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https://github.com/Relintai/mesh_utils.git
synced 2024-11-12 10:25:24 +01:00
Ad the 2 mesh baking functions from CharacterSkeleton.
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parent
31f1d24de1
commit
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101
mesh_utils.cpp
101
mesh_utils.cpp
@ -22,12 +22,111 @@ SOFTWARE.
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#include "mesh_utils.h"
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#include "defines.h"
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#include visual_server_h
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MeshUtils *MeshUtils::_instance;
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MeshUtils *MeshUtils::get_singleton() {
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return _instance;
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}
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Array MeshUtils::merge_mesh_array(Array arr) const {
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ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr);
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PoolVector3Array verts = arr[VisualServer::ARRAY_VERTEX];
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PoolVector3Array normals = arr[VisualServer::ARRAY_NORMAL];
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PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV];
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PoolColorArray colors = arr[VisualServer::ARRAY_COLOR];
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PoolIntArray indices = arr[VisualServer::ARRAY_INDEX];
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PoolIntArray bones = arr[VisualServer::ARRAY_BONES];
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PoolRealArray weights = arr[VisualServer::ARRAY_WEIGHTS];
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int i = 0;
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while (i < verts.size()) {
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Vector3 v = verts[i];
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Array equals;
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for (int j = i + 1; j < verts.size(); ++j) {
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Vector3 vc = verts[j];
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if (Math::is_equal_approx(v.x, vc.x) && Math::is_equal_approx(v.y, vc.y) && Math::is_equal_approx(v.z, vc.z))
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equals.push_back(j);
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}
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for (int k = 0; k < equals.size(); ++k) {
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int rem = equals[k];
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int remk = rem - k;
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verts.remove(remk);
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normals.remove(remk);
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uvs.remove(remk);
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colors.remove(remk);
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int bindex = remk * 4;
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for (int l = 0; l < 4; ++l) {
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bones.remove(bindex);
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weights.remove(bindex);
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}
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for (int j = 0; j < indices.size(); ++j) {
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int indx = indices[j];
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if (indx == remk)
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indices.set(j, i);
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else if (indx > remk)
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indices.set(j, indx - 1);
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}
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}
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++i;
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}
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arr[VisualServer::ARRAY_VERTEX] = verts;
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arr[VisualServer::ARRAY_NORMAL] = normals;
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arr[VisualServer::ARRAY_TEX_UV] = uvs;
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arr[VisualServer::ARRAY_COLOR] = colors;
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arr[VisualServer::ARRAY_INDEX] = indices;
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arr[VisualServer::ARRAY_BONES] = bones;
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arr[VisualServer::ARRAY_WEIGHTS] = weights;
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return arr;
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}
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Array MeshUtils::bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color) const {
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ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr);
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ERR_FAIL_COND_V(!tex.is_valid(), arr);
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Ref<Image> img = tex->get_data();
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ERR_FAIL_COND_V(!img.is_valid(), arr);
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Vector2 imgsize = img->get_size();
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PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV];
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PoolColorArray colors = arr[VisualServer::ARRAY_COLOR];
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#if !GODOT4
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img->lock();
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#endif
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for (int i = 0; i < uvs.size(); ++i) {
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Vector2 uv = uvs[i];
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uv *= imgsize;
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Color c = img->get_pixelv(uv);
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colors.set(i, colors[i] * c * mul_color);
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}
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#if !GODOT4
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img->unlock();
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#endif
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arr[VisualServer::ARRAY_COLOR] = colors;
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return arr;
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}
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MeshUtils::MeshUtils() {
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_instance = this;
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}
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@ -37,4 +136,6 @@ MeshUtils::~MeshUtils() {
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}
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void MeshUtils::_bind_methods() {
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ClassDB::bind_method(D_METHOD("merge_mesh_array", "arr"), &MeshUtils::merge_mesh_array);
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ClassDB::bind_method(D_METHOD("bake_mesh_array_uv", "arr", "tex", "mul_color"), &MeshUtils::bake_mesh_array_uv, DEFVAL(0.7));
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}
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@ -25,12 +25,17 @@ SOFTWARE.
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#include "core/object.h"
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#include "scene/resources/texture.h"
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class MeshUtils : public Object {
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GDCLASS(MeshUtils, Object);
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public:
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static MeshUtils *get_singleton();
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Array merge_mesh_array(Array arr) const;
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Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;
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MeshUtils();
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~MeshUtils();
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