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https://github.com/Relintai/pandemonium_engine.git
synced 2025-01-30 21:09:19 +01:00
Ported the logic of the mesh outline generator.
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@ -28,7 +28,7 @@ if 'TOOLS_ENABLED' in env["CPPDEFINES"]:
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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_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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@ -22,6 +22,8 @@ SOFTWARE.
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#include "mdr_ed_mesh_outline.h"
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#include "../../mesh_data_resource.h"
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void MDREDMeshOutline::setup(Ref<MeshDataResource> mdr) {
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_mdr = mdr;
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}
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@ -33,160 +35,181 @@ void MDREDMeshOutline::reset() {
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_indices.resize(0);
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}
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bool MDREDMeshOutline::initialize() {
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/*
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if !_mdr:
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return false
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if (!_mdr.is_valid()) {
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return false;
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}
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if _mdr.array.size() != ArrayMesh.ARRAY_MAX:
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return false
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Array arr = _mdr->get_array();
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if _mdr.array[ArrayMesh.ARRAY_VERTEX] == null || _mdr.array[ArrayMesh.ARRAY_INDEX] == null:
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return false
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if (arr.size() != ArrayMesh::ARRAY_MAX) {
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return false;
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}
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var arr : Array = _mdr.array
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if (arr[ArrayMesh::ARRAY_VERTEX].is_null() || arr[ArrayMesh::ARRAY_INDEX].is_null()) {
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return false;
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}
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_vertices = arr[ArrayMesh.ARRAY_VERTEX]
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_vertices = arr[ArrayMesh::ARRAY_VERTEX];
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if _mdr.array[ArrayMesh.ARRAY_NORMAL] != null:
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_normals = arr[ArrayMesh.ARRAY_NORMAL]
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if (!arr[ArrayMesh::ARRAY_NORMAL].is_null()) {
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_normals = arr[ArrayMesh::ARRAY_NORMAL];
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}
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_indices = arr[ArrayMesh.ARRAY_INDEX]
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_indices = arr[ArrayMesh::ARRAY_INDEX];
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if _vertices.size() == 0:
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return false
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if (_vertices.size() == 0) {
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return false;
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}
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return true
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*/
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return true;
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}
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Vector3 MDREDMeshOutline::get_vertex(int index) {
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/*
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if index > _vertices.size():
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return Vector3()
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var v : Vector3 = _vertices[index]
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# This should reduce z fighting
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if _normals.size() > 0:
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var n : Vector3 = _normals[index]
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v += n * 0.001
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return v
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*/
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if (index > _vertices.size()) {
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return Vector3();
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}
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Vector3 v = _vertices[index];
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// This should reduce z fighting
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if (_normals.size() > 0) {
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Vector3 n = _normals[index];
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v += n * 0.001;
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}
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return v;
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}
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void MDREDMeshOutline::generate(bool mark_outline, bool mark_handles) {
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/*
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reset()
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reset();
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if !initialize():
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return
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if mark_outline:
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for i in range(0, _indices.size(), 3):
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for j in range(3):
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lines.append(get_vertex(_indices[i + j]))
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lines.append(get_vertex(_indices[i + ((j + 1) % 3)]))
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if mark_handles:
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for i in range(_vertices.size()):
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var v : Vector3 = get_vertex(i)
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var l : float = marker_size
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lines.append(v + Vector3(l, 0, 0))
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lines.append(v + Vector3(-l, 0, 0))
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lines.append(v + Vector3(0, 0, l))
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lines.append(v + Vector3(0, 0, -l))
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lines.append(v + Vector3(0, l, 0))
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lines.append(v + Vector3(0, -l, 0))
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var seams : PoolIntArray = _mdr.seams
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for i in range(0, seams.size(), 2):
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seam_lines.append(get_vertex(seams[i]))
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seam_lines.append(get_vertex(seams[i + 1]))
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*/
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if (!initialize()) {
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return;
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}
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if (mark_outline) {
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for (int i = 0; i < _indices.size(); i += 3) {
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for (int j = 0; j < 4; ++j) {
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lines.append(get_vertex(_indices[i + j]));
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lines.append(get_vertex(_indices[i + ((j + 1) % 3)]));
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}
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}
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}
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if (mark_handles) {
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for (int i = 0; i < _vertices.size(); ++i) {
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Vector3 v = get_vertex(i);
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float l = marker_size;
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lines.append(v + Vector3(l, 0, 0));
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lines.append(v + Vector3(-l, 0, 0));
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lines.append(v + Vector3(0, 0, l));
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lines.append(v + Vector3(0, 0, -l));
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lines.append(v + Vector3(0, l, 0));
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lines.append(v + Vector3(0, -l, 0));
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}
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}
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PoolIntArray seams = _mdr->get_seams();
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for (int i = 0; i < seams.size(); i += 2) {
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seam_lines.append(get_vertex(seams[i]));
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seam_lines.append(get_vertex(seams[i + 1]));
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}
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}
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void MDREDMeshOutline::generate_mark_edges(bool mark_outline, bool mark_handles) {
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/*
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reset()
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reset();
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if !initialize():
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return
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if (!initialize()) {
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return;
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}
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for i in range(0, _indices.size(), 3):
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for j in range(3):
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var i0 : int = _indices[i + j]
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var i1 : int = _indices[i + ((j + 1) % 3)]
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for (int i = 0; i < _indices.size(); i += 3) {
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for (int j = 0; j < 3; ++j) {
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int i0 = _indices[i + j];
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int i1 = _indices[i + ((j + 1) % 3)];
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var v0 : Vector3 = get_vertex(i0)
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var v1 : Vector3 = get_vertex(i1)
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Vector3 v0 = get_vertex(i0);
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Vector3 v1 = get_vertex(i1);
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if mark_outline:
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lines.append(v0)
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lines.append(v1)
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if (mark_outline) {
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lines.append(v0);
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lines.append(v1);
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}
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if mark_handles:
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var pmid : Vector3 = lerp(v0, v1, 0.5)
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var l : float = marker_size
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if (mark_handles) {
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Vector3 pmid = v0.linear_interpolate(v1, 0.5);
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float l = marker_size;
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lines.append(pmid + Vector3(l, 0, 0))
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lines.append(pmid + Vector3(-l, 0, 0))
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lines.append(pmid + Vector3(0, 0, l))
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lines.append(pmid + Vector3(0, 0, -l))
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lines.append(pmid + Vector3(0, l, 0))
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lines.append(pmid + Vector3(0, -l, 0))
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lines.append(pmid + Vector3(l, 0, 0));
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lines.append(pmid + Vector3(-l, 0, 0));
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lines.append(pmid + Vector3(0, 0, l));
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lines.append(pmid + Vector3(0, 0, -l));
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lines.append(pmid + Vector3(0, l, 0));
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lines.append(pmid + Vector3(0, -l, 0));
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}
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}
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}
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PoolIntArray seams = _mdr->get_seams();
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var seams : PoolIntArray = _mdr.seams
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for i in range(0, seams.size(), 2):
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seam_lines.append(get_vertex(seams[i]))
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seam_lines.append(get_vertex(seams[i + 1]))
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*/
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for (int i = 0; i < seams.size(); i += 2) {
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seam_lines.append(get_vertex(seams[i]));
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seam_lines.append(get_vertex(seams[i + 1]));
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}
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}
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void MDREDMeshOutline::generate_mark_faces(bool mark_outline, bool mark_handles) {
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/*
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reset()
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reset();
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if !initialize():
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return
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if (!initialize()) {
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return;
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}
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if mark_outline:
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for i in range(0, _indices.size(), 3):
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for j in range(3):
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lines.append(get_vertex(_indices[i + j]))
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lines.append(get_vertex(_indices[i + ((j + 1) % 3)]))
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if (mark_outline) {
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for (int i = 0; i < _indices.size(); i += 3) {
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for (int j = 0; j < 3; ++j) {
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lines.append(get_vertex(_indices[i + j]));
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lines.append(get_vertex(_indices[i + ((j + 1) % 3)]));
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}
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}
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}
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if mark_handles:
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for i in range(0, _indices.size(), 3):
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var i0 : int = _indices[i + 0]
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var i1 : int = _indices[i + 1]
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var i2 : int = _indices[i + 2]
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if (mark_handles) {
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for (int i = 0; i < _indices.size(); i += 3) {
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int i0 = _indices[i + 0];
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int i1 = _indices[i + 1];
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int i2 = _indices[i + 2];
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var v0 : Vector3 = get_vertex(i0)
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var v1 : Vector3 = get_vertex(i1)
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var v2 : Vector3 = get_vertex(i2)
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Vector3 v0 = get_vertex(i0);
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Vector3 v1 = get_vertex(i1);
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Vector3 v2 = get_vertex(i2);
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var pmid : Vector3 = v0 + v1 + v2
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pmid /= 3
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var l : float = marker_size
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Vector3 pmid = v0 + v1 + v2;
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pmid /= 3;
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float l = marker_size;
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lines.append(pmid + Vector3(l, 0, 0))
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lines.append(pmid + Vector3(-l, 0, 0))
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lines.append(pmid + Vector3(0, 0, l))
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lines.append(pmid + Vector3(0, 0, -l))
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lines.append(pmid + Vector3(0, l, 0))
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lines.append(pmid + Vector3(0, -l, 0))
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lines.append(pmid + Vector3(l, 0, 0));
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lines.append(pmid + Vector3(-l, 0, 0));
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lines.append(pmid + Vector3(0, 0, l));
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lines.append(pmid + Vector3(0, 0, -l));
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lines.append(pmid + Vector3(0, l, 0));
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lines.append(pmid + Vector3(0, -l, 0));
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}
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}
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var seams : PoolIntArray = _mdr.seams
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PoolIntArray seams = _mdr->get_seams();
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for i in range(0, seams.size(), 2):
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seam_lines.append(get_vertex(seams[i]))
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seam_lines.append(get_vertex(seams[i + 1]))
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*/
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for (int i = 0; i < seams.size(); i += 2) {
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seam_lines.append(get_vertex(seams[i]));
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seam_lines.append(get_vertex(seams[i + 1]));
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}
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}
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MDREDMeshOutline::MDREDMeshOutline() {
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marker_size = 0.05;
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}
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void MDREDMeshOutline::_bind_methods() {
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}
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@ -55,6 +55,9 @@ public:
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PoolVector3Array _vertices;
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PoolVector3Array _normals;
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PoolIntArray _indices;
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protected:
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static void _bind_methods();
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};
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#endif
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