/*************************************************************************/ /* prop_mesher.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "prop_mesher.h" #include "lights/prop_light.h" #include "modules/opensimplex/open_simplex_noise.h" #include "material_cache/prop_material_cache.h" #include "tiled_wall/tiled_wall_data.h" #include "modules/modules_enabled.gen.h" #ifdef MODULE_FASTNOISE_ENABLED #include "../fastnoise/fastnoise_noise_params.h" #include "../fastnoise/noise.h" #endif const String PropMesher::BINDING_STRING_BUILD_FLAGS = "Use Lighting,Use AO,Use RAO,Bake Lights"; bool PropMesher::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 PropMesher::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 PropMesher::get_channel_index_type() const { return _channel_index_type; } void PropMesher::set_channel_index_type(const int value) { _channel_index_type = value; } int PropMesher::get_channel_index_isolevel() const { return _channel_index_isolevel; } void PropMesher::set_channel_index_isolevel(const int value) { _channel_index_isolevel = value; } int PropMesher::get_mesher_index() const { return _mesher_index; } void PropMesher::set_mesher_index(const int value) { _mesher_index = value; } int PropMesher::get_format() const { return _format; } void PropMesher::set_format(const int value) { _format = value; } int PropMesher::get_texture_scale() const { return _texture_scale; } void PropMesher::set_texture_scale(const int value) { _texture_scale = value; } Ref PropMesher::get_material() { return _material; } void PropMesher::set_material(const Ref &material) { _material = material; } float PropMesher::get_ao_strength() const { return _ao_strength; } void PropMesher::set_ao_strength(float value) { _ao_strength = value; } float PropMesher::get_base_light_value() const { return _base_light_value; } void PropMesher::set_base_light_value(float value) { _base_light_value = value; } float PropMesher::get_voxel_scale() const { return _voxel_scale; } void PropMesher::set_voxel_scale(const float voxel_scale) { _voxel_scale = voxel_scale; } Rect2 PropMesher::get_uv_margin() const { return _uv_margin; } void PropMesher::set_uv_margin(const Rect2 margin) { _uv_margin = margin; } _FORCE_INLINE_ int PropMesher::get_build_flags() const { return _build_flags; } _FORCE_INLINE_ void PropMesher::set_build_flags(const int flags) { _build_flags = flags; if ((_build_flags & PropMesher::BUILD_FLAG_USE_LIGHTING) != 0) { _format |= RenderingServer::ARRAY_FORMAT_COLOR; } else { _format ^= RenderingServer::ARRAY_FORMAT_COLOR; } } Array PropMesher::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_NORMAL) == 0) { generate_normals(); } { PoolVector array; array.resize(_vertices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < _vertices.size(); ++i) { w[i] = _vertices[i].normal; } w.release(); a[RenderingServer::ARRAY_NORMAL] = 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 ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV2) != 0) { PoolVector array; array.resize(_vertices.size()); PoolVector::Write w = array.write(); for (int i = 0; i < _vertices.size(); ++i) { w[i] = _vertices[i].uv2; } w.release(); a[RenderingServer::ARRAY_TEX_UV2] = 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 PropMesher::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); if (_material.is_valid()) { RS::get_singleton()->mesh_surface_set_material(mesh, 0, _material->get_rid()); } } void PropMesher::generate_normals(bool p_flip) { _format = _format | RenderingServer::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 PropMesher::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 PropMesher::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 PropMesher::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(); } void PropMesher::add_tiled_wall_simple(const int width, const int height, const Transform &transform, const Ref &tiled_wall_data, Ref cache) { ERR_FAIL_COND(!tiled_wall_data.is_valid()); ERR_FAIL_COND(!cache.is_valid()); ERR_FAIL_COND(width < 0); ERR_FAIL_COND(height < 0); if (tiled_wall_data->get_tile_count() == 0) { return; } #ifdef MODULE_FASTNOISE_ENABLED int tiled_wall_vertex_start_index = _vertices.size(); #endif float flavour_chance = tiled_wall_data->get_flavour_tile_chance(); //collect rects LocalVector normal_rects; LocalVector flavour_rects; LocalVector normal_data; LocalVector flavour_data; for (int i = 0; i < tiled_wall_data->get_tile_count(); ++i) { const Ref &t = tiled_wall_data->get_tile_texture(i); if (t.is_valid()) { normal_rects.push_back(cache->texture_get_uv_rect(t)); normal_data.push_back(tiled_wall_data->get_tile(i)); } } for (int i = 0; i < tiled_wall_data->get_flavour_tile_count(); ++i) { const Ref &t = tiled_wall_data->get_flavour_tile_texture(i); if (t.is_valid()) { flavour_rects.push_back(cache->texture_get_uv_rect(t)); flavour_data.push_back(tiled_wall_data->get_flavour_tile(i)); } } //fallback if (normal_rects.size() == 0) { normal_rects.push_back(Rect2(0, 0, 1, 1)); } TiledWallData::TiledWallTilingType tiling_type = tiled_wall_data->get_tiling_type(); float cys = 0; if (tiling_type == TiledWallData::TILED_WALL_TILING_TYPE_NONE) { Rect2 r = normal_rects[0]; float yh = normal_data[0].y_size; int texture_scale = normal_data[0].texture_scale; if (flavour_rects.size() == 0) { //no flavours for (int x = 0; x < width; ++x) { cys = 0; for (int y = 0; y < height; ++y) { add_tiled_wall_mesh_rect_simple(x, cys, yh, 0, 0, transform, r, texture_scale); cys += yh; } } } else { //has flavours for (int x = 0; x < width; ++x) { cys = 0; for (int y = 0; y < height; ++y) { if (Math::randf() > flavour_chance) { add_tiled_wall_mesh_rect_simple(x, cys, yh, 0, 0, transform, r, texture_scale); cys += yh; } else { int indx = Math::rand() % flavour_rects.size(); float fyh = flavour_data[indx].y_size; add_tiled_wall_mesh_rect_simple(x, cys, fyh, 0, 0, transform, flavour_rects[indx], flavour_data[indx].texture_scale); cys += fyh; } } } } } else if (tiling_type == TiledWallData::TILED_WALL_TILING_TYPE_HORIZONTAL) { Rect2 r; if (flavour_rects.size() == 0) { //no flavours for (int x = 0; x < width; ++x) { int indx = x % normal_rects.size(); r = normal_rects[indx]; float ysize = normal_data[indx].y_size; float z_offset = normal_data[indx].z_offset; int texture_scale = normal_data[indx].texture_scale; cys = 0; for (int y = 0; y < height; ++y) { add_tiled_wall_mesh_rect_simple(x, cys, ysize, z_offset, z_offset, transform, r, texture_scale); cys += ysize; } } } else { //has flavours for (int x = 0; x < width; ++x) { int indx = x % normal_rects.size(); r = normal_rects[indx]; float ysize = normal_data[indx].y_size; int texture_scale = normal_data[indx].texture_scale; cys = 0; for (int y = 0; y < height; ++y) { if (Math::randf() > flavour_chance) { add_tiled_wall_mesh_rect_simple(x, cys, ysize, 0, 0, transform, r, texture_scale); cys += ysize; } else { int findx = Math::rand() % flavour_rects.size(); float yh = flavour_data[findx].y_size; add_tiled_wall_mesh_rect_simple(x, cys, yh, 0, 0, transform, flavour_rects[findx], flavour_data[indx].texture_scale); cys += yh; } } } } } else if (tiling_type == TiledWallData::TILED_WALL_TILING_TYPE_VERTICAL) { Rect2 r; if (flavour_rects.size() == 0) { //no flavours for (int x = 0; x < width; ++x) { cys = 0; float prev_z_offset = 0; for (int y = 0; y < height; ++y) { int indx = y % normal_rects.size(); r = normal_rects[indx]; float ysize = normal_data[indx].y_size; float current_z_offset = normal_data[indx].z_offset; if (y == 0) { prev_z_offset = current_z_offset; } add_tiled_wall_mesh_rect_simple(x, cys, ysize, prev_z_offset, current_z_offset, transform, r, normal_data[indx].texture_scale); cys += ysize; prev_z_offset = current_z_offset; } } } else { //has flavours for (int x = 0; x < width; ++x) { cys = 0; float prev_z_offset = 0; for (int y = 0; y < height; ++y) { int indx = y % normal_rects.size(); r = normal_rects[indx]; float ysize = normal_data[indx].y_size; float current_z_offset = 0; if (y == 0) { prev_z_offset = current_z_offset; } if (Math::randf() > flavour_chance) { current_z_offset = normal_data[indx].z_offset; add_tiled_wall_mesh_rect_simple(x, cys, ysize, prev_z_offset, current_z_offset, transform, r, normal_data[indx].texture_scale); cys += ysize; } else { int findx = Math::rand() % flavour_rects.size(); current_z_offset = flavour_data[findx].z_offset; add_tiled_wall_mesh_rect_simple(x, cys, ysize, prev_z_offset, current_z_offset, transform, flavour_rects[findx], flavour_data[findx].texture_scale); cys += ysize; } prev_z_offset = current_z_offset; } } } } else if (tiling_type == TiledWallData::TILED_WALL_TILING_TYPE_BOTH) { Rect2 r; if (flavour_rects.size() == 0) { //no flavours for (int x = 0; x < width; ++x) { cys = 0; for (int y = 0; y < height; ++y) { int indx = (x + y) % normal_rects.size(); r = normal_rects[indx]; float ysize = normal_data[indx].y_size; add_tiled_wall_mesh_rect_simple(x, cys, ysize, 0, 0, transform, r, normal_data[indx].texture_scale); cys += ysize; } } } else { //has flavours for (int x = 0; x < width; ++x) { cys = 0; for (int y = 0; y < height; ++y) { int indx = (x + y) % normal_rects.size(); r = normal_rects[indx]; float ysize = normal_data[indx].y_size; if (Math::randf() > flavour_chance) { add_tiled_wall_mesh_rect_simple(x, cys, ysize, 0, 0, transform, r, normal_data[indx].texture_scale); cys += ysize; } else { int findx = Math::rand() % flavour_rects.size(); float yh = flavour_data[findx].y_size; add_tiled_wall_mesh_rect_simple(x, cys, ysize, 0, 0, transform, flavour_rects[findx], flavour_data[findx].texture_scale); cys += yh; } } } } } #ifdef MODULE_FASTNOISE_ENABLED Ref twd = tiled_wall_data; Ref offset_noise = twd->get_offset_noise(); if (offset_noise.is_null()) { return; } float offset_noise_strength = tiled_wall_data->get_offset_noise_strength(); Ref noise; noise.instance(); offset_noise->setup_noise(noise); if (twd->get_offset_noise_randomize_seed()) { noise->set_seed(Math::rand()); } if (twd->get_offset_noise_skip_edges()) { Vector3 vert_min = transform.xform(Vector3(0, 0, 0)); Vector3 vert_max = transform.xform(Vector3(width, cys, 0)); int vs = _vertices.size(); PoolVector::Write w = _vertices.write(); Vertex *wptr = w.ptr(); for (int i = tiled_wall_vertex_start_index; i < vs; ++i) { Vertex v = wptr[i]; int sim_count = 0; if (Math::is_equal_approx(v.vertex.x, vert_min.x) || Math::is_equal_approx(v.vertex.x, vert_max.x)) { ++sim_count; } if (Math::is_equal_approx(v.vertex.y, vert_min.y) || Math::is_equal_approx(v.vertex.y, vert_max.y)) { ++sim_count; } if (sim_count == 1 && (Math::is_equal_approx(v.vertex.z, vert_min.z) || Math::is_equal_approx(v.vertex.z, vert_max.z))) { ++sim_count; } if (sim_count > 1) { continue; } float n = noise->get_noise_2d(v.vertex.x, v.vertex.z) * offset_noise_strength; v.vertex += transform.basis.xform(Vector3(0, 0, n)); wptr[i] = v; } } else { int vs = _vertices.size(); PoolVector::Write w = _vertices.write(); Vertex *wptr = w.ptr(); for (int i = tiled_wall_vertex_start_index; i < vs; ++i) { Vertex v = wptr[i]; float n = noise->get_noise_2d(v.vertex.x, v.vertex.z) * offset_noise_strength; v.vertex += transform.basis.xform(Vector3(0, 0, n)); wptr[i] = v; } } #endif } void PropMesher::add_tiled_wall_mesh_rect_simple(const float x, const float y, const float y_size, const float prev_z_offset, const float current_z_offset, const Transform &transform, const Rect2 &texture_rect, const int texture_scale) { int vc = get_vertex_count(); float cy = CLAMP(0.0, 1.0, y_size); //x + 1, y add_normal(transform.basis.xform(Vector3(0, 0, -1))); add_uv(transform_uv_scaled(Vector2(1, cy), texture_rect, x, y, texture_scale)); add_vertex(transform.xform(Vector3(x + 1, y, prev_z_offset))); //x, y add_normal(transform.basis.xform(Vector3(0, 0, -1))); add_uv(transform_uv_scaled(Vector2(0, cy), texture_rect, x, y, texture_scale)); add_vertex(transform.xform(Vector3(x, y, prev_z_offset))); //x, y + 1 add_normal(transform.basis.xform(Vector3(0, 0, -1))); add_uv(transform_uv_scaled(Vector2(0, 0), texture_rect, x, y, texture_scale)); add_vertex(transform.xform(Vector3(x, y + y_size, current_z_offset))); //x + 1, y + 1 add_normal(transform.basis.xform(Vector3(0, 0, -1))); add_uv(transform_uv_scaled(Vector2(1, 0), texture_rect, x, y, texture_scale)); add_vertex(transform.xform(Vector3(x + 1, y + y_size, current_z_offset))); add_indices(vc + 2); add_indices(vc + 1); add_indices(vc + 0); add_indices(vc + 3); add_indices(vc + 2); add_indices(vc + 0); } _FORCE_INLINE_ Vector2 PropMesher::transform_uv(const Vector2 &uv, const Rect2 &rect) const { Vector2 ruv = uv; ruv.x *= rect.size.x; ruv.y *= rect.size.y; ruv.x += rect.position.x; ruv.y += rect.position.y; return ruv; } Vector2 PropMesher::transform_uv_scaled(const Vector2 &uv, const Rect2 &rect, const int x, const int y, const int texture_scale) const { Vector2 ruv = uv; int lx = x % texture_scale; int ly = y % texture_scale; float sizex = rect.size.x / static_cast(texture_scale); float sizey = rect.size.y / static_cast(texture_scale); ruv.x *= sizex; ruv.y *= sizey; ruv.x += rect.position.x + sizex * lx; ruv.y += rect.position.y + sizey * ly; return ruv; } #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED void PropMesher::add_mesh_data_resource(Ref mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale, const Rect2 uv_rect) { Transform transform = Transform(Basis(rotation).scaled(scale), position); add_mesh_data_resource_transform(mesh, transform, uv_rect); } void PropMesher::add_mesh_data_resource_transform(Ref mesh, 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]; if (vertices.size() == 0) { return; } int orig_vert_size = _vertices.size(); for (int i = 0; i < vertices.size(); ++i) { if (normals.size() > 0) { add_normal(transform.basis.xform(normals[i])); } if (normals.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 PropMesher::add_mesh_data_resource_transform_colored(Ref mesh, const Transform transform, const PoolColorArray &colors, 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]; 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 (normals.size() > 0) { add_normal(transform.basis.xform(normals[i])); } if (normals.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 //Data Management functions void PropMesher::generate_ao() { /* ERR_FAIL_COND(!_chunk.is_valid()); int data_size_x = _chunk->get_data_size_x(); int data_size_z = _chunk->get_data_size_z(); ERR_FAIL_COND(data_size_x == 0 || data_size_z == 0); int margin_start = _chunk->get_margin_start(); int margin_end = _chunk->get_margin_end(); int ssize_x = _chunk->get_size_x(); int ssize_z = _chunk->get_size_z(); int size_x = ssize_x + margin_end; int size_z = ssize_z + margin_end; for (int z = margin_start - 1; z < size_z - 1; ++z) { for (int x = margin_start - 1; x < size_x - 1; ++x) { int current = _chunk->get_voxel(x, z, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); int sum = _chunk->get_voxel(x + 1, z, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); sum += _chunk->get_voxel(x - 1, z, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); sum += _chunk->get_voxel(x, z + 1, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); sum += _chunk->get_voxel(x, z - 1, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); sum /= 6; sum -= current; if (sum < 0) sum = 0; _chunk->set_voxel(sum, x, z, TerraChunkDefault::DEFAULT_CHANNEL_AO); } }*/ } float PropMesher::get_random_ao(const Vector3 &position) { float val = _noise->get_noise_3d(position.x, position.y, position.z); val *= _rao_scale_factor; if (val > 1) { val = 1; } if (val < 0) { val = -val; } return val; } Color PropMesher::get_light_color_at(const Vector3 &position, const Vector3 &normal) { Vector3 v_lightDiffuse; //calculate the lights value for (int i = 0; i < _lights.size(); ++i) { Ref light = _lights.get(i); Vector3 lightDir = light->get_position() - position; float dist2 = lightDir.dot(lightDir); //inverse sqrt lightDir *= (1.0 / sqrt(dist2)); float NdotL = normal.dot(lightDir); if (NdotL > 1.0) { NdotL = 1.0; } else if (NdotL < 0.0) { NdotL = 0.0; } Color cc = light->get_color(); Vector3 cv(cc.r, cc.g, cc.b); Vector3 value = cv * (NdotL / (1.0 + dist2)); value *= light->get_range(); v_lightDiffuse += value; /* float dist2 = Mathf.Clamp(Vector3.Distance(transformedLights[i], vertices), 0f, 15f); dist2 /= 35f; Vector3 value = Vector3.one; value *= ((float) lights[i].Strength) / 255f; value *= (1 - dist2); v_lightDiffuse += value;*/ } return Color(v_lightDiffuse.x, v_lightDiffuse.y, v_lightDiffuse.z); } void PropMesher::add_mesher(const Ref &mesher) { call("_add_mesher", mesher); } void PropMesher::_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 PropMesher::add_light(const Ref &light) { _lights.push_back(light); } void PropMesher::clear_lights() { _lights.clear(); } PoolVector PropMesher::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 PropMesher::bake_colors() { if ((get_build_flags() & PropMesher::BUILD_FLAG_USE_LIGHTING) == 0) { return; } bool rao = (get_build_flags() & PropMesher::BUILD_FLAG_USE_RAO) != 0; bool lights = (get_build_flags() & PropMesher::BUILD_FLAG_BAKE_LIGHTS) != 0; if (rao && lights) { bake_colors_lights_rao(); return; } if (rao) { bake_colors_rao(); return; } if (lights) { bake_colors_lights(); return; } } void PropMesher::bake_colors_rao() { for (int i = 0; i < _vertices.size(); ++i) { Vertex vertex = _vertices[i]; Vector3 vert = vertex.vertex; Color light = Color(_base_light_value, _base_light_value, _base_light_value); float rao = get_random_ao(vert) * _ao_strength; light.r -= rao; light.g -= rao; light.b -= rao; light.r = CLAMP(light.r, 0, 1.0); light.g = CLAMP(light.g, 0, 1.0); light.b = CLAMP(light.b, 0, 1.0); Color c = vertex.color; light.a = c.a; vertex.color = light; _vertices.set(i, vertex); } } void PropMesher::bake_colors_lights_rao() { for (int i = 0; i < _vertices.size(); ++i) { Vertex vertex = _vertices[i]; Vector3 vert = vertex.vertex; Color light = get_light_color_at(vert, vertex.normal); float rao = get_random_ao(vert) * _ao_strength; light.r += _base_light_value; light.g += _base_light_value; light.b += _base_light_value; light.r -= rao; light.g -= rao; light.b -= rao; light.r = CLAMP(light.r, 0, 1.0); light.g = CLAMP(light.g, 0, 1.0); light.b = CLAMP(light.b, 0, 1.0); Color c = vertex.color; light.a = c.a; vertex.color = light; _vertices.set(i, vertex); } } void PropMesher::bake_colors_lights() { for (int i = 0; i < _vertices.size(); ++i) { Vertex vertex = _vertices[i]; Vector3 vert = vertex.vertex; Color light = get_light_color_at(vert, vertex.normal); light.r += _base_light_value; light.g += _base_light_value; light.b += _base_light_value; light.r = CLAMP(light.r, 0, 1.0); light.g = CLAMP(light.g, 0, 1.0); light.b = CLAMP(light.b, 0, 1.0); Color c = vertex.color; light.a = c.a; vertex.color = light; _vertices.set(i, vertex); } } #ifdef MODULE_TERRAMAN_ENABLED void PropMesher::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); Vector3 vet = vertexv.vertex; Vector3 vertex = node->to_global(vet); //grab normal Vector3 normal = vertexv.normal; Vector3 v_lightDiffuse; //calculate the lights value for (int i = 0; i < lights.size(); ++i) { Ref light = lights.get(i); Vector3 lightDir = light->get_world_position() - vertex; float dist2 = lightDir.dot(lightDir); //inverse sqrt lightDir *= (1.0 / sqrt(dist2)); float NdotL = normal.dot(lightDir); if (NdotL > 1.0) { NdotL = 1.0; } else if (NdotL < 0.0) { NdotL = 0.0; } Color cc = light->get_color(); Vector3 cv(cc.r, cc.g, cc.b); Vector3 value = cv * (NdotL / (1.0 + dist2)); value *= light->get_range(); v_lightDiffuse += value; /* float dist2 = Mathf.Clamp(Vector3.Distance(transformedLights[i], vertices), 0f, 15f); dist2 /= 35f; Vector3 value = Vector3.one; value *= ((float) lights[i].Strength) / 255f; value *= (1 - dist2); 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)); // } } #endif PoolVector PropMesher::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 PropMesher::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.normal = values[i]; _vertices.set(i, v); } } int PropMesher::get_vertex_count() const { return _vertices.size(); } void PropMesher::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; // Todo? // 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 PropMesher::get_vertex(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector3()); return _vertices.get(idx).vertex; } void PropMesher::remove_vertex(const int idx) { ERR_FAIL_INDEX(idx, _vertices.size()); _vertices.remove(idx); } PoolVector PropMesher::get_normals() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).normal); } return arr; } void PropMesher::set_normals(const PoolVector &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 PropMesher::add_normal(const Vector3 &normal) { _last_normal = normal; } Vector3 PropMesher::get_normal(int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector3()); return _vertices.get(idx).normal; } PoolVector PropMesher::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 PropMesher::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 PropMesher::add_color(const Color &color) { _last_color = color; } Color PropMesher::get_color(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Color()); return _vertices.get(idx).color; } PoolVector PropMesher::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 PropMesher::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 PropMesher::add_uv(const Vector2 &uv) { _last_uv = uv; } Vector2 PropMesher::get_uv(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2()); return _vertices.get(idx).uv; } PoolVector PropMesher::get_uv2s() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).uv2); } return arr; } void PropMesher::set_uv2s(const PoolVector &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 PropMesher::add_uv2(const Vector2 &uv) { _last_uv2 = uv; } Vector2 PropMesher::get_uv2(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2()); return _vertices.get(idx).uv2; } PoolVector PropMesher::get_indices() const { return _indices; } void PropMesher::set_indices(const PoolVector &values) { _indices = values; } int PropMesher::get_indices_count() const { return _indices.size(); } void PropMesher::add_indices(const int index) { _indices.push_back(index); } int PropMesher::get_index(const int idx) const { ERR_FAIL_INDEX_V(idx, _indices.size(), 0); return _indices.get(idx); } void PropMesher::remove_index(const int idx) { ERR_FAIL_INDEX(idx, _vertices.size()); _indices.remove(idx); } PropMesher::PropMesher() { _mesher_index = 0; _voxel_scale = 1; _ao_strength = 0.25; _base_light_value = 0.5; _uv_margin = Rect2(0, 0, 1, 1); _format = 0; _channel_index_type = 0; _channel_index_isolevel = 0; _texture_scale = 1; _build_flags = 0; _format = RenderingServer::ARRAY_FORMAT_NORMAL | RenderingServer::ARRAY_FORMAT_TEX_UV; _noise.instance(); //todo add properties for these if needed _noise->set_octaves(4); _noise->set_period(30); _noise->set_persistence(0.3); _rao_scale_factor = 0.6; _rao_seed = 2134; } PropMesher::~PropMesher() { } void PropMesher::_bind_methods() { ClassDB::bind_method(D_METHOD("get_channel_index_type"), &PropMesher::get_channel_index_type); ClassDB::bind_method(D_METHOD("set_channel_index_type", "value"), &PropMesher::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_channel_index_isolevel"), &PropMesher::get_channel_index_isolevel); ClassDB::bind_method(D_METHOD("set_channel_index_isolevel", "value"), &PropMesher::set_channel_index_isolevel); ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_index_isolevel"), "set_channel_index_isolevel", "get_channel_index_isolevel"); ClassDB::bind_method(D_METHOD("get_mesher_index"), &PropMesher::get_mesher_index); ClassDB::bind_method(D_METHOD("set_mesher_index", "value"), &PropMesher::set_mesher_index); ADD_PROPERTY(PropertyInfo(Variant::INT, "mesher_index"), "set_mesher_index", "get_mesher_index"); ClassDB::bind_method(D_METHOD("get_format"), &PropMesher::get_format); ClassDB::bind_method(D_METHOD("set_format", "value"), &PropMesher::set_format); ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format"); ClassDB::bind_method(D_METHOD("get_texture_scale"), &PropMesher::get_texture_scale); ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &PropMesher::set_texture_scale); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale"); ClassDB::bind_method(D_METHOD("get_material"), &PropMesher::get_material); ClassDB::bind_method(D_METHOD("set_material", "value"), &PropMesher::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"), &PropMesher::get_voxel_scale); ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &PropMesher::set_voxel_scale); ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale"); ClassDB::bind_method(D_METHOD("get_ao_strength"), &PropMesher::get_ao_strength); ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &PropMesher::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"), &PropMesher::get_base_light_value); ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &PropMesher::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"), &PropMesher::get_uv_margin); ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &PropMesher::set_uv_margin); ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin"); ClassDB::bind_method(D_METHOD("get_build_flags"), &PropMesher::get_build_flags); ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &PropMesher::set_build_flags); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, PropMesher::BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags"); ClassDB::bind_method(D_METHOD("add_tiled_wall_simple", "width", "height", "transform", "tiled_wall_data", "cache"), &PropMesher::add_tiled_wall_simple); //ClassDB::bind_method(D_METHOD("add_tiled_wall_mesh_rect_simple", "x", "y", "y_size", "transform", "texture_rect", "texture_scale"), &PropMesher::add_tiled_wall_mesh_rect_simple); ClassDB::bind_method(D_METHOD("transform_uv", "uv", "rect"), &PropMesher::transform_uv); ClassDB::bind_method(D_METHOD("transform_uv_scaled", "uv", "rect", "x", "y", "texture_scale"), &PropMesher::transform_uv_scaled); #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &PropMesher::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"), &PropMesher::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"), &PropMesher::add_mesh_data_resource_transform_colored, DEFVAL(Rect2(0, 0, 1, 1))); #endif ClassDB::bind_method(D_METHOD("generate_ao"), &PropMesher::generate_ao); ClassDB::bind_method(D_METHOD("get_random_ao", "position"), &PropMesher::get_random_ao); BIND_VMETHOD(MethodInfo("_add_mesher", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "PropMesher"))); ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &PropMesher::add_mesher); ClassDB::bind_method(D_METHOD("_add_mesher", "mesher"), &PropMesher::_add_mesher); ClassDB::bind_method(D_METHOD("add_light", "light"), &PropMesher::add_light); ClassDB::bind_method(D_METHOD("clear_lights"), &PropMesher::clear_lights); ClassDB::bind_method(D_METHOD("get_vertices"), &PropMesher::get_vertices); ClassDB::bind_method(D_METHOD("set_vertices", "values"), &PropMesher::set_vertices); ClassDB::bind_method(D_METHOD("get_vertex_count"), &PropMesher::get_vertex_count); ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &PropMesher::get_vertex); ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &PropMesher::remove_vertex); ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &PropMesher::add_vertex); ClassDB::bind_method(D_METHOD("get_normals"), &PropMesher::get_normals); ClassDB::bind_method(D_METHOD("set_normals", "values"), &PropMesher::set_normals); ClassDB::bind_method(D_METHOD("get_normal", "idx"), &PropMesher::get_normal); ClassDB::bind_method(D_METHOD("add_normal", "normal"), &PropMesher::add_normal); ClassDB::bind_method(D_METHOD("get_colors"), &PropMesher::get_colors); ClassDB::bind_method(D_METHOD("set_colors", "values"), &PropMesher::set_colors); ClassDB::bind_method(D_METHOD("get_color", "idx"), &PropMesher::get_color); ClassDB::bind_method(D_METHOD("add_color", "color"), &PropMesher::add_color); ClassDB::bind_method(D_METHOD("get_uvs"), &PropMesher::get_uvs); ClassDB::bind_method(D_METHOD("set_uvs", "values"), &PropMesher::set_uvs); ClassDB::bind_method(D_METHOD("get_uv", "idx"), &PropMesher::get_uv); ClassDB::bind_method(D_METHOD("add_uv", "uv"), &PropMesher::add_uv); ClassDB::bind_method(D_METHOD("get_uv2s"), &PropMesher::get_uv2s); ClassDB::bind_method(D_METHOD("set_uv2s", "values"), &PropMesher::set_uv2s); ClassDB::bind_method(D_METHOD("get_uv2", "idx"), &PropMesher::get_uv2); ClassDB::bind_method(D_METHOD("add_uv2", "uv"), &PropMesher::add_uv2); ClassDB::bind_method(D_METHOD("get_indices"), &PropMesher::get_indices); ClassDB::bind_method(D_METHOD("set_indices", "values"), &PropMesher::set_indices); ClassDB::bind_method(D_METHOD("get_indices_count"), &PropMesher::get_indices_count); ClassDB::bind_method(D_METHOD("get_index", "idx"), &PropMesher::get_index); ClassDB::bind_method(D_METHOD("remove_index", "idx"), &PropMesher::remove_index); ClassDB::bind_method(D_METHOD("add_indices", "indice"), &PropMesher::add_indices); ClassDB::bind_method(D_METHOD("reset"), &PropMesher::reset); //ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &PropMesher::calculate_vertex_ambient_occlusion_path); ClassDB::bind_method(D_METHOD("build_mesh"), &PropMesher::build_mesh); ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &PropMesher::build_mesh_into); ClassDB::bind_method(D_METHOD("build_collider"), &PropMesher::build_collider); ClassDB::bind_method(D_METHOD("bake_colors"), &PropMesher::bake_colors); ClassDB::bind_method(D_METHOD("generate_normals", "flip"), &PropMesher::generate_normals, DEFVAL(false)); ClassDB::bind_method(D_METHOD("remove_doubles"), &PropMesher::remove_doubles); ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &PropMesher::remove_doubles_hashed); }