pandemonium_engine/modules/mesh_utils/mesh_merger.cpp

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/*
Copyright (c) 2019-2022 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "mesh_merger.h"
#include "defines.h"
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#include "scene/3d/mesh_instance.h"
bool MeshMerger::Vertex::operator==(const Vertex &p_vertex) const {
if (vertex != p_vertex.vertex)
return false;
if (uv != p_vertex.uv)
return false;
if (uv2 != p_vertex.uv2)
return false;
if (normal != p_vertex.normal)
return false;
if (binormal != p_vertex.binormal)
return false;
if (color != p_vertex.color)
return false;
if (bones.size() != p_vertex.bones.size())
return false;
for (int i = 0; i < bones.size(); i++) {
if (bones[i] != p_vertex.bones[i])
return false;
}
for (int i = 0; i < weights.size(); i++) {
if (weights[i] != p_vertex.weights[i])
return false;
}
return true;
}
uint32_t MeshMerger::VertexHasher::hash(const Vertex &p_vtx) {
uint32_t h = hash_djb2_buffer((const uint8_t *)&p_vtx.vertex, sizeof(real_t) * 3);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.normal, sizeof(real_t) * 3, h);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.binormal, sizeof(real_t) * 3, h);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.tangent, sizeof(real_t) * 3, h);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.uv, sizeof(real_t) * 2, h);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.uv2, sizeof(real_t) * 2, h);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.color, sizeof(real_t) * 4, h);
h = hash_djb2_buffer((const uint8_t *)p_vtx.bones.ptr(), p_vtx.bones.size() * sizeof(int), h);
h = hash_djb2_buffer((const uint8_t *)p_vtx.weights.ptr(), p_vtx.weights.size() * sizeof(float), h);
return h;
}
int MeshMerger::get_mesher_index() const {
return _mesher_index;
}
void MeshMerger::set_mesher_index(const int value) {
_mesher_index = value;
}
int MeshMerger::get_format() const {
return _format;
}
void MeshMerger::set_format(const int value) {
_format = value;
}
Ref<Material> MeshMerger::get_material() {
return _material;
}
void MeshMerger::set_material(const Ref<Material> &material) {
_material = material;
}
float MeshMerger::get_ao_strength() const {
return _ao_strength;
}
void MeshMerger::set_ao_strength(float value) {
_ao_strength = value;
}
float MeshMerger::get_base_light_value() const {
return _base_light_value;
}
void MeshMerger::set_base_light_value(float value) {
_base_light_value = value;
}
float MeshMerger::get_voxel_scale() const {
return _voxel_scale;
}
void MeshMerger::set_voxel_scale(const float voxel_scale) {
_voxel_scale = voxel_scale;
}
int MeshMerger::get_lod_size() const {
return _lod_size;
}
void MeshMerger::set_lod_size(const int lod_size) {
_lod_size = lod_size;
}
Rect2 MeshMerger::get_uv_margin() const {
return _uv_margin;
}
void MeshMerger::set_uv_margin(const Rect2 margin) {
_uv_margin = margin;
}
Array MeshMerger::build_mesh() {
Array a;
a.resize(VisualServer::ARRAY_MAX);
if (_vertices.size() == 0) {
//Nothing to do
return a;
}
{
PoolVector<Vector3> array;
array.resize(_vertices.size());
PoolVector<Vector3>::Write w = array.write();
for (int i = 0; i < _vertices.size(); ++i) {
w[i] = _vertices[i].vertex;
}
w.release();
a[VisualServer::ARRAY_VERTEX] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) != 0) {
PoolVector<Vector3> array;
array.resize(_vertices.size());
PoolVector<Vector3>::Write w = array.write();
for (int i = 0; i < _vertices.size(); ++i) {
w[i] = _vertices[i].normal;
}
w.release();
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a[VisualServer::ARRAY_NORMAL] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_COLOR) != 0) {
PoolVector<Color> array;
array.resize(_vertices.size());
PoolVector<Color>::Write w = array.write();
for (int i = 0; i < _vertices.size(); ++i) {
w[i] = _vertices[i].color;
}
w.release();
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a[VisualServer::ARRAY_COLOR] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV) != 0) {
PoolVector<Vector2> array;
array.resize(_vertices.size());
PoolVector<Vector2>::Write w = array.write();
for (int i = 0; i < _vertices.size(); ++i) {
w[i] = _vertices[i].uv;
}
w.release();
a[VisualServer::ARRAY_TEX_UV] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV2) != 0) {
PoolVector<Vector2> array;
array.resize(_vertices.size());
PoolVector<Vector2>::Write w = array.write();
for (int i = 0; i < _vertices.size(); ++i) {
w[i] = _vertices[i].uv2;
}
w.release();
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a[VisualServer::ARRAY_TEX_UV2] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_BONES) != 0) {
int size = _vertices.size() * 4;
PoolVector<int> bone_array;
bone_array.resize(size);
PoolVector<int>::Write wb = bone_array.write();
for (int i = 0; i < _vertices.size(); ++i) {
const Vertex &vertex = _vertices[i];
int curr = i * 4;
for (int j = 0; j < vertex.bones.size(); ++j) {
wb[curr + j] = vertex.bones[j];
}
}
wb.release();
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a[VisualServer::ARRAY_BONES] = bone_array;
}
if ((_format & VisualServer::ARRAY_FORMAT_WEIGHTS) != 0) {
int size = _vertices.size() * 4;
PoolVector<float> bone_weights_array;
bone_weights_array.resize(size);
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PoolVector<float>::Write wbw = bone_weights_array.write();
for (int i = 0; i < _vertices.size(); ++i) {
const Vertex &vertex = _vertices[i];
int curr = i * 4;
for (int j = 0; j < vertex.bones.size(); ++j) {
wbw[curr + j] = vertex.weights[j];
}
}
wbw.release();
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a[VisualServer::ARRAY_WEIGHTS] = bone_weights_array;
}
if (_indices.size() > 0) {
PoolVector<int> array;
array.resize(_indices.size());
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PoolVector<int>::Write w = array.write();
for (int i = 0; i < _indices.size(); ++i) {
w[i] = _indices[i];
}
w.release();
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a[VisualServer::ARRAY_INDEX] = array;
}
return a;
}
void MeshMerger::build_mesh_into(RID mesh) {
ERR_FAIL_COND(mesh == RID());
VS::get_singleton()->mesh_clear(mesh);
if (_vertices.size() == 0) {
//Nothing to do
return;
}
Array arr = build_mesh();
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
if (_material.is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh, 0, get_material()->get_rid());
}
void MeshMerger::generate_normals(bool p_flip) {
_format = _format | VisualServer::ARRAY_FORMAT_NORMAL;
for (int i = 0; i < _indices.size(); i += 3) {
int i0 = _indices[i];
int i1 = _indices[i + 1];
int i2 = _indices[i + 2];
ERR_FAIL_INDEX(i0, _vertices.size());
ERR_FAIL_INDEX(i1, _vertices.size());
ERR_FAIL_INDEX(i2, _vertices.size());
Vertex v0 = _vertices.get(i0);
Vertex v1 = _vertices.get(i1);
Vertex v2 = _vertices.get(i2);
Vector3 normal;
if (!p_flip)
normal = Plane(v0.vertex, v1.vertex, v2.vertex).normal;
else
normal = Plane(v2.vertex, v1.vertex, v0.vertex).normal;
v0.normal = normal;
v1.normal = normal;
v2.normal = normal;
_vertices.set(i0, v0);
_vertices.set(i1, v1);
_vertices.set(i2, v2);
}
}
void MeshMerger::remove_doubles() {
if (_vertices.size() == 0)
return;
//print_error("before " + String::num(_vertices.size()));
for (int i = 0; i < _vertices.size(); ++i) {
Vertex vert = _vertices[i];
PoolVector<int> indices;
for (int j = i + 1; j < _vertices.size(); ++j) {
if (_vertices[j] == vert) {
indices.push_back(j);
}
}
for (int j = 0; j < indices.size(); ++j) {
int index = indices[j];
_vertices.remove(index);
//make all indices that were bigger than the one we replaced one lower
for (int k = 0; k < _indices.size(); ++k) {
int indx = _indices[k];
if (indx == index) {
_indices.set(k, i);
} else if (indx > index) {
_indices.set(k, --indx);
}
}
for (int k = j + 1; k < indices.size(); ++k) {
int val = indices[k];
if (val > index) {
indices.set(k, --val);
}
}
}
}
//print_error("after " + String::num(_vertices.size())+ " " + String::num(duration.count()));
}
//lot faster that normal remove_doubles, but false positives can happen curtesy of hash collisions
void MeshMerger::remove_doubles_hashed() {
if (_vertices.size() == 0)
return;
//print_error("before " + String::num(_vertices.size()));
PoolVector<uint32_t> hashes;
hashes.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
hashes.set(i, VertexHasher::hash(_vertices[i]));
}
for (int i = 0; i < hashes.size(); ++i) {
uint32_t hash = hashes[i];
PoolVector<int> indices;
for (int j = i + 1; j < hashes.size(); ++j) {
if (hashes[j] == hash) {
indices.push_back(j);
}
}
for (int j = 0; j < indices.size(); ++j) {
int index = indices[j];
hashes.remove(index);
_vertices.remove(index);
//make all indices that were bigger than the one we replaced one lower
for (int k = 0; k < _indices.size(); ++k) {
int indx = _indices[k];
if (indx == index) {
_indices.set(k, i);
} else if (indx > index) {
_indices.set(k, --indx);
}
}
for (int k = j + 1; k < indices.size(); ++k) {
int val = indices[k];
if (val > index) {
indices.set(k, --val);
}
}
}
}
//print_error("after " + String::num(_vertices.size()) + " " + String::num(duration.count()));
}
void MeshMerger::reset() {
_vertices.resize(0);
_indices.resize(0);
_last_color = Color();
_last_normal = Vector3();
_last_uv = Vector2();
_last_uv2 = Vector2();
_last_bones.clear();
_last_weights.clear();
_last_tangent = Plane();
}
#ifdef MESH_DATA_RESOURCE_PRESENT
void MeshMerger::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Transform transform, Rect2 uv_rect) {
ERR_FAIL_COND(mesh->get_array().size() == 0);
Array verts = mesh->get_array().get(Mesh::ARRAY_VERTEX);
for (int i = 0; i < verts.size(); ++i) {
Vector3 vert = verts[i];
vert = transform.xform(vert);
add_vertex(vert);
}
if (mesh->get_array().size() <= Mesh::ARRAY_NORMAL)
return;
Array normals = mesh->get_array().get(Mesh::ARRAY_NORMAL);
for (int i = 0; i < normals.size(); ++i) {
Vector3 normal = normals[i];
normal = transform.basis.xform(normal);
add_normal(normal);
}
/*
if (mesh->get_array().size() <= Mesh::ARRAY_TANGENT)
return;
Array tangents = mesh->get_array().get(Mesh::ARRAY_TANGENT);
for (int i = 0; i < verts.size(); ++i) {
Plane p(tangents[i * 4 + 0], tangents[i * 4 + 1], tangents[i * 4 + 2], tangents[i * 4 + 3]);
Vector3 tangent = p.normal;
Vector3 binormal = p.normal.cross(tangent).normalized() * p.d;
tangent = local_transform.basis.xform(tangent);
binormal = local_transform.basis.xform(binormal);
add_t(normal);
add_binorm
}*/
if (mesh->get_array().size() <= Mesh::ARRAY_COLOR)
return;
Array colors = mesh->get_array().get(Mesh::ARRAY_COLOR);
for (int i = 0; i < colors.size(); ++i) {
Color color = colors[i];
add_color(color);
}
if (mesh->get_array().size() <= Mesh::ARRAY_TEX_UV)
return;
Array tex_uv = mesh->get_array().get(Mesh::ARRAY_TEX_UV);
for (int i = 0; i < tex_uv.size(); ++i) {
Vector2 uv = tex_uv[i];
uv.x *= uv_rect.size.x;
uv.y *= uv_rect.size.y;
uv.x += uv_rect.position.x;
uv.y += uv_rect.position.y;
add_uv(uv);
}
/*
if (mesh->get_array().size() <= Mesh::ARRAY_TEX_UV2)
return;
Array tex_uv2 = mesh->get_array().get(Mesh::ARRAY_TEX_UV2);
for (int i = 0; i < tex_uv.size(); ++i) {
Vector2 uv = tex_uv2[i];
add_uv2(uv);
}*/
/*
if (mesh->get_array().size() <= Mesh::ARRAY_BONES)
return;
Array bones = mesh->get_array().get(Mesh::ARRAY_BONES);
for (int i = 0; i < bones.size(); ++i) {
int bone = bones[i];
add_bone(bone);
}*/
/*
if (mesh->get_array().size() <= Mesh::ARRAY_WEIGHTS)
return;
Array weights = mesh->get_array().get(Mesh::ARRAY_WEIGHTS);
for (int i = 0; i < weights.size(); ++i) {
float weight = weights[i];
add_weight(weight);
}*/
if (mesh->get_array().size() <= Mesh::ARRAY_INDEX)
return;
Array indices = mesh->get_array().get(Mesh::ARRAY_INDEX);
int ic = get_vertex_count() - verts.size();
for (int i = 0; i < indices.size(); ++i) {
int index = indices[i];
add_indices(ic + index);
}
}
void MeshMerger::add_mesh_data_resource_bone(Ref<MeshDataResource> mesh, const Vector<int> &bones, const Vector<float> &weights, const Transform transform, const Rect2 uv_rect) {
if (mesh->get_array().size() == 0)
return;
const Array &arr = mesh->get_array();
PoolVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
PoolVector3Array normals = arr[Mesh::ARRAY_NORMAL];
PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
PoolColorArray colors = arr[Mesh::ARRAY_COLOR];
PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
//PoolIntArray bone_array = arr[Mesh::ARRAY_BONES];
//PoolRealArray weights_array = arr[Mesh::ARRAY_WEIGHTS];
add_bones(bones);
add_bone_weights(weights);
add_color(Color(0.7, 0.7, 0.7));
int orig_vert_size = _vertices.size();
//_vertices.resize(_vertices.size() + vertices.size());
//bone_array.resize(bone_array.size() + cvertices.size() * 4)
// weights_array.resize(weights_array.size() + cvertices.size() * 4)
for (int i = 0; i < vertices.size(); ++i) {
add_normal(transform.basis.xform(normals[i]));
Vector2 uv = uvs[i];
uv.x = uv_rect.size.width * uv.x + uv_rect.position.x;
uv.y = uv_rect.size.height * uv.y + uv_rect.position.y;
add_uv(uv);
add_vertex(transform.xform(vertices[i]));
}
int orig_indices_count = _indices.size();
_indices.resize(_indices.size() + indices.size());
for (int i = 0; i < indices.size(); ++i) {
_indices.set(orig_indices_count + i, orig_vert_size + indices[i]);
}
}
#endif
void MeshMerger::add_mesher(const Ref<MeshMerger> &mesher) {
int orig_size = _vertices.size();
_vertices.append_array(mesher->_vertices);
int s = mesher->_indices.size();
if (s == 0)
return;
int orig_indices_size = _indices.size();
_indices.resize(_indices.size() + s);
for (int i = 0; i < s; ++i) {
_indices.set(i + orig_indices_size, mesher->_indices[i] + orig_size);
}
}
PoolVector<Vector3> MeshMerger::build_collider() const {
PoolVector<Vector3> face_points;
if (_vertices.size() == 0)
return face_points;
if (_indices.size() == 0) {
int len = (_vertices.size() / 4);
for (int i = 0; i < len; ++i) {
face_points.push_back(_vertices.get(i * 4).vertex);
face_points.push_back(_vertices.get((i * 4) + 2).vertex);
face_points.push_back(_vertices.get((i * 4) + 1).vertex);
face_points.push_back(_vertices.get(i * 4).vertex);
face_points.push_back(_vertices.get((i * 4) + 3).vertex);
face_points.push_back(_vertices.get((i * 4) + 2).vertex);
}
return face_points;
}
face_points.resize(_indices.size());
for (int i = 0; i < face_points.size(); i++) {
face_points.set(i, _vertices.get(_indices.get(i)).vertex);
}
return face_points;
}
PoolVector<Vector3> MeshMerger::get_vertices() const {
PoolVector<Vector3> arr;
arr.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
arr.set(i, _vertices.get(i).vertex);
}
return arr;
}
void MeshMerger::set_vertices(const PoolVector<Vector3> &values) {
ERR_FAIL_COND(values.size() != _vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
Vertex v = _vertices[i];
v.normal = values[i];
_vertices.set(i, v);
}
}
int MeshMerger::get_vertex_count() const {
return _vertices.size();
}
void MeshMerger::add_vertex(const Vector3 &vertex) {
Vertex vtx;
vtx.vertex = vertex;
vtx.color = _last_color;
vtx.normal = _last_normal;
vtx.uv = _last_uv;
vtx.uv2 = _last_uv2;
vtx.weights = _last_weights;
vtx.bones = _last_bones;
// vtx.tangent = _last_tangent.normal;
// vtx.binormal = _last_normal.cross(_last_tangent.normal).normalized() * _last_tangent.d;
_vertices.push_back(vtx);
}
Vector3 MeshMerger::get_vertex(const int idx) const {
return _vertices.get(idx).vertex;
}
void MeshMerger::remove_vertex(const int idx) {
_vertices.remove(idx);
}
PoolVector<Vector3> MeshMerger::get_normals() const {
PoolVector<Vector3> arr;
arr.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
arr.set(i, _vertices.get(i).normal);
}
return arr;
}
void MeshMerger::set_normals(const PoolVector<Vector3> &values) {
ERR_FAIL_COND(values.size() != _vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
Vertex v = _vertices[i];
v.normal = values[i];
_vertices.set(i, v);
}
}
void MeshMerger::add_normal(const Vector3 &normal) {
_last_normal = normal;
}
Vector3 MeshMerger::get_normal(int idx) const {
return _vertices.get(idx).normal;
}
PoolVector<Color> MeshMerger::get_colors() const {
PoolVector<Color> arr;
arr.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
arr.set(i, _vertices.get(i).color);
}
return arr;
}
void MeshMerger::set_colors(const PoolVector<Color> &values) {
ERR_FAIL_COND(values.size() != _vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
Vertex v = _vertices[i];
v.color = values[i];
_vertices.set(i, v);
}
}
void MeshMerger::add_color(const Color &color) {
_last_color = color;
}
Color MeshMerger::get_color(const int idx) const {
return _vertices.get(idx).color;
}
PoolVector<Vector2> MeshMerger::get_uvs() const {
PoolVector<Vector2> arr;
arr.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
arr.set(i, _vertices.get(i).uv);
}
return arr;
}
void MeshMerger::set_uvs(const PoolVector<Vector2> &values) {
ERR_FAIL_COND(values.size() != _vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
Vertex v = _vertices[i];
v.uv = values[i];
_vertices.set(i, v);
}
}
void MeshMerger::add_uv(const Vector2 &uv) {
_last_uv = uv;
}
Vector2 MeshMerger::get_uv(const int idx) const {
return _vertices.get(idx).uv;
}
PoolVector<Vector2> MeshMerger::get_uv2s() const {
PoolVector<Vector2> arr;
arr.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
arr.set(i, _vertices.get(i).uv2);
}
return arr;
}
void MeshMerger::set_uv2s(const PoolVector<Vector2> &values) {
ERR_FAIL_COND(values.size() != _vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
Vertex v = _vertices[i];
v.uv2 = values[i];
_vertices.set(i, v);
}
}
void MeshMerger::add_uv2(const Vector2 &uv) {
_last_uv2 = uv;
}
Vector2 MeshMerger::get_uv2(const int idx) const {
return _vertices.get(idx).uv2;
}
Vector<int> MeshMerger::get_bones(const int idx) const {
return _vertices[idx].bones;
}
void MeshMerger::add_bones(const Vector<int> &vector) {
_last_bones = vector;
}
Vector<float> MeshMerger::get_bone_weights(const int idx) const {
return _vertices[idx].weights;
}
void MeshMerger::add_bone_weights(const Vector<float> &arr) {
_last_weights = arr;
}
PoolVector<int> MeshMerger::get_indices() const {
return _indices;
}
void MeshMerger::set_indices(const PoolVector<int> &values) {
_indices = values;
}
int MeshMerger::get_indices_count() const {
return _indices.size();
}
void MeshMerger::add_indices(const int index) {
_indices.push_back(index);
}
int MeshMerger::get_index(const int idx) const {
return _indices.get(idx);
}
void MeshMerger::remove_index(const int idx) {
_indices.remove(idx);
}
MeshMerger::MeshMerger() {
_mesher_index = 0;
_voxel_scale = 1;
_lod_size = 1;
_ao_strength = 0.25;
_base_light_value = 0.5;
_uv_margin = Rect2(0, 0, 1, 1);
_format = 0;
}
MeshMerger::~MeshMerger() {
if (_material.is_valid()) {
_material.unref();
}
}
void MeshMerger::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mesher_index"), &MeshMerger::get_mesher_index);
ClassDB::bind_method(D_METHOD("set_mesher_index", "value"), &MeshMerger::set_mesher_index);
ADD_PROPERTY(PropertyInfo(Variant::INT, "mesher_index"), "set_mesher_index", "get_mesher_index");
ClassDB::bind_method(D_METHOD("get_format"), &MeshMerger::get_format);
ClassDB::bind_method(D_METHOD("set_format", "value"), &MeshMerger::set_format);
ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format");
ClassDB::bind_method(D_METHOD("get_material"), &MeshMerger::get_material);
ClassDB::bind_method(D_METHOD("set_material", "value"), &MeshMerger::set_material);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
ClassDB::bind_method(D_METHOD("get_voxel_scale"), &MeshMerger::get_voxel_scale);
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &MeshMerger::set_voxel_scale);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
ClassDB::bind_method(D_METHOD("get_lod_size"), &MeshMerger::get_lod_size);
ClassDB::bind_method(D_METHOD("set_lod_size", "value"), &MeshMerger::set_lod_size);
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_size"), "set_lod_size", "get_lod_size");
ClassDB::bind_method(D_METHOD("get_ao_strength"), &MeshMerger::get_ao_strength);
ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &MeshMerger::set_ao_strength);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_strength"), "set_ao_strength", "get_ao_strength");
ClassDB::bind_method(D_METHOD("get_base_light_value"), &MeshMerger::get_base_light_value);
ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &MeshMerger::set_base_light_value);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "base_light_value"), "set_base_light_value", "get_base_light_value");
ClassDB::bind_method(D_METHOD("get_uv_margin"), &MeshMerger::get_uv_margin);
ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &MeshMerger::set_uv_margin);
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin");
#ifdef MESH_DATA_RESOURCE_PRESENT
ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "transform", "uv_rect"), &MeshMerger::add_mesh_data_resource, DEFVAL(Transform()), DEFVAL(Rect2(0, 0, 1, 1)));
ClassDB::bind_method(D_METHOD("add_mesh_data_resource_bone", "mesh", "bones", "wrights", "transform", "uv_rect"), &MeshMerger::add_mesh_data_resource_bone, DEFVAL(Transform()), DEFVAL(Rect2(0, 0, 1, 1)));
#endif
BIND_VMETHOD(MethodInfo("_add_mesher", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "MeshMerger")));
ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &MeshMerger::add_mesher);
ClassDB::bind_method(D_METHOD("get_vertices"), &MeshMerger::get_vertices);
ClassDB::bind_method(D_METHOD("set_vertices", "values"), &MeshMerger::set_vertices);
ClassDB::bind_method(D_METHOD("get_vertex_count"), &MeshMerger::get_vertex_count);
ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &MeshMerger::get_vertex);
ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &MeshMerger::remove_vertex);
ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &MeshMerger::add_vertex);
ClassDB::bind_method(D_METHOD("get_normals"), &MeshMerger::get_normals);
ClassDB::bind_method(D_METHOD("set_normals", "values"), &MeshMerger::set_normals);
ClassDB::bind_method(D_METHOD("get_normal", "idx"), &MeshMerger::get_normal);
ClassDB::bind_method(D_METHOD("add_normal", "normal"), &MeshMerger::add_normal);
ClassDB::bind_method(D_METHOD("get_colors"), &MeshMerger::get_colors);
ClassDB::bind_method(D_METHOD("set_colors", "values"), &MeshMerger::set_colors);
ClassDB::bind_method(D_METHOD("get_color", "idx"), &MeshMerger::get_color);
ClassDB::bind_method(D_METHOD("add_color", "color"), &MeshMerger::add_color);
ClassDB::bind_method(D_METHOD("get_uvs"), &MeshMerger::get_uvs);
ClassDB::bind_method(D_METHOD("set_uvs", "values"), &MeshMerger::set_uvs);
ClassDB::bind_method(D_METHOD("get_uv", "idx"), &MeshMerger::get_uv);
ClassDB::bind_method(D_METHOD("add_uv", "uv"), &MeshMerger::add_uv);
ClassDB::bind_method(D_METHOD("get_uv2s"), &MeshMerger::get_uv2s);
ClassDB::bind_method(D_METHOD("set_uv2s", "values"), &MeshMerger::set_uv2s);
ClassDB::bind_method(D_METHOD("get_uv2", "idx"), &MeshMerger::get_uv2);
ClassDB::bind_method(D_METHOD("add_uv2", "uv"), &MeshMerger::add_uv2);
ClassDB::bind_method(D_METHOD("get_bones", "idx"), &MeshMerger::get_bones);
ClassDB::bind_method(D_METHOD("add_bones", "arr"), &MeshMerger::add_bones);
ClassDB::bind_method(D_METHOD("get_bone_weights", "idx"), &MeshMerger::get_bone_weights);
ClassDB::bind_method(D_METHOD("add_bone_weights", "arr"), &MeshMerger::add_bone_weights);
ClassDB::bind_method(D_METHOD("get_indices"), &MeshMerger::get_indices);
ClassDB::bind_method(D_METHOD("set_indices", "values"), &MeshMerger::set_indices);
ClassDB::bind_method(D_METHOD("get_indices_count"), &MeshMerger::get_indices_count);
ClassDB::bind_method(D_METHOD("get_index", "idx"), &MeshMerger::get_index);
ClassDB::bind_method(D_METHOD("remove_index", "idx"), &MeshMerger::remove_index);
ClassDB::bind_method(D_METHOD("add_indices", "indice"), &MeshMerger::add_indices);
ClassDB::bind_method(D_METHOD("reset"), &MeshMerger::reset);
ClassDB::bind_method(D_METHOD("build_mesh"), &MeshMerger::build_mesh);
ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &MeshMerger::build_mesh_into);
ClassDB::bind_method(D_METHOD("build_collider"), &MeshMerger::build_collider);
ClassDB::bind_method(D_METHOD("generate_normals", "flip"), &MeshMerger::generate_normals, DEFVAL(false));
ClassDB::bind_method(D_METHOD("remove_doubles"), &MeshMerger::remove_doubles);
ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &MeshMerger::remove_doubles_hashed);
}