#include "terrain_2d_mesher.h" #include "../defines.h" #include "scene/3d/mesh_instance.h" #include "../world/default/terrain_2d_chunk_default.h" #include "../world/terrain_2d_chunk.h" #include "scene/resources/shapes_2d/rectangle_shape_2d.h" #include "servers/physics_2d_server.h" #include "modules/modules_enabled.gen.h" bool Terrain2DMesher::Vertex::operator==(const Vertex &p_vertex) const { if (vertex != p_vertex.vertex) return false; if (uv != p_vertex.uv) 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 Terrain2DMesher::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.uv, 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 Terrain2DMesher::get_channel_index_type() const { return _channel_index_type; } void Terrain2DMesher::set_channel_index_type(const int value) { _channel_index_type = value; } int Terrain2DMesher::get_format() const { return _format; } void Terrain2DMesher::set_format(const int value) { _format = value; } int Terrain2DMesher::get_texture_scale() const { return _texture_scale; } void Terrain2DMesher::set_texture_scale(const int value) { _texture_scale = value; } Transform2D Terrain2DMesher::get_mesh_transform() { return _mesh_transform; } void Terrain2DMesher::set_mesh_transform(const Transform2D &value) { _mesh_transform = value; } Ref Terrain2DMesher::get_library() { return _library; } void Terrain2DMesher::set_library(const Ref &library) { _library = library; } Ref Terrain2DMesher::get_material() { return _material; } void Terrain2DMesher::set_material(const Ref &material) { _material = material; } float Terrain2DMesher::get_ao_strength() const { return _ao_strength; } void Terrain2DMesher::set_ao_strength(float value) { _ao_strength = value; } float Terrain2DMesher::get_base_light_value() const { return _base_light_value; } void Terrain2DMesher::set_base_light_value(float value) { _base_light_value = value; } int Terrain2DMesher::get_cell_size_x() const { return _cell_size_x; } void Terrain2DMesher::set_cell_size_x(const int val) { _cell_size_x = val; } int Terrain2DMesher::get_cell_size_y() const { return _cell_size_y; } void Terrain2DMesher::set_cell_size_y(const int val) { _cell_size_y = val; } Rect2 Terrain2DMesher::get_uv_margin() const { return _uv_margin; } void Terrain2DMesher::set_uv_margin(const Rect2 margin) { _uv_margin = margin; } Array Terrain2DMesher::build_mesh() { Array a; a.resize(RenderingServer::ARRAY_MAX); if (_vertices.size() == 0) { //Nothing to do return a; } { PoolVector array; array.resize(_vertices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < _vertices.size(); ++i) { w[i] = _vertices[i].vertex; } w.release(); a[RenderingServer::ARRAY_VERTEX] = array; } if ((_format & RenderingServer::ARRAY_FORMAT_COLOR) != 0) { PoolVector array; array.resize(_vertices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < _vertices.size(); ++i) { w[i] = _vertices[i].color; } w.release(); a[RenderingServer::ARRAY_COLOR] = array; } if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) { PoolVector array; array.resize(_vertices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < _vertices.size(); ++i) { w[i] = _vertices[i].uv; } w.release(); a[RenderingServer::ARRAY_TEX_UV] = array; } if (_indices.size() > 0) { PoolVector array; array.resize(_indices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < _indices.size(); ++i) { w[i] = _indices[i]; } w.release(); a[RenderingServer::ARRAY_INDEX] = array; } return a; } void Terrain2DMesher::build_mesh_into(RID mesh) { ERR_FAIL_COND(mesh == RID()); RS::get_singleton()->mesh_clear(mesh); if (_vertices.size() == 0) { //Nothing to do return; } Array arr = build_mesh(); RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RenderingServer::PRIMITIVE_TRIANGLES, arr); } void Terrain2DMesher::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 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 Terrain2DMesher::remove_doubles_hashed() { if (_vertices.size() == 0) return; //print_error("before " + String::num(_vertices.size())); PoolVector 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 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 Terrain2DMesher::store_mesh() { Terrain2DMesherStoredMesh m; m.vertices = _vertices; m.indices = _indices; m.transform = _mesh_transform; _vertices.resize(0); _indices.resize(0); _stored_meshes.push_back(m); } int Terrain2DMesher::get_stored_mesh_count() const { return _stored_meshes.size(); } Array Terrain2DMesher::build_stored_mesh(const int index) { ERR_FAIL_INDEX_V(index, _stored_meshes.size(), Array()); Array a; a.resize(RenderingServer::ARRAY_MAX); const Terrain2DMesherStoredMesh &md = _stored_meshes[index]; if (md.vertices.size() == 0) { //Nothing to do return a; } { PoolVector array; array.resize(md.vertices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < md.vertices.size(); ++i) { w[i] = md.vertices[i].vertex; } w.release(); a[RenderingServer::ARRAY_VERTEX] = array; } if ((_format & RenderingServer::ARRAY_FORMAT_COLOR) != 0) { PoolVector array; array.resize(md.vertices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < md.vertices.size(); ++i) { w[i] = md.vertices[i].color; } w.release(); a[RenderingServer::ARRAY_COLOR] = array; } if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) { PoolVector array; array.resize(md.vertices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < md.vertices.size(); ++i) { w[i] = md.vertices[i].uv; array.set(i, md.vertices[i].uv); } w.release(); a[RenderingServer::ARRAY_TEX_UV] = array; } if (md.indices.size() > 0) { PoolVector array; array.resize(md.indices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < md.indices.size(); ++i) { w[i] = md.indices[i]; } w.release(); a[RenderingServer::ARRAY_INDEX] = array; } return a; } Transform2D Terrain2DMesher::get_stored_mesh_transform(const int index) { ERR_FAIL_INDEX_V(index, _stored_meshes.size(), Transform2D()); return _stored_meshes[index].transform; } void Terrain2DMesher::build_stored_mesh_into(const int index, RID mesh) { ERR_FAIL_COND(mesh == RID()); RS::get_singleton()->mesh_clear(mesh); if (_vertices.size() == 0) { //Nothing to do return; } Array arr = build_stored_mesh(index); RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RenderingServer::PRIMITIVE_TRIANGLES, arr); } AABB Terrain2DMesher::calculate_stored_mesh_aabb(const int index) { ERR_FAIL_INDEX_V(index, _stored_meshes.size(), AABB()); const Terrain2DMesherStoredMesh &md = _stored_meshes[index]; if (md.vertices.size() == 0) { //Nothing to do return AABB(); } AABB aabb; int len = md.vertices.size(); aabb.position = Vector3(md.vertices[0].vertex.x, md.vertices[0].vertex.y, 0); for (int i = 0; i < len; i++) { aabb.expand_to(Vector3(md.vertices[i].vertex.x, md.vertices[i].vertex.y, 0)); } return aabb; } Ref Terrain2DMesher::create_terrain_tile_collider_shape(Ref chunk) { Ref sh; sh.instance(); sh->set_extents(Vector2(_cell_size_x, _cell_size_y)); return sh; } void Terrain2DMesher::reset() { _vertices.resize(0); _indices.resize(0); _last_color = Color(); _last_uv = Vector2(); _last_bones.clear(); _last_weights.clear(); _stored_meshes.resize(0); } void Terrain2DMesher::add_chunk(Ref chunk) { ERR_FAIL_COND(!has_method("_add_chunk")); ERR_FAIL_COND(!chunk.is_valid()); call("_add_chunk", chunk); } #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED void Terrain2DMesher::add_mesh_data_resource(Ref mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale, const Rect2 uv_rect) { //Transform2D transform = Transform(Basis(rotation).scaled(scale), position); //TODO add_mesh_data_resource_transform(mesh, Transform2D(), uv_rect); } void Terrain2DMesher::add_mesh_data_resource_transform(Ref mesh, const Transform2D transform, const Rect2 uv_rect) { if (mesh->get_array().size() == 0) return; const Array &arr = mesh->get_array(); PoolVector2Array vertices = arr[Mesh::ARRAY_VERTEX]; PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV]; PoolColorArray colors = arr[Mesh::ARRAY_COLOR]; PoolIntArray indices = arr[Mesh::ARRAY_INDEX]; if (vertices.size() == 0) return; int orig_vert_size = _vertices.size(); for (int i = 0; i < vertices.size(); ++i) { if (uvs.size() > 0) { 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); } if (colors.size() > 0) add_color(colors[i]); 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]); } } void Terrain2DMesher::add_mesh_data_resource_transform_colored(Ref mesh, const Transform2D transform, const PoolColorArray &colors, const Rect2 uv_rect) { if (mesh->get_array().size() == 0) return; const Array &arr = mesh->get_array(); PoolVector2Array vertices = arr[Mesh::ARRAY_VERTEX]; PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV]; PoolIntArray indices = arr[Mesh::ARRAY_INDEX]; if (vertices.size() == 0) return; int orig_vert_size = _vertices.size(); for (int i = 0; i < vertices.size(); ++i) { if (uvs.size() > 0) { 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); } if (colors.size() > 0) add_color(colors[i]); 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 Terrain2DMesher::add_mesher(const Ref &mesher) { call("_add_mesher", mesher); } void Terrain2DMesher::_add_mesher(const Ref &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); } } void Terrain2DMesher::bake_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); if (has_method("_bake_colors")) { call("_bake_colors", chunk); } } void Terrain2DMesher::bake_liquid_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); if (has_method("_bake_liquid_colors")) { call("_bake_liquid_colors", chunk); } } PoolVector Terrain2DMesher::build_collider() const { PoolVector 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; } void Terrain2DMesher::create_tile_colliders(Ref chunk) { } void Terrain2DMesher::bake_lights(MeshInstance *node, Vector> &lights) { ERR_FAIL_COND(node == NULL); Color darkColor(0, 0, 0, 1); for (int v = 0; v < _vertices.size(); ++v) { Vertex vertexv = _vertices.get(v); Vector2 vet = vertexv.vertex; //TODO //Vector2 vertex = node->to_global(vet); Vector2 vertex = vet; Vector3 v_lightDiffuse; //calculate the lights value for (int i = 0; i < lights.size(); ++i) { Ref light = lights.get(i); Vector2 lightDir = light->get_world_position() - vertex; float dist2 = lightDir.dot(lightDir); //inverse sqrt lightDir *= (1.0 / sqrt(dist2)); Color cc = light->get_color(); Vector3 cv(cc.r, cc.g, cc.b); Vector3 value = cv * (1.0 / (1.0 + dist2)); value *= light->get_size(); v_lightDiffuse += value; } Color f = vertexv.color; //Color f = darkColor; Vector3 cv2(f.r, f.g, f.b); cv2 += v_lightDiffuse; if (cv2.x > 1) cv2.x = 1; if (cv2.y > 1) cv2.y = 1; if (cv2.y > 1) cv2.y = 1; // cv2.x = Mathf.Clamp(cv2.x, 0f, 1f); //cv2.y = Mathf.Clamp(cv2.y, 0f, 1f); // cv2.z = Mathf.Clamp(cv2.z, 0f, 1f); f.r = cv2.x; f.g = cv2.y; f.b = cv2.z; //f.r = v_lightDiffuse.x; //f.g = v_lightDiffuse.y; //f.b = v_lightDiffuse.z; vertexv.color = f; _vertices.set(v, vertexv); } // for (int i = 0; i < _colors->size(); ++i) { // print_error(_colors->get(i)); // } } PoolVector Terrain2DMesher::get_vertices() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).vertex); } return arr; } void Terrain2DMesher::set_vertices(const PoolVector &values) { ERR_FAIL_COND(values.size() != _vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { Vertex v = _vertices[i]; v.vertex = values[i]; _vertices.set(i, v); } } int Terrain2DMesher::get_vertex_count() const { return _vertices.size(); } void Terrain2DMesher::add_vertex(const Vector2 &vertex) { Vertex vtx; vtx.vertex = vertex; vtx.color = _last_color; vtx.uv = _last_uv; // Todo? // vtx.weights = _last_weights; // vtx.bones = _last_bones; _vertices.push_back(vtx); } Vector2 Terrain2DMesher::get_vertex(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2()); return _vertices.get(idx).vertex; } void Terrain2DMesher::remove_vertex(const int idx) { ERR_FAIL_INDEX(idx, _vertices.size()); _vertices.remove(idx); } PoolVector Terrain2DMesher::get_colors() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).color); } return arr; } void Terrain2DMesher::set_colors(const PoolVector &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 Terrain2DMesher::add_color(const Color &color) { _last_color = color; } Color Terrain2DMesher::get_color(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Color()); return _vertices.get(idx).color; } PoolVector Terrain2DMesher::get_uvs() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).uv); } return arr; } void Terrain2DMesher::set_uvs(const PoolVector &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 Terrain2DMesher::add_uv(const Vector2 &uv) { _last_uv = uv; } Vector2 Terrain2DMesher::get_uv(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2()); return _vertices.get(idx).uv; } PoolVector Terrain2DMesher::get_indices() const { return _indices; } void Terrain2DMesher::set_indices(const PoolVector &values) { _indices = values; } int Terrain2DMesher::get_indices_count() const { return _indices.size(); } void Terrain2DMesher::add_indices(const int index) { _indices.push_back(index); } int Terrain2DMesher::get_index(const int idx) const { ERR_FAIL_INDEX_V(idx, _indices.size(), 0); return _indices.get(idx); } void Terrain2DMesher::remove_index(const int idx) { ERR_FAIL_INDEX(idx, _indices.size()); _indices.remove(idx); } Terrain2DMesher::Terrain2DMesher(const Ref &library) { _library = library; _cell_size_x = 32; _cell_size_y = 32; _ao_strength = 0.25; _base_light_value = 0.5; _uv_margin = Rect2(0, 0, 1, 1); _channel_index_type = 0; _format = 0; _texture_scale = 1; } Terrain2DMesher::Terrain2DMesher() { _cell_size_x = 32; _cell_size_y = 32; _ao_strength = 0.25; _base_light_value = 0.5; _uv_margin = Rect2(0, 0, 1, 1); _format = 0; _channel_index_type = 0; _texture_scale = 1; } Terrain2DMesher::~Terrain2DMesher() { if (_library.is_valid()) { _library.unref(); } } void Terrain2DMesher::_bind_methods() { BIND_VMETHOD(MethodInfo("_add_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk"))); BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk"))); BIND_VMETHOD(MethodInfo("_bake_liquid_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk"))); ClassDB::bind_method(D_METHOD("get_channel_index_type"), &Terrain2DMesher::get_channel_index_type); ClassDB::bind_method(D_METHOD("set_channel_index_type", "value"), &Terrain2DMesher::set_channel_index_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_index_type"), "set_channel_index_type", "get_channel_index_type"); ClassDB::bind_method(D_METHOD("get_format"), &Terrain2DMesher::get_format); ClassDB::bind_method(D_METHOD("set_format", "value"), &Terrain2DMesher::set_format); ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format"); ClassDB::bind_method(D_METHOD("get_texture_scale"), &Terrain2DMesher::get_texture_scale); ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &Terrain2DMesher::set_texture_scale); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale"); ClassDB::bind_method(D_METHOD("get_mesh_transform"), &Terrain2DMesher::get_mesh_transform); ClassDB::bind_method(D_METHOD("set_mesh_transform", "value"), &Terrain2DMesher::set_mesh_transform); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform"), "set_mesh_transform", "get_mesh_transform"); ClassDB::bind_method(D_METHOD("get_library"), &Terrain2DMesher::get_library); ClassDB::bind_method(D_METHOD("set_library", "value"), &Terrain2DMesher::set_library); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DLibrary"), "set_library", "get_library"); ClassDB::bind_method(D_METHOD("get_material"), &Terrain2DMesher::get_material); ClassDB::bind_method(D_METHOD("set_material", "value"), &Terrain2DMesher::set_material); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material"); ClassDB::bind_method(D_METHOD("get_cell_size_x"), &Terrain2DMesher::get_cell_size_x); ClassDB::bind_method(D_METHOD("set_cell_size_x", "value"), &Terrain2DMesher::set_cell_size_x); ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_size_x"), "set_cell_size_x", "get_cell_size_x"); ClassDB::bind_method(D_METHOD("get_cell_size_y"), &Terrain2DMesher::get_cell_size_y); ClassDB::bind_method(D_METHOD("set_cell_size_y", "value"), &Terrain2DMesher::set_cell_size_y); ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_size_y"), "set_cell_size_y", "get_cell_size_y"); ClassDB::bind_method(D_METHOD("get_ao_strength"), &Terrain2DMesher::get_ao_strength); ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &Terrain2DMesher::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"), &Terrain2DMesher::get_base_light_value); ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &Terrain2DMesher::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"), &Terrain2DMesher::get_uv_margin); ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &Terrain2DMesher::set_uv_margin); ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin"); ClassDB::bind_method(D_METHOD("add_chunk", "chunk"), &Terrain2DMesher::add_chunk); #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &Terrain2DMesher::add_mesh_data_resource, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)), DEFVAL(Rect2(0, 0, 1, 1))); ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform", "mesh", "transform", "uv_rect"), &Terrain2DMesher::add_mesh_data_resource_transform, DEFVAL(Rect2(0, 0, 1, 1))); ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform_colored", "mesh", "transform", "colors", "uv_rect"), &Terrain2DMesher::add_mesh_data_resource_transform_colored, DEFVAL(Rect2(0, 0, 1, 1))); #endif BIND_VMETHOD(MethodInfo("_add_mesher", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMesher"))); ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &Terrain2DMesher::add_mesher); ClassDB::bind_method(D_METHOD("_add_mesher", "mesher"), &Terrain2DMesher::_add_mesher); ClassDB::bind_method(D_METHOD("bake_colors", "chunk"), &Terrain2DMesher::bake_colors); ClassDB::bind_method(D_METHOD("bake_liquid_colors", "chunk"), &Terrain2DMesher::bake_liquid_colors); ClassDB::bind_method(D_METHOD("get_vertices"), &Terrain2DMesher::get_vertices); ClassDB::bind_method(D_METHOD("set_vertices", "values"), &Terrain2DMesher::set_vertices); ClassDB::bind_method(D_METHOD("get_vertex_count"), &Terrain2DMesher::get_vertex_count); ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &Terrain2DMesher::get_vertex); ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &Terrain2DMesher::remove_vertex); ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &Terrain2DMesher::add_vertex); ClassDB::bind_method(D_METHOD("get_colors"), &Terrain2DMesher::get_colors); ClassDB::bind_method(D_METHOD("set_colors", "values"), &Terrain2DMesher::set_colors); ClassDB::bind_method(D_METHOD("get_color", "idx"), &Terrain2DMesher::get_color); ClassDB::bind_method(D_METHOD("add_color", "color"), &Terrain2DMesher::add_color); ClassDB::bind_method(D_METHOD("get_uvs"), &Terrain2DMesher::get_uvs); ClassDB::bind_method(D_METHOD("set_uvs", "values"), &Terrain2DMesher::set_uvs); ClassDB::bind_method(D_METHOD("get_uv", "idx"), &Terrain2DMesher::get_uv); ClassDB::bind_method(D_METHOD("add_uv", "uv"), &Terrain2DMesher::add_uv); ClassDB::bind_method(D_METHOD("get_indices"), &Terrain2DMesher::get_indices); ClassDB::bind_method(D_METHOD("set_indices", "values"), &Terrain2DMesher::set_indices); ClassDB::bind_method(D_METHOD("get_indices_count"), &Terrain2DMesher::get_indices_count); ClassDB::bind_method(D_METHOD("get_index", "idx"), &Terrain2DMesher::get_index); ClassDB::bind_method(D_METHOD("remove_index", "idx"), &Terrain2DMesher::remove_index); ClassDB::bind_method(D_METHOD("add_indices", "indice"), &Terrain2DMesher::add_indices); ClassDB::bind_method(D_METHOD("reset"), &Terrain2DMesher::reset); ClassDB::bind_method(D_METHOD("create_terrain_tile_collider_shape", "chunk"), &Terrain2DMesher::create_terrain_tile_collider_shape); //ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &Terrain2DMesher::calculate_vertex_ambient_occlusion_path); ClassDB::bind_method(D_METHOD("build_mesh"), &Terrain2DMesher::build_mesh); ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &Terrain2DMesher::build_mesh_into); ClassDB::bind_method(D_METHOD("build_collider"), &Terrain2DMesher::build_collider); ClassDB::bind_method(D_METHOD("remove_doubles"), &Terrain2DMesher::remove_doubles); ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &Terrain2DMesher::remove_doubles_hashed); ClassDB::bind_method(D_METHOD("store_mesh"), &Terrain2DMesher::store_mesh); ClassDB::bind_method(D_METHOD("get_stored_mesh_count"), &Terrain2DMesher::get_stored_mesh_count); ClassDB::bind_method(D_METHOD("build_stored_mesh", "index"), &Terrain2DMesher::build_stored_mesh); ClassDB::bind_method(D_METHOD("get_stored_mesh_transform", "index"), &Terrain2DMesher::get_stored_mesh_transform); ClassDB::bind_method(D_METHOD("build_stored_mesh_into", "index", "mesh"), &Terrain2DMesher::build_stored_mesh_into); }