/*************************************************************************/ /* terrain_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 "terrain_mesher.h" #include "../defines.h" #include "scene/3d/mesh_instance.h" #include "../world/default/terrain_chunk_default.h" #include "../world/terrain_chunk.h" #include "modules/modules_enabled.gen.h" bool TerrainMesher::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 TerrainMesher::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 TerrainMesher::get_channel_index_type() const { return _channel_index_type; } void TerrainMesher::set_channel_index_type(const int value) { _channel_index_type = value; } int TerrainMesher::get_channel_index_isolevel() const { return _channel_index_isolevel; } void TerrainMesher::set_channel_index_isolevel(const int value) { _channel_index_isolevel = value; } int TerrainMesher::get_mesher_index() const { return _mesher_index; } void TerrainMesher::set_mesher_index(const int value) { _mesher_index = value; } int TerrainMesher::get_format() const { return _format; } void TerrainMesher::set_format(const int value) { _format = value; } int TerrainMesher::get_texture_scale() const { return _texture_scale; } void TerrainMesher::set_texture_scale(const int value) { _texture_scale = value; } int TerrainMesher::get_lod_index() const { return _lod_index; } void TerrainMesher::set_lod_index(const int value) { _lod_index = value; } Ref TerrainMesher::get_library() { return _library; } void TerrainMesher::set_library(const Ref &library) { _library = library; } Ref TerrainMesher::get_material() { return _material; } void TerrainMesher::set_material(const Ref &material) { _material = material; } float TerrainMesher::get_ao_strength() const { return _ao_strength; } void TerrainMesher::set_ao_strength(float value) { _ao_strength = value; } float TerrainMesher::get_base_light_value() const { return _base_light_value; } void TerrainMesher::set_base_light_value(float value) { _base_light_value = value; } float TerrainMesher::get_voxel_scale() const { return _voxel_scale; } void TerrainMesher::set_voxel_scale(const float voxel_scale) { _voxel_scale = voxel_scale; } Rect2 TerrainMesher::get_uv_margin() const { return _uv_margin; } void TerrainMesher::set_uv_margin(const Rect2 margin) { _uv_margin = margin; } bool TerrainMesher::get_is_liquid_mesher() const { return _is_liquid_mesher; } void TerrainMesher::set_is_liquid_mesher(const bool value) { _is_liquid_mesher = value; } Array TerrainMesher::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 TerrainMesher::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, _library->material_lod_get(0)->get_rid()); } void TerrainMesher::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 TerrainMesher::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 TerrainMesher::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 TerrainMesher::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 TerrainMesher::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 TerrainMesher::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 TerrainMesher::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 TerrainMesher::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 void TerrainMesher::add_mesher(const Ref &mesher) { call("_add_mesher", mesher); } void TerrainMesher::_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 TerrainMesher::bake_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); if (has_method("_bake_colors")) { call("_bake_colors", chunk); } } void TerrainMesher::bake_liquid_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); if (has_method("_bake_liquid_colors")) { call("_bake_liquid_colors", chunk); } } PoolVector TerrainMesher::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 TerrainMesher::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_size(); 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)); // } } PoolVector TerrainMesher::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 TerrainMesher::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 TerrainMesher::get_vertex_count() const { return _vertices.size(); } void TerrainMesher::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 TerrainMesher::get_vertex(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector3()); return _vertices.get(idx).vertex; } void TerrainMesher::remove_vertex(const int idx) { ERR_FAIL_INDEX(idx, _vertices.size()); _vertices.remove(idx); } PoolVector TerrainMesher::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 TerrainMesher::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 TerrainMesher::add_normal(const Vector3 &normal) { _last_normal = normal; } Vector3 TerrainMesher::get_normal(int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector3()); return _vertices.get(idx).normal; } PoolVector TerrainMesher::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 TerrainMesher::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 TerrainMesher::add_color(const Color &color) { _last_color = color; } Color TerrainMesher::get_color(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Color()); return _vertices.get(idx).color; } PoolVector TerrainMesher::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 TerrainMesher::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 TerrainMesher::add_uv(const Vector2 &uv) { _last_uv = uv; } Vector2 TerrainMesher::get_uv(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2()); return _vertices.get(idx).uv; } PoolVector TerrainMesher::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 TerrainMesher::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 TerrainMesher::add_uv2(const Vector2 &uv) { _last_uv2 = uv; } Vector2 TerrainMesher::get_uv2(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2()); return _vertices.get(idx).uv2; } PoolVector TerrainMesher::get_indices() const { return _indices; } void TerrainMesher::set_indices(const PoolVector &values) { _indices = values; } int TerrainMesher::get_indices_count() const { return _indices.size(); } void TerrainMesher::add_indices(const int index) { _indices.push_back(index); } int TerrainMesher::get_index(const int idx) const { ERR_FAIL_INDEX_V(idx, _vertices.size(), 0); return _indices.get(idx); } void TerrainMesher::remove_index(const int idx) { ERR_FAIL_INDEX(idx, _vertices.size()); _indices.remove(idx); } TerrainMesher::TerrainMesher(const Ref &library) { _library = library; _mesher_index = 0; _voxel_scale = 1; _ao_strength = 0.25; _base_light_value = 0.5; _uv_margin = Rect2(0, 0, 1, 1); _channel_index_type = 0; _channel_index_isolevel = 0; _format = 0; _texture_scale = 1; _is_liquid_mesher = false; } TerrainMesher::TerrainMesher() { _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; _lod_index = 0; _is_liquid_mesher = false; } TerrainMesher::~TerrainMesher() { if (_library.is_valid()) { _library.unref(); } } void TerrainMesher::_bind_methods() { BIND_VMETHOD(MethodInfo("_add_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk"))); BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk"))); BIND_VMETHOD(MethodInfo("_bake_liquid_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk"))); ClassDB::bind_method(D_METHOD("get_channel_index_type"), &TerrainMesher::get_channel_index_type); ClassDB::bind_method(D_METHOD("set_channel_index_type", "value"), &TerrainMesher::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"), &TerrainMesher::get_channel_index_isolevel); ClassDB::bind_method(D_METHOD("set_channel_index_isolevel", "value"), &TerrainMesher::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"), &TerrainMesher::get_mesher_index); ClassDB::bind_method(D_METHOD("set_mesher_index", "value"), &TerrainMesher::set_mesher_index); ADD_PROPERTY(PropertyInfo(Variant::INT, "mesher_index"), "set_mesher_index", "get_mesher_index"); ClassDB::bind_method(D_METHOD("get_format"), &TerrainMesher::get_format); ClassDB::bind_method(D_METHOD("set_format", "value"), &TerrainMesher::set_format); ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format"); ClassDB::bind_method(D_METHOD("get_texture_scale"), &TerrainMesher::get_texture_scale); ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &TerrainMesher::set_texture_scale); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale"); ClassDB::bind_method(D_METHOD("get_lod_index"), &TerrainMesher::get_lod_index); ClassDB::bind_method(D_METHOD("set_lod_index", "value"), &TerrainMesher::set_lod_index); ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_index"), "set_lod_index", "get_lod_index"); ClassDB::bind_method(D_METHOD("get_library"), &TerrainMesher::get_library); ClassDB::bind_method(D_METHOD("set_library", "value"), &TerrainMesher::set_library); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "TerrainLibrary"), "set_library", "get_library"); ClassDB::bind_method(D_METHOD("get_material"), &TerrainMesher::get_material); ClassDB::bind_method(D_METHOD("set_material", "value"), &TerrainMesher::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"), &TerrainMesher::get_voxel_scale); ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &TerrainMesher::set_voxel_scale); ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale"); ClassDB::bind_method(D_METHOD("get_ao_strength"), &TerrainMesher::get_ao_strength); ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &TerrainMesher::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"), &TerrainMesher::get_base_light_value); ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &TerrainMesher::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"), &TerrainMesher::get_uv_margin); ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &TerrainMesher::set_uv_margin); ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin"); ClassDB::bind_method(D_METHOD("get_is_liquid_mesher"), &TerrainMesher::get_is_liquid_mesher); ClassDB::bind_method(D_METHOD("set_is_liquid_mesher", "value"), &TerrainMesher::set_is_liquid_mesher); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_liquid_mesher"), "set_is_liquid_mesher", "get_is_liquid_mesher"); ClassDB::bind_method(D_METHOD("add_chunk", "chunk"), &TerrainMesher::add_chunk); #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &TerrainMesher::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"), &TerrainMesher::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"), &TerrainMesher::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, "TerrainMesher"))); ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &TerrainMesher::add_mesher); ClassDB::bind_method(D_METHOD("_add_mesher", "mesher"), &TerrainMesher::_add_mesher); ClassDB::bind_method(D_METHOD("bake_colors", "chunk"), &TerrainMesher::bake_colors); ClassDB::bind_method(D_METHOD("bake_liquid_colors", "chunk"), &TerrainMesher::bake_liquid_colors); ClassDB::bind_method(D_METHOD("get_vertices"), &TerrainMesher::get_vertices); ClassDB::bind_method(D_METHOD("set_vertices", "values"), &TerrainMesher::set_vertices); ClassDB::bind_method(D_METHOD("get_vertex_count"), &TerrainMesher::get_vertex_count); ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &TerrainMesher::get_vertex); ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &TerrainMesher::remove_vertex); ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &TerrainMesher::add_vertex); ClassDB::bind_method(D_METHOD("get_normals"), &TerrainMesher::get_normals); ClassDB::bind_method(D_METHOD("set_normals", "values"), &TerrainMesher::set_normals); ClassDB::bind_method(D_METHOD("get_normal", "idx"), &TerrainMesher::get_normal); ClassDB::bind_method(D_METHOD("add_normal", "normal"), &TerrainMesher::add_normal); ClassDB::bind_method(D_METHOD("get_colors"), &TerrainMesher::get_colors); ClassDB::bind_method(D_METHOD("set_colors", "values"), &TerrainMesher::set_colors); ClassDB::bind_method(D_METHOD("get_color", "idx"), &TerrainMesher::get_color); ClassDB::bind_method(D_METHOD("add_color", "color"), &TerrainMesher::add_color); ClassDB::bind_method(D_METHOD("get_uvs"), &TerrainMesher::get_uvs); ClassDB::bind_method(D_METHOD("set_uvs", "values"), &TerrainMesher::set_uvs); ClassDB::bind_method(D_METHOD("get_uv", "idx"), &TerrainMesher::get_uv); ClassDB::bind_method(D_METHOD("add_uv", "uv"), &TerrainMesher::add_uv); ClassDB::bind_method(D_METHOD("get_uv2s"), &TerrainMesher::get_uv2s); ClassDB::bind_method(D_METHOD("set_uv2s", "values"), &TerrainMesher::set_uv2s); ClassDB::bind_method(D_METHOD("get_uv2", "idx"), &TerrainMesher::get_uv2); ClassDB::bind_method(D_METHOD("add_uv2", "uv"), &TerrainMesher::add_uv2); ClassDB::bind_method(D_METHOD("get_indices"), &TerrainMesher::get_indices); ClassDB::bind_method(D_METHOD("set_indices", "values"), &TerrainMesher::set_indices); ClassDB::bind_method(D_METHOD("get_indices_count"), &TerrainMesher::get_indices_count); ClassDB::bind_method(D_METHOD("get_index", "idx"), &TerrainMesher::get_index); ClassDB::bind_method(D_METHOD("remove_index", "idx"), &TerrainMesher::remove_index); ClassDB::bind_method(D_METHOD("add_indices", "indice"), &TerrainMesher::add_indices); ClassDB::bind_method(D_METHOD("reset"), &TerrainMesher::reset); //ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &TerrainMesher::calculate_vertex_ambient_occlusion_path); ClassDB::bind_method(D_METHOD("build_mesh"), &TerrainMesher::build_mesh); ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &TerrainMesher::build_mesh_into); ClassDB::bind_method(D_METHOD("build_collider"), &TerrainMesher::build_collider); ClassDB::bind_method(D_METHOD("generate_normals", "flip"), &TerrainMesher::generate_normals, DEFVAL(false)); ClassDB::bind_method(D_METHOD("remove_doubles"), &TerrainMesher::remove_doubles); ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &TerrainMesher::remove_doubles_hashed); }