/*************************************************************************/
/*  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.                 */
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/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* 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,       */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/*************************************************************************/

#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<Material> PropMesher::get_material() {
	return _material;
}
void PropMesher::set_material(const Ref<Material> &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<Vector3> array;
		array.resize(_vertices.size());
		PoolVector<Vector3>::Write w = array.write();

		for (int i = 0; i < _vertices.size(); ++i) {
			w[i] = _vertices[i].vertex;
		}

		w.release();

		a[RenderingServer::ARRAY_VERTEX] = array;
	}

	if ((_format & RenderingServer::ARRAY_FORMAT_NORMAL) == 0) {
		generate_normals();
	}

	{
		PoolVector<Vector3> array;
		array.resize(_vertices.size());
		PoolVector<Vector3>::Write w = array.write();

		for (int i = 0; i < _vertices.size(); ++i) {
			w[i] = _vertices[i].normal;
		}

		w.release();

		a[RenderingServer::ARRAY_NORMAL] = array;
	}

	if ((_format & RenderingServer::ARRAY_FORMAT_COLOR) != 0) {
		PoolVector<Color> array;
		array.resize(_vertices.size());

		PoolVector<Color>::Write w = array.write();

		for (int i = 0; i < _vertices.size(); ++i) {
			w[i] = _vertices[i].color;
		}

		w.release();

		a[RenderingServer::ARRAY_COLOR] = array;
	}

	if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) {
		PoolVector<Vector2> array;
		array.resize(_vertices.size());

		PoolVector<Vector2>::Write w = array.write();

		for (int i = 0; i < _vertices.size(); ++i) {
			w[i] = _vertices[i].uv;
		}

		w.release();

		a[RenderingServer::ARRAY_TEX_UV] = array;
	}

	if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV2) != 0) {
		PoolVector<Vector2> array;
		array.resize(_vertices.size());

		PoolVector<Vector2>::Write w = array.write();

		for (int i = 0; i < _vertices.size(); ++i) {
			w[i] = _vertices[i].uv2;
		}

		w.release();

		a[RenderingServer::ARRAY_TEX_UV2] = array;
	}

	if (_indices.size() > 0) {
		PoolVector<int> array;
		array.resize(_indices.size());

		PoolVector<int>::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<int> indices;

		for (int j = i + 1; j < _vertices.size(); ++j) {
			if (_vertices[j] == vert) {
				indices.push_back(j);
			}
		}

		for (int j = 0; j < indices.size(); ++j) {
			int index = indices[j];

			_vertices.remove(index);

			//make all indices that were bigger than the one we replaced one lower
			for (int k = 0; k < _indices.size(); ++k) {
				int indx = _indices[k];

				if (indx == index) {
					_indices.set(k, i);
				} else if (indx > index) {
					_indices.set(k, --indx);
				}
			}

			for (int k = j + 1; k < indices.size(); ++k) {
				int val = indices[k];

				if (val > index) {
					indices.set(k, --val);
				}
			}
		}
	}

	//print_error("after " + String::num(_vertices.size())+ " " + String::num(duration.count()));
}

//lot faster that normal remove_doubles, but false positives can happen curtesy of hash collisions
void PropMesher::remove_doubles_hashed() {
	if (_vertices.size() == 0) {
		return;
	}

	//print_error("before " + String::num(_vertices.size()));

	PoolVector<uint32_t> hashes;
	hashes.resize(_vertices.size());
	for (int i = 0; i < _vertices.size(); ++i) {
		hashes.set(i, VertexHasher::hash(_vertices[i]));
	}

	for (int i = 0; i < hashes.size(); ++i) {
		uint32_t hash = hashes[i];
		PoolVector<int> indices;

		for (int j = i + 1; j < hashes.size(); ++j) {
			if (hashes[j] == hash) {
				indices.push_back(j);
			}
		}

		for (int j = 0; j < indices.size(); ++j) {
			int index = indices[j];

			hashes.remove(index);
			_vertices.remove(index);

			//make all indices that were bigger than the one we replaced one lower
			for (int k = 0; k < _indices.size(); ++k) {
				int indx = _indices[k];

				if (indx == index) {
					_indices.set(k, i);
				} else if (indx > index) {
					_indices.set(k, --indx);
				}
			}

			for (int k = j + 1; k < indices.size(); ++k) {
				int val = indices[k];

				if (val > index) {
					indices.set(k, --val);
				}
			}
		}
	}

	//print_error("after " + String::num(_vertices.size()) + " " + String::num(duration.count()));
}

void 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<TiledWallData> &tiled_wall_data, Ref<PropMaterialCache> 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<Rect2> normal_rects;
	LocalVector<Rect2> flavour_rects;
	LocalVector<TiledWallData::TextureEntry> normal_data;
	LocalVector<TiledWallData::TextureEntry> flavour_data;

	for (int i = 0; i < tiled_wall_data->get_tile_count(); ++i) {
		const Ref<Texture> &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<Texture> &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<TiledWallData> twd = tiled_wall_data;
	Ref<FastnoiseNoiseParams> offset_noise = twd->get_offset_noise();

	if (offset_noise.is_null()) {
		return;
	}

	float offset_noise_strength = tiled_wall_data->get_offset_noise_strength();
	Ref<FastNoise> 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<Vertex>::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<Vertex>::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<float>(texture_scale);
	float sizey = rect.size.y / static_cast<float>(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<MeshDataResource> 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<MeshDataResource> 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<MeshDataResource> 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<PropLight> 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<PropMesher> &mesher) {
	call("_add_mesher", mesher);
}
void PropMesher::_add_mesher(const Ref<PropMesher> &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<PropLight> &light) {
	_lights.push_back(light);
}
void PropMesher::clear_lights() {
	_lights.clear();
}

PoolVector<Vector3> PropMesher::build_collider() const {
	PoolVector<Vector3> face_points;

	if (_vertices.size() == 0) {
		return face_points;
	}

	if (_indices.size() == 0) {
		int len = (_vertices.size() / 4);

		for (int i = 0; i < len; ++i) {
			face_points.push_back(_vertices.get(i * 4).vertex);
			face_points.push_back(_vertices.get((i * 4) + 2).vertex);
			face_points.push_back(_vertices.get((i * 4) + 1).vertex);

			face_points.push_back(_vertices.get(i * 4).vertex);
			face_points.push_back(_vertices.get((i * 4) + 3).vertex);
			face_points.push_back(_vertices.get((i * 4) + 2).vertex);
		}

		return face_points;
	}

	face_points.resize(_indices.size());
	for (int i = 0; i < face_points.size(); i++) {
		face_points.set(i, _vertices.get(_indices.get(i)).vertex);
	}

	return face_points;
}

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<Ref<TerrainLight>> &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<TerrainLight> 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<Vector3> PropMesher::get_vertices() const {
	PoolVector<Vector3> arr;

	arr.resize(_vertices.size());
	for (int i = 0; i < _vertices.size(); ++i) {
		arr.set(i, _vertices.get(i).vertex);
	}

	return arr;
}

void PropMesher::set_vertices(const PoolVector<Vector3> &values) {
	ERR_FAIL_COND(values.size() != _vertices.size());

	for (int i = 0; i < _vertices.size(); ++i) {
		Vertex v = _vertices[i];

		v.normal = values[i];

		_vertices.set(i, v);
	}
}

int 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<Vector3> PropMesher::get_normals() const {
	PoolVector<Vector3> arr;

	arr.resize(_vertices.size());
	for (int i = 0; i < _vertices.size(); ++i) {
		arr.set(i, _vertices.get(i).normal);
	}

	return arr;
}

void PropMesher::set_normals(const PoolVector<Vector3> &values) {
	ERR_FAIL_COND(values.size() != _vertices.size());

	for (int i = 0; i < _vertices.size(); ++i) {
		Vertex v = _vertices[i];

		v.normal = values[i];

		_vertices.set(i, v);
	}
}

void 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<Color> PropMesher::get_colors() const {
	PoolVector<Color> arr;

	arr.resize(_vertices.size());
	for (int i = 0; i < _vertices.size(); ++i) {
		arr.set(i, _vertices.get(i).color);
	}

	return arr;
}

void PropMesher::set_colors(const PoolVector<Color> &values) {
	ERR_FAIL_COND(values.size() != _vertices.size());

	for (int i = 0; i < _vertices.size(); ++i) {
		Vertex v = _vertices[i];

		v.color = values[i];

		_vertices.set(i, v);
	}
}

void 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<Vector2> PropMesher::get_uvs() const {
	PoolVector<Vector2> arr;

	arr.resize(_vertices.size());
	for (int i = 0; i < _vertices.size(); ++i) {
		arr.set(i, _vertices.get(i).uv);
	}

	return arr;
}

void PropMesher::set_uvs(const PoolVector<Vector2> &values) {
	ERR_FAIL_COND(values.size() != _vertices.size());

	for (int i = 0; i < _vertices.size(); ++i) {
		Vertex v = _vertices[i];

		v.uv = values[i];

		_vertices.set(i, v);
	}
}

void 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<Vector2> PropMesher::get_uv2s() const {
	PoolVector<Vector2> arr;

	arr.resize(_vertices.size());
	for (int i = 0; i < _vertices.size(); ++i) {
		arr.set(i, _vertices.get(i).uv2);
	}

	return arr;
}

void PropMesher::set_uv2s(const PoolVector<Vector2> &values) {
	ERR_FAIL_COND(values.size() != _vertices.size());

	for (int i = 0; i < _vertices.size(); ++i) {
		Vertex v = _vertices[i];

		v.uv2 = values[i];

		_vertices.set(i, v);
	}
}

void 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<int> PropMesher::get_indices() const {
	return _indices;
}

void PropMesher::set_indices(const PoolVector<int> &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);
}