_normals() const;
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void set_normals(const PoolVector<Vector3> &values);
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Vector3 get_normal(const int idx) const;
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void add_normal(const Vector3 &normal);
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PoolVector<Color> get_colors() const;
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void set_colors(const PoolVector<Color> &values);
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Color get_color(const int idx) const;
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void add_color(const Color &color);
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PoolVector<Vector2> get_uvs() const;
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void set_uvs(const PoolVector<Vector2> &values);
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Vector2 get_uv(const int idx) const;
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void add_uv(const Vector2 &vector);
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PoolVector<Vector2> get_uv2s() const;
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void set_uv2s(const PoolVector<Vector2> &values);
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Vector2 get_uv2(const int idx) const;
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void add_uv2(const Vector2 &vector);
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Vector<int> get_bones(const int idx) const;
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void add_bones(const Vector<int> &arr);
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Vector<float> get_bone_weights(const int idx) const;
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void add_bone_weights(const Vector<float> &arr);
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PoolVector<int> get_indices() const;
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void set_indices(const PoolVector<int> &values);
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int get_indices_count() const;
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int get_index(const int idx) const;
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void remove_index(const int idx);
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void add_indices(const int index);
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MeshMerger();
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~MeshMerger();
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protected:
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static void _bind_methods();
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int _mesher_index;
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int _format;
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PoolVector<Vertex> _vertices;
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PoolVector<int> _indices;
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Color _last_color;
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Vector3 _last_normal;
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Vector2 _last_uv;
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Vector2 _last_uv2;
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Vector<int> _last_bones;
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Vector<float> _last_weights;
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Plane _last_tangent;
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Ref<Material> _material;
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float _voxel_scale;
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int _lod_size;
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float _ao_strength;
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float _base_light_value;
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Rect2 _uv_margin;
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};
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#endif
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@ -26,12 +26,14 @@ SOFTWARE.
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#include "core/engine.h"
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#include "fast_quadratic_mesh_simplifier.h"
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#include "mesh_merger.h"
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#include "mesh_utils.h"
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static MeshUtils *mesh_utils = NULL;
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void register_mesh_utils_types() {
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ClassDB::register_class<FastQuadraticMeshSimplifier>();
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ClassDB::register_class<MeshMerger>();
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mesh_utils = memnew(MeshUtils);
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ClassDB::register_class<MeshUtils>();
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