mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-29 07:07:14 +01:00
Ported the logic of MDREDMeshDecompose to c++, and added it to the build.
This commit is contained in:
parent
8c1c9e53d1
commit
30a2cda543
@ -27,6 +27,10 @@ if 'TOOLS_ENABLED' in env["CPPDEFINES"]:
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module_env.add_source_files(env.modules_sources,"plugin_gltf/editor_import_gltf_mdr.cpp")
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module_env.add_source_files(env.modules_sources,"plugin_gltf/editor_import_gltf_mdr.cpp")
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module_env.add_source_files(env.modules_sources,"plugin_gltf/editor_plugin_gltf_mdr.cpp")
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module_env.add_source_files(env.modules_sources,"plugin_gltf/editor_plugin_gltf_mdr.cpp")
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module_env.add_source_files(env.modules_sources,"editor/utilities/mdr_ed_mesh_decompose.cpp")
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#module_env.add_source_files(env.modules_sources,"editor/utilities/mdr_ed_mesh_outline.cpp")
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#module_env.add_source_files(env.modules_sources,"editor/utilities/mdr_ed_mesh_utils.cpp")
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module_env.add_source_files(env.modules_sources,"nodes/mesh_data_instance.cpp")
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module_env.add_source_files(env.modules_sources,"nodes/mesh_data_instance.cpp")
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module_env.add_source_files(env.modules_sources,"nodes/mesh_data_instance_2d.cpp")
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module_env.add_source_files(env.modules_sources,"nodes/mesh_data_instance_2d.cpp")
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@ -22,199 +22,372 @@ SOFTWARE.
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#include "mdr_ed_mesh_decompose.h"
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#include "mdr_ed_mesh_decompose.h"
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#include "modules/mesh_utils/mesh_utils.h"
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#include "scene/resources/mesh.h"
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#include "../../mesh_data_resource.h"
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//you can use MeshUtils.merge_mesh_array(arr) to get optimalized handle points. Just get the vertices from it.
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//you can use MeshUtils.merge_mesh_array(arr) to get optimalized handle points. Just get the vertices from it.
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Array MDREDMeshDecompose::get_handle_vertex_to_vertex_map(Array arrays, PoolVector3Array handle_points) {
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Array MDREDMeshDecompose::get_handle_vertex_to_vertex_map(const Array &arrays, const PoolVector3Array &handle_points) {
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/*
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Array handle_to_vertex_map;
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var handle_to_vertex_map : Array
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handle_to_vertex_map.resize(handle_points.size());
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handle_to_vertex_map.resize(handle_points.size())
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if handle_points.size() == 0:
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if (handle_points.size() == 0) {
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return handle_to_vertex_map
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return handle_to_vertex_map;
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}
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if arrays.size() != ArrayMesh.ARRAY_MAX || arrays[ArrayMesh.ARRAY_INDEX] == null:
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if (arrays.size() != ArrayMesh::ARRAY_MAX || arrays[ArrayMesh::ARRAY_INDEX].is_null()) {
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return handle_to_vertex_map
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return handle_to_vertex_map;
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}
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var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX]
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PoolVector3Array vertices = arrays[ArrayMesh::ARRAY_VERTEX];
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if vertices.size() == 0:
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if (vertices.size() == 0) {
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return handle_to_vertex_map
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return handle_to_vertex_map;
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}
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for i in range(handle_points.size()):
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for (int i = 0; i < handle_points.size(); ++i) {
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var hv : Vector3 = handle_points[i]
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Vector3 hv = handle_points[i];
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var iarr : PoolIntArray = PoolIntArray()
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PoolIntArray iarr;
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#find all verts that have the same position as the handle
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//find all verts that have the same position as the handle
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for j in range(vertices.size()):
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for (int j = 0; j < vertices.size(); ++j) {
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var vn : Vector3 = vertices[j]
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Vector3 vn = vertices[j];
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if is_equal_approx(hv.x, vn.x) && is_equal_approx(hv.y, vn.y) && is_equal_approx(hv.z, vn.z):
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if (Math::is_equal_approx(hv.x, vn.x) && Math::is_equal_approx(hv.y, vn.y) && Math::is_equal_approx(hv.z, vn.z)) {
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iarr.append(j)
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iarr.append(j);
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}
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}
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handle_to_vertex_map[i] = iarr
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handle_to_vertex_map[i] = iarr;
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}
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return handle_to_vertex_map
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return handle_to_vertex_map;
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*/
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}
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}
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//returns an array:
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//returns an array:
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//index 0 is the handle_points
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//index 0 is the handle_points
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//index 1 is the handle_to_vertex_map
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//index 1 is the handle_to_vertex_map
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Array MDREDMeshDecompose::get_handle_edge_to_vertex_map(Array arrays) {
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Array MDREDMeshDecompose::get_handle_edge_to_vertex_map(const Array &arrays) {
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/*
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Array handle_to_vertex_map;
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PoolVector3Array handle_points;
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*/
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Array ret;
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if (arrays.size() != ArrayMesh::ARRAY_MAX || arrays[ArrayMesh::ARRAY_INDEX].is_null()) {
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ret.append(handle_points);
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ret.append(handle_to_vertex_map);
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return ret;
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}
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PoolVector3Array vertices = arrays[ArrayMesh::ARRAY_VERTEX];
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if (vertices.size() == 0) {
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ret.append(handle_points);
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ret.append(handle_to_vertex_map);
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return ret;
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}
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Array arr;
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arr.resize(ArrayMesh::ARRAY_MAX);
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arr[ArrayMesh::ARRAY_VERTEX] = arrays[ArrayMesh::ARRAY_VERTEX];
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arr[ArrayMesh::ARRAY_INDEX] = arrays[ArrayMesh::ARRAY_INDEX];
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Array optimized_arrays = MeshUtils::get_singleton()->merge_mesh_array(arr);
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PoolVector3Array optimized_verts = optimized_arrays[ArrayMesh::ARRAY_VERTEX];
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PoolIntArray optimized_indices = optimized_arrays[ArrayMesh::ARRAY_INDEX];
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Array vert_to_optimized_vert_map = get_handle_vertex_to_vertex_map(arrays, optimized_verts);
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Dictionary edge_map;
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for (int i = 0; i < optimized_indices.size(); i += 3) {
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for (int j = 0; j < 3; ++j) {
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int i0 = optimized_indices[i + j];
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int i1 = optimized_indices[i + ((j + 1) % 3)];
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int ei0 = MIN(i0, i1);
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int ei1 = MAX(i0, i1);
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if (!edge_map.has(ei0)) {
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edge_map[ei0] = PoolIntArray();
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}
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PoolIntArray etm = edge_map[ei0];
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PoolIntArray::Read r = etm.read();
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bool found = false;
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for (int i = 0; i < etm.size(); ++i) {
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if (etm[i] == ei1) {
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found = true;
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break;
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}
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}
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r.release();
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if (!found) {
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etm.append(ei1);
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edge_map[ei0] = etm;
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}
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}
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}
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Array keys = edge_map.keys();
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for (int k = 0; k < keys.size(); ++k) {
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int key = keys[k];
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PoolIntArray indices = edge_map[key];
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PoolIntArray::Read r = indices.read();
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for (int i = 0; i < keys.size(); ++i) {
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int indx = r[i];
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int ei0 = key;
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int ei1 = indx;
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Vector3 v0 = optimized_verts[ei0];
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Vector3 v1 = optimized_verts[ei1];
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Vector3 emid = v0.linear_interpolate(v1, 0.5);
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handle_points.append(emid);
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//int hindx = handle_points.size() - 1;
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PoolIntArray vm0 = vert_to_optimized_vert_map[ei0];
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PoolIntArray vm1 = vert_to_optimized_vert_map[ei1];
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PoolIntArray vm = PoolIntArray();
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vm.append_array(vm0);
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PoolIntArray::Read vm1r = vm1.read();
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for (int v = 0; v < vm1.size(); ++v) {
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int vi = vm1r[v];
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bool found = false;
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PoolIntArray::Read vmr = vm.read();
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for (int vrind = 0; vrind < vm.size(); ++vrind) {
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int vit = vmr[vrind];
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if (vi == vit) {
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found = true;
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break;
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}
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}
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vmr.release();
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if (!found) {
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vm.append(vi);
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}
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}
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vm1r.release();
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handle_to_vertex_map.append(vm);
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}
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}
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ret.append(handle_points);
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ret.append(handle_to_vertex_map);
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return ret;
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}
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}
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//returns an array:
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//returns an array:
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//index 0 is the handle_points
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//index 0 is the handle_points
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//index 1 is the handle_to_vertex_map
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//index 1 is the handle_to_vertex_map
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Array MDREDMeshDecompose::get_handle_face_to_vertex_map(Array arrays) {
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Array MDREDMeshDecompose::get_handle_face_to_vertex_map(const Array &arrays) {
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/*
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Array handle_to_vertex_map;
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var handle_to_vertex_map : Array
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PoolVector3Array handle_points;
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var handle_points : PoolVector3Array
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if arrays.size() != ArrayMesh.ARRAY_MAX || arrays[ArrayMesh.ARRAY_INDEX] == null:
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Array ret;
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return [ handle_points, handle_to_vertex_map ]
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var vertices : PoolVector3Array = arrays[ArrayMesh.ARRAY_VERTEX]
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if (arrays.size() != ArrayMesh::ARRAY_MAX || arrays[ArrayMesh::ARRAY_INDEX].is_null()) {
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ret.append(handle_points);
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if vertices.size() == 0:
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ret.append(handle_to_vertex_map);
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return [ handle_points, handle_to_vertex_map ]
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return ret;
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var arr : Array = Array()
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arr.resize(ArrayMesh.ARRAY_MAX)
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arr[ArrayMesh.ARRAY_VERTEX] = arrays[ArrayMesh.ARRAY_VERTEX]
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arr[ArrayMesh.ARRAY_INDEX] = arrays[ArrayMesh.ARRAY_INDEX]
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var optimized_arrays : Array = MeshUtils.merge_mesh_array(arr)
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var optimized_verts : PoolVector3Array = optimized_arrays[ArrayMesh.ARRAY_VERTEX]
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var optimized_indices : PoolIntArray = optimized_arrays[ArrayMesh.ARRAY_INDEX]
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var vert_to_optimized_vert_map : Array = get_handle_vertex_to_vertex_map(arrays, optimized_verts)
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for i in range(0, optimized_indices.size(), 3):
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var i0 : int = optimized_indices[i + 0]
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var i1 : int = optimized_indices[i + 1]
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var i2 : int = optimized_indices[i + 2]
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var v0 : Vector3 = optimized_verts[i0]
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var v1 : Vector3 = optimized_verts[i1]
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var v2 : Vector3 = optimized_verts[i2]
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var pmid : Vector3 = v0 + v1 + v2
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pmid /= 3
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handle_points.append(pmid)
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var vm0 : PoolIntArray = vert_to_optimized_vert_map[i0]
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var vm1 : PoolIntArray = vert_to_optimized_vert_map[i1]
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var vm2 : PoolIntArray = vert_to_optimized_vert_map[i2]
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var vm : PoolIntArray = PoolIntArray()
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vm.append_array(vm0)
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for vi in vm1:
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var found : bool = false
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for vit in vm:
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if vi == vit:
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found = true
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break
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if !found:
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vm.append(vi)
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for vi in vm2:
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var found : bool = false
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for vit in vm:
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if vi == vit:
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found = true
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break
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if !found:
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vm.append(vi)
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handle_to_vertex_map.append(vm)
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return [ handle_points, handle_to_vertex_map ]
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*/
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}
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}
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PoolVector3Array vertices = arrays[ArrayMesh::ARRAY_VERTEX];
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if (vertices.size() == 0) {
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ret.append(handle_points);
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ret.append(handle_to_vertex_map);
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return ret;
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}
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Array arr;
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arr.resize(ArrayMesh::ARRAY_MAX);
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arr[ArrayMesh::ARRAY_VERTEX] = arrays[ArrayMesh::ARRAY_VERTEX];
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arr[ArrayMesh::ARRAY_INDEX] = arrays[ArrayMesh::ARRAY_INDEX];
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Array optimized_arrays = MeshUtils::get_singleton()->merge_mesh_array(arr);
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PoolVector3Array optimized_verts = optimized_arrays[ArrayMesh::ARRAY_VERTEX];
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PoolIntArray optimized_indices = optimized_arrays[ArrayMesh::ARRAY_INDEX];
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Array vert_to_optimized_vert_map = get_handle_vertex_to_vertex_map(arrays, optimized_verts);
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for (int i = 0; i < optimized_indices.size(); i += 3) {
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int i0 = optimized_indices[i + 0];
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int i1 = optimized_indices[i + 1];
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int i2 = optimized_indices[i + 2];
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Vector3 v0 = optimized_verts[i0];
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Vector3 v1 = optimized_verts[i1];
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Vector3 v2 = optimized_verts[i2];
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Vector3 pmid = v0 + v1 + v2;
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pmid /= 3;
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handle_points.append(pmid);
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PoolIntArray vm0 = vert_to_optimized_vert_map[i0];
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PoolIntArray vm1 = vert_to_optimized_vert_map[i1];
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PoolIntArray vm2 = vert_to_optimized_vert_map[i2];
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PoolIntArray vm = PoolIntArray();
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vm.append_array(vm0);
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PoolIntArray::Read vm1r = vm1.read();
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for (int v = 0; v < vm1.size(); ++v) {
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int vi = vm1r[v];
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bool found = false;
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PoolIntArray::Read vmr = vm.read();
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for (int vrind = 0; vrind < vm.size(); ++vrind) {
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int vit = vmr[vrind];
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if (vi == vit) {
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found = true;
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break;
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}
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}
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vmr.release();
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if (!found) {
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vm.append(vi);
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}
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}
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vm1r.release();
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PoolIntArray::Read vm2r = vm2.read();
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for (int v = 0; v < vm2.size(); ++v) {
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int vi = vm2r[v];
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bool found = false;
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PoolIntArray::Read vmr = vm.read();
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for (int vrind = 0; vrind < vm.size(); ++vrind) {
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int vit = vmr[vrind];
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if (vi == vit) {
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found = true;
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break;
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}
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}
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vmr.release();
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if (!found) {
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vm.append(vi);
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}
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}
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vm2r.release();
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handle_to_vertex_map.append(vm);
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}
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ret.append(handle_points);
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ret.append(handle_to_vertex_map);
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return ret;
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}
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||||||
PoolVector3Array MDREDMeshDecompose::calculate_map_midpoints(Array mesh, Array vertex_map) {
|
PoolVector3Array MDREDMeshDecompose::calculate_map_midpoints(Array mesh, Array vertex_map) {
|
||||||
/*
|
return PoolVector3Array();
|
||||||
return PoolVector3Array()
|
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
bool MDREDMeshDecompose::pool_int_arr_contains(PoolIntArray arr, int val) {
|
|
||||||
/*
|
|
||||||
for a in arr:
|
|
||||||
if a == val:
|
|
||||||
return true
|
|
||||||
|
|
||||||
return false
|
bool MDREDMeshDecompose::pool_int_arr_contains(const PoolIntArray &arr, const int val) {
|
||||||
*/
|
PoolIntArray::Read r = arr.read();
|
||||||
|
|
||||||
|
for (int i = 0; i < arr.size(); ++i) {
|
||||||
|
if (r[i] == val) {
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
Array MDREDMeshDecompose::partition_mesh(Ref<MeshDataResource> mdr) {
|
Array MDREDMeshDecompose::partition_mesh(Ref<MeshDataResource> mdr) {
|
||||||
/*
|
Array partitions;
|
||||||
var partitions : Array = Array()
|
|
||||||
|
|
||||||
var arrays : Array = mdr.get_array()
|
Array arrays = mdr->get_array();
|
||||||
|
|
||||||
if arrays.size() != ArrayMesh.ARRAY_MAX:
|
if (arrays.size() != ArrayMesh::ARRAY_MAX) {
|
||||||
return partitions
|
return partitions;
|
||||||
|
}
|
||||||
if arrays[ArrayMesh.ARRAY_INDEX] == null:
|
|
||||||
return partitions
|
if (arrays[ArrayMesh::ARRAY_INDEX].is_null()) {
|
||||||
|
return partitions;
|
||||||
var indices : PoolIntArray = arrays[ArrayMesh.ARRAY_INDEX]
|
}
|
||||||
|
|
||||||
var triangle_count : int = indices.size() / 3
|
PoolIntArray indices = arrays[ArrayMesh::ARRAY_INDEX];
|
||||||
var processed_triangles : PoolIntArray = PoolIntArray()
|
|
||||||
|
int triangle_count = indices.size() / 3;
|
||||||
while triangle_count != processed_triangles.size():
|
PoolIntArray processed_triangles = PoolIntArray();
|
||||||
var partition : PoolIntArray = PoolIntArray()
|
|
||||||
|
while (triangle_count != processed_triangles.size()) {
|
||||||
var first : bool = true
|
PoolIntArray partition = PoolIntArray();
|
||||||
var triangle_added : bool = true
|
|
||||||
while triangle_added:
|
bool first = true;
|
||||||
triangle_added = false
|
bool triangle_added = true;
|
||||||
for i in range(indices.size()):
|
while (triangle_added) {
|
||||||
var triangle_index : int = i / 3
|
triangle_added = false;
|
||||||
|
for (int i = 0; i < indices.size(); ++i) {
|
||||||
if pool_int_arr_contains(processed_triangles, triangle_index):
|
int triangle_index = i / 3;
|
||||||
continue
|
|
||||||
|
if (pool_int_arr_contains(processed_triangles, triangle_index)) {
|
||||||
if first:
|
continue;
|
||||||
first = false
|
}
|
||||||
|
|
||||||
# We have to be at the 0th index of a triangle
|
if (first) {
|
||||||
partition.append(indices[i])
|
first = false;
|
||||||
partition.append(indices[i + 1])
|
|
||||||
partition.append(indices[i + 2])
|
// We have to be at the 0th index of a triangle
|
||||||
|
partition.append(indices[i]);
|
||||||
triangle_added = true
|
partition.append(indices[i + 1]);
|
||||||
break
|
partition.append(indices[i + 2]);
|
||||||
|
|
||||||
var index : int = indices[i]
|
triangle_added = true;
|
||||||
|
break;
|
||||||
if pool_int_arr_contains(partition, index):
|
}
|
||||||
processed_triangles.append(triangle_index)
|
|
||||||
|
int index = indices[i];
|
||||||
var tri_start_index : int = i - (i % 3)
|
|
||||||
|
if (pool_int_arr_contains(partition, index)) {
|
||||||
var i0 : int = indices[tri_start_index]
|
processed_triangles.append(triangle_index);
|
||||||
var i1 : int = indices[tri_start_index + 1]
|
|
||||||
var i2 : int = indices[tri_start_index + 2]
|
int tri_start_index = i - (i % 3);
|
||||||
|
|
||||||
partition.append(i0)
|
int i0 = indices[tri_start_index];
|
||||||
partition.append(i1)
|
int i1 = indices[tri_start_index + 1];
|
||||||
partition.append(i2)
|
int i2 = indices[tri_start_index + 2];
|
||||||
|
|
||||||
triangle_added = true
|
partition.append(i0);
|
||||||
break
|
partition.append(i1);
|
||||||
|
partition.append(i2);
|
||||||
|
|
||||||
partitions.append(partition)
|
triangle_added = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
return partitions
|
}
|
||||||
*/
|
}
|
||||||
|
|
||||||
|
partitions.append(partition);
|
||||||
|
}
|
||||||
|
|
||||||
|
return partitions;
|
||||||
}
|
}
|
||||||
|
@ -33,19 +33,19 @@ class MeshDataResource;
|
|||||||
class MDREDMeshDecompose {
|
class MDREDMeshDecompose {
|
||||||
public:
|
public:
|
||||||
//you can use MeshUtils.merge_mesh_array(arr) to get optimalized handle points. Just get the vertices from it.
|
//you can use MeshUtils.merge_mesh_array(arr) to get optimalized handle points. Just get the vertices from it.
|
||||||
static Array get_handle_vertex_to_vertex_map(Array arrays, PoolVector3Array handle_points);
|
static Array get_handle_vertex_to_vertex_map(const Array &arrays, const PoolVector3Array &handle_points);
|
||||||
|
|
||||||
//returns an array:
|
//returns an array:
|
||||||
//index 0 is the handle_points
|
//index 0 is the handle_points
|
||||||
//index 1 is the handle_to_vertex_map
|
//index 1 is the handle_to_vertex_map
|
||||||
static Array get_handle_edge_to_vertex_map(Array arrays);
|
static Array get_handle_edge_to_vertex_map(const Array &arrays);
|
||||||
|
|
||||||
//returns an array:
|
//returns an array:
|
||||||
//index 0 is the handle_points
|
//index 0 is the handle_points
|
||||||
//index 1 is the handle_to_vertex_map
|
//index 1 is the handle_to_vertex_map
|
||||||
static Array get_handle_face_to_vertex_map(Array arrays);
|
static Array get_handle_face_to_vertex_map(const Array &arrays);
|
||||||
static PoolVector3Array calculate_map_midpoints(Array mesh, Array vertex_map);
|
static PoolVector3Array calculate_map_midpoints(Array mesh, Array vertex_map);
|
||||||
static bool pool_int_arr_contains(PoolIntArray arr, int val);
|
static bool pool_int_arr_contains(const PoolIntArray &arr, const int val);
|
||||||
static Array partition_mesh(Ref<MeshDataResource> mdr);
|
static Array partition_mesh(Ref<MeshDataResource> mdr);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user