pandemonium_engine/modules/terraman_2d/meshers/terrain_2d_mesher.cpp

975 lines
27 KiB
C++

#include "terrain_2d_mesher.h"
#include "../defines.h"
#include "scene/3d/mesh_instance.h"
#include "../world/default/terrain_2d_chunk_default.h"
#include "../world/terrain_2d_chunk.h"
#include "scene/resources/shapes_2d/rectangle_shape_2d.h"
#include "servers/physics_2d_server.h"
#include "modules/modules_enabled.gen.h"
bool Terrain2DMesher::Vertex::operator==(const Vertex &p_vertex) const {
if (vertex != p_vertex.vertex)
return false;
if (uv != p_vertex.uv)
return false;
if (color != p_vertex.color)
return false;
if (bones.size() != p_vertex.bones.size())
return false;
for (int i = 0; i < bones.size(); i++) {
if (bones[i] != p_vertex.bones[i])
return false;
}
for (int i = 0; i < weights.size(); i++) {
if (weights[i] != p_vertex.weights[i])
return false;
}
return true;
}
uint32_t Terrain2DMesher::VertexHasher::hash(const Vertex &p_vtx) {
uint32_t h = hash_djb2_buffer((const uint8_t *)&p_vtx.vertex, sizeof(real_t) * 3);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.uv, sizeof(real_t) * 2, h);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.color, sizeof(real_t) * 4, h);
h = hash_djb2_buffer((const uint8_t *)p_vtx.bones.ptr(), p_vtx.bones.size() * sizeof(int), h);
h = hash_djb2_buffer((const uint8_t *)p_vtx.weights.ptr(), p_vtx.weights.size() * sizeof(float), h);
return h;
}
int Terrain2DMesher::get_channel_index_type() const {
return _channel_index_type;
}
void Terrain2DMesher::set_channel_index_type(const int value) {
_channel_index_type = value;
}
int Terrain2DMesher::get_format() const {
return _format;
}
void Terrain2DMesher::set_format(const int value) {
_format = value;
}
int Terrain2DMesher::get_texture_scale() const {
return _texture_scale;
}
void Terrain2DMesher::set_texture_scale(const int value) {
_texture_scale = value;
}
Transform2D Terrain2DMesher::get_mesh_transform() {
return _mesh_transform;
}
void Terrain2DMesher::set_mesh_transform(const Transform2D &value) {
_mesh_transform = value;
}
Ref<Terrain2DLibrary> Terrain2DMesher::get_library() {
return _library;
}
void Terrain2DMesher::set_library(const Ref<Terrain2DLibrary> &library) {
_library = library;
}
Ref<Material> Terrain2DMesher::get_material() {
return _material;
}
void Terrain2DMesher::set_material(const Ref<Material> &material) {
_material = material;
}
float Terrain2DMesher::get_ao_strength() const {
return _ao_strength;
}
void Terrain2DMesher::set_ao_strength(float value) {
_ao_strength = value;
}
float Terrain2DMesher::get_base_light_value() const {
return _base_light_value;
}
void Terrain2DMesher::set_base_light_value(float value) {
_base_light_value = value;
}
int Terrain2DMesher::get_cell_size_x() const {
return _cell_size_x;
}
void Terrain2DMesher::set_cell_size_x(const int val) {
_cell_size_x = val;
}
int Terrain2DMesher::get_cell_size_y() const {
return _cell_size_y;
}
void Terrain2DMesher::set_cell_size_y(const int val) {
_cell_size_y = val;
}
Rect2 Terrain2DMesher::get_uv_margin() const {
return _uv_margin;
}
void Terrain2DMesher::set_uv_margin(const Rect2 margin) {
_uv_margin = margin;
}
Array Terrain2DMesher::build_mesh() {
Array a;
a.resize(RenderingServer::ARRAY_MAX);
if (_vertices.size() == 0) {
//Nothing to do
return a;
}
{
PoolVector<Vector2> array;
array.resize(_vertices.size());
PoolVector<Vector2>::Write w = array.write();
for (int i = 0; i < _vertices.size(); ++i) {
w[i] = _vertices[i].vertex;
}
w.release();
a[RenderingServer::ARRAY_VERTEX] = array;
}
if ((_format & RenderingServer::ARRAY_FORMAT_COLOR) != 0) {
PoolVector<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 (_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 Terrain2DMesher::build_mesh_into(RID mesh) {
ERR_FAIL_COND(mesh == RID());
RS::get_singleton()->mesh_clear(mesh);
if (_vertices.size() == 0) {
//Nothing to do
return;
}
Array arr = build_mesh();
RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RenderingServer::PRIMITIVE_TRIANGLES, arr);
}
void Terrain2DMesher::remove_doubles() {
if (_vertices.size() == 0)
return;
//print_error("before " + String::num(_vertices.size()));
for (int i = 0; i < _vertices.size(); ++i) {
Vertex vert = _vertices[i];
PoolVector<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 Terrain2DMesher::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 Terrain2DMesher::store_mesh() {
Terrain2DMesherStoredMesh m;
m.vertices = _vertices;
m.indices = _indices;
m.transform = _mesh_transform;
_vertices.resize(0);
_indices.resize(0);
_stored_meshes.push_back(m);
}
int Terrain2DMesher::get_stored_mesh_count() const {
return _stored_meshes.size();
}
Array Terrain2DMesher::build_stored_mesh(const int index) {
ERR_FAIL_INDEX_V(index, _stored_meshes.size(), Array());
Array a;
a.resize(RenderingServer::ARRAY_MAX);
const Terrain2DMesherStoredMesh &md = _stored_meshes[index];
if (md.vertices.size() == 0) {
//Nothing to do
return a;
}
{
PoolVector<Vector2> array;
array.resize(md.vertices.size());
PoolVector<Vector2>::Write w = array.write();
for (int i = 0; i < md.vertices.size(); ++i) {
w[i] = md.vertices[i].vertex;
}
w.release();
a[RenderingServer::ARRAY_VERTEX] = array;
}
if ((_format & RenderingServer::ARRAY_FORMAT_COLOR) != 0) {
PoolVector<Color> array;
array.resize(md.vertices.size());
PoolVector<Color>::Write w = array.write();
for (int i = 0; i < md.vertices.size(); ++i) {
w[i] = md.vertices[i].color;
}
w.release();
a[RenderingServer::ARRAY_COLOR] = array;
}
if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) {
PoolVector<Vector2> array;
array.resize(md.vertices.size());
PoolVector<Vector2>::Write w = array.write();
for (int i = 0; i < md.vertices.size(); ++i) {
w[i] = md.vertices[i].uv;
array.set(i, md.vertices[i].uv);
}
w.release();
a[RenderingServer::ARRAY_TEX_UV] = array;
}
if (md.indices.size() > 0) {
PoolVector<int> array;
array.resize(md.indices.size());
PoolVector<int>::Write w = array.write();
for (int i = 0; i < md.indices.size(); ++i) {
w[i] = md.indices[i];
}
w.release();
a[RenderingServer::ARRAY_INDEX] = array;
}
return a;
}
Transform2D Terrain2DMesher::get_stored_mesh_transform(const int index) {
ERR_FAIL_INDEX_V(index, _stored_meshes.size(), Transform2D());
return _stored_meshes[index].transform;
}
void Terrain2DMesher::build_stored_mesh_into(const int index, RID mesh) {
ERR_FAIL_COND(mesh == RID());
RS::get_singleton()->mesh_clear(mesh);
if (_vertices.size() == 0) {
//Nothing to do
return;
}
Array arr = build_stored_mesh(index);
RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RenderingServer::PRIMITIVE_TRIANGLES, arr);
}
AABB Terrain2DMesher::calculate_stored_mesh_aabb(const int index) {
ERR_FAIL_INDEX_V(index, _stored_meshes.size(), AABB());
const Terrain2DMesherStoredMesh &md = _stored_meshes[index];
if (md.vertices.size() == 0) {
//Nothing to do
return AABB();
}
AABB aabb;
int len = md.vertices.size();
aabb.position = Vector3(md.vertices[0].vertex.x, md.vertices[0].vertex.y, 0);
for (int i = 0; i < len; i++) {
aabb.expand_to(Vector3(md.vertices[i].vertex.x, md.vertices[i].vertex.y, 0));
}
return aabb;
}
Ref<Shape2D> Terrain2DMesher::create_terrain_tile_collider_shape(Ref<Terrain2DChunk> chunk) {
Ref<RectangleShape2D> sh;
sh.instance();
sh->set_extents(Vector2(_cell_size_x, _cell_size_y));
return sh;
}
void Terrain2DMesher::reset() {
_vertices.resize(0);
_indices.resize(0);
_last_color = Color();
_last_uv = Vector2();
_last_bones.clear();
_last_weights.clear();
_stored_meshes.resize(0);
}
void Terrain2DMesher::add_chunk(Ref<Terrain2DChunk> chunk) {
ERR_FAIL_COND(!has_method("_add_chunk"));
ERR_FAIL_COND(!chunk.is_valid());
call("_add_chunk", chunk);
}
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
void Terrain2DMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale, const Rect2 uv_rect) {
//Transform2D transform = Transform(Basis(rotation).scaled(scale), position);
//TODO
add_mesh_data_resource_transform(mesh, Transform2D(), uv_rect);
}
void Terrain2DMesher::add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform2D transform, const Rect2 uv_rect) {
if (mesh->get_array().size() == 0)
return;
const Array &arr = mesh->get_array();
PoolVector2Array vertices = arr[Mesh::ARRAY_VERTEX];
PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
PoolColorArray colors = arr[Mesh::ARRAY_COLOR];
PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
if (vertices.size() == 0)
return;
int orig_vert_size = _vertices.size();
for (int i = 0; i < vertices.size(); ++i) {
if (uvs.size() > 0) {
Vector2 uv = uvs[i];
uv.x = uv_rect.size.width * uv.x + uv_rect.position.x;
uv.y = uv_rect.size.height * uv.y + uv_rect.position.y;
add_uv(uv);
}
if (colors.size() > 0)
add_color(colors[i]);
add_vertex(transform.xform(vertices[i]));
}
int orig_indices_count = _indices.size();
_indices.resize(_indices.size() + indices.size());
for (int i = 0; i < indices.size(); ++i) {
_indices.set(orig_indices_count + i, orig_vert_size + indices[i]);
}
}
void Terrain2DMesher::add_mesh_data_resource_transform_colored(Ref<MeshDataResource> mesh, const Transform2D transform, const PoolColorArray &colors, const Rect2 uv_rect) {
if (mesh->get_array().size() == 0)
return;
const Array &arr = mesh->get_array();
PoolVector2Array vertices = arr[Mesh::ARRAY_VERTEX];
PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
if (vertices.size() == 0)
return;
int orig_vert_size = _vertices.size();
for (int i = 0; i < vertices.size(); ++i) {
if (uvs.size() > 0) {
Vector2 uv = uvs[i];
uv.x = uv_rect.size.width * uv.x + uv_rect.position.x;
uv.y = uv_rect.size.height * uv.y + uv_rect.position.y;
add_uv(uv);
}
if (colors.size() > 0)
add_color(colors[i]);
add_vertex(transform.xform(vertices[i]));
}
int orig_indices_count = _indices.size();
_indices.resize(_indices.size() + indices.size());
for (int i = 0; i < indices.size(); ++i) {
_indices.set(orig_indices_count + i, orig_vert_size + indices[i]);
}
}
#endif
void Terrain2DMesher::add_mesher(const Ref<Terrain2DMesher> &mesher) {
call("_add_mesher", mesher);
}
void Terrain2DMesher::_add_mesher(const Ref<Terrain2DMesher> &mesher) {
int orig_size = _vertices.size();
_vertices.append_array(mesher->_vertices);
int s = mesher->_indices.size();
if (s == 0)
return;
int orig_indices_size = _indices.size();
_indices.resize(_indices.size() + s);
for (int i = 0; i < s; ++i) {
_indices.set(i + orig_indices_size, mesher->_indices[i] + orig_size);
}
}
void Terrain2DMesher::bake_colors(Ref<Terrain2DChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
if (has_method("_bake_colors")) {
call("_bake_colors", chunk);
}
}
void Terrain2DMesher::bake_liquid_colors(Ref<Terrain2DChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
if (has_method("_bake_liquid_colors")) {
call("_bake_liquid_colors", chunk);
}
}
PoolVector<Vector2> Terrain2DMesher::build_collider() const {
PoolVector<Vector2> face_points;
if (_vertices.size() == 0)
return face_points;
if (_indices.size() == 0) {
int len = (_vertices.size() / 4);
for (int i = 0; i < len; ++i) {
face_points.push_back(_vertices.get(i * 4).vertex);
face_points.push_back(_vertices.get((i * 4) + 2).vertex);
face_points.push_back(_vertices.get((i * 4) + 1).vertex);
face_points.push_back(_vertices.get(i * 4).vertex);
face_points.push_back(_vertices.get((i * 4) + 3).vertex);
face_points.push_back(_vertices.get((i * 4) + 2).vertex);
}
return face_points;
}
face_points.resize(_indices.size());
for (int i = 0; i < face_points.size(); i++) {
face_points.set(i, _vertices.get(_indices.get(i)).vertex);
}
return face_points;
}
void Terrain2DMesher::create_tile_colliders(Ref<Terrain2DChunk> chunk) {
}
void Terrain2DMesher::bake_lights(MeshInstance *node, Vector<Ref<Terrain2DLight>> &lights) {
ERR_FAIL_COND(node == NULL);
Color darkColor(0, 0, 0, 1);
for (int v = 0; v < _vertices.size(); ++v) {
Vertex vertexv = _vertices.get(v);
Vector2 vet = vertexv.vertex;
//TODO
//Vector2 vertex = node->to_global(vet);
Vector2 vertex = vet;
Vector3 v_lightDiffuse;
//calculate the lights value
for (int i = 0; i < lights.size(); ++i) {
Ref<Terrain2DLight> light = lights.get(i);
Vector2 lightDir = light->get_world_position() - vertex;
float dist2 = lightDir.dot(lightDir);
//inverse sqrt
lightDir *= (1.0 / sqrt(dist2));
Color cc = light->get_color();
Vector3 cv(cc.r, cc.g, cc.b);
Vector3 value = cv * (1.0 / (1.0 + dist2));
value *= light->get_size();
v_lightDiffuse += value;
}
Color f = vertexv.color;
//Color f = darkColor;
Vector3 cv2(f.r, f.g, f.b);
cv2 += v_lightDiffuse;
if (cv2.x > 1)
cv2.x = 1;
if (cv2.y > 1)
cv2.y = 1;
if (cv2.y > 1)
cv2.y = 1;
// cv2.x = Mathf.Clamp(cv2.x, 0f, 1f);
//cv2.y = Mathf.Clamp(cv2.y, 0f, 1f);
// cv2.z = Mathf.Clamp(cv2.z, 0f, 1f);
f.r = cv2.x;
f.g = cv2.y;
f.b = cv2.z;
//f.r = v_lightDiffuse.x;
//f.g = v_lightDiffuse.y;
//f.b = v_lightDiffuse.z;
vertexv.color = f;
_vertices.set(v, vertexv);
}
// for (int i = 0; i < _colors->size(); ++i) {
// print_error(_colors->get(i));
// }
}
PoolVector<Vector2> Terrain2DMesher::get_vertices() const {
PoolVector<Vector2> arr;
arr.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
arr.set(i, _vertices.get(i).vertex);
}
return arr;
}
void Terrain2DMesher::set_vertices(const PoolVector<Vector2> &values) {
ERR_FAIL_COND(values.size() != _vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
Vertex v = _vertices[i];
v.vertex = values[i];
_vertices.set(i, v);
}
}
int Terrain2DMesher::get_vertex_count() const {
return _vertices.size();
}
void Terrain2DMesher::add_vertex(const Vector2 &vertex) {
Vertex vtx;
vtx.vertex = vertex;
vtx.color = _last_color;
vtx.uv = _last_uv;
// Todo?
// vtx.weights = _last_weights;
// vtx.bones = _last_bones;
_vertices.push_back(vtx);
}
Vector2 Terrain2DMesher::get_vertex(const int idx) const {
ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2());
return _vertices.get(idx).vertex;
}
void Terrain2DMesher::remove_vertex(const int idx) {
ERR_FAIL_INDEX(idx, _vertices.size());
_vertices.remove(idx);
}
PoolVector<Color> Terrain2DMesher::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 Terrain2DMesher::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 Terrain2DMesher::add_color(const Color &color) {
_last_color = color;
}
Color Terrain2DMesher::get_color(const int idx) const {
ERR_FAIL_INDEX_V(idx, _vertices.size(), Color());
return _vertices.get(idx).color;
}
PoolVector<Vector2> Terrain2DMesher::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 Terrain2DMesher::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 Terrain2DMesher::add_uv(const Vector2 &uv) {
_last_uv = uv;
}
Vector2 Terrain2DMesher::get_uv(const int idx) const {
ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2());
return _vertices.get(idx).uv;
}
PoolVector<int> Terrain2DMesher::get_indices() const {
return _indices;
}
void Terrain2DMesher::set_indices(const PoolVector<int> &values) {
_indices = values;
}
int Terrain2DMesher::get_indices_count() const {
return _indices.size();
}
void Terrain2DMesher::add_indices(const int index) {
_indices.push_back(index);
}
int Terrain2DMesher::get_index(const int idx) const {
ERR_FAIL_INDEX_V(idx, _indices.size(), 0);
return _indices.get(idx);
}
void Terrain2DMesher::remove_index(const int idx) {
ERR_FAIL_INDEX(idx, _indices.size());
_indices.remove(idx);
}
Terrain2DMesher::Terrain2DMesher(const Ref<Terrain2DLibrary> &library) {
_library = library;
_cell_size_x = 32;
_cell_size_y = 32;
_ao_strength = 0.25;
_base_light_value = 0.5;
_uv_margin = Rect2(0, 0, 1, 1);
_channel_index_type = 0;
_format = 0;
_texture_scale = 1;
}
Terrain2DMesher::Terrain2DMesher() {
_cell_size_x = 32;
_cell_size_y = 32;
_ao_strength = 0.25;
_base_light_value = 0.5;
_uv_margin = Rect2(0, 0, 1, 1);
_format = 0;
_channel_index_type = 0;
_texture_scale = 1;
}
Terrain2DMesher::~Terrain2DMesher() {
if (_library.is_valid()) {
_library.unref();
}
}
void Terrain2DMesher::_bind_methods() {
BIND_VMETHOD(MethodInfo("_add_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
BIND_VMETHOD(MethodInfo("_bake_liquid_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DChunk")));
ClassDB::bind_method(D_METHOD("get_channel_index_type"), &Terrain2DMesher::get_channel_index_type);
ClassDB::bind_method(D_METHOD("set_channel_index_type", "value"), &Terrain2DMesher::set_channel_index_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_index_type"), "set_channel_index_type", "get_channel_index_type");
ClassDB::bind_method(D_METHOD("get_format"), &Terrain2DMesher::get_format);
ClassDB::bind_method(D_METHOD("set_format", "value"), &Terrain2DMesher::set_format);
ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format");
ClassDB::bind_method(D_METHOD("get_texture_scale"), &Terrain2DMesher::get_texture_scale);
ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &Terrain2DMesher::set_texture_scale);
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale");
ClassDB::bind_method(D_METHOD("get_mesh_transform"), &Terrain2DMesher::get_mesh_transform);
ClassDB::bind_method(D_METHOD("set_mesh_transform", "value"), &Terrain2DMesher::set_mesh_transform);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform"), "set_mesh_transform", "get_mesh_transform");
ClassDB::bind_method(D_METHOD("get_library"), &Terrain2DMesher::get_library);
ClassDB::bind_method(D_METHOD("set_library", "value"), &Terrain2DMesher::set_library);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DLibrary"), "set_library", "get_library");
ClassDB::bind_method(D_METHOD("get_material"), &Terrain2DMesher::get_material);
ClassDB::bind_method(D_METHOD("set_material", "value"), &Terrain2DMesher::set_material);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
ClassDB::bind_method(D_METHOD("get_cell_size_x"), &Terrain2DMesher::get_cell_size_x);
ClassDB::bind_method(D_METHOD("set_cell_size_x", "value"), &Terrain2DMesher::set_cell_size_x);
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_size_x"), "set_cell_size_x", "get_cell_size_x");
ClassDB::bind_method(D_METHOD("get_cell_size_y"), &Terrain2DMesher::get_cell_size_y);
ClassDB::bind_method(D_METHOD("set_cell_size_y", "value"), &Terrain2DMesher::set_cell_size_y);
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_size_y"), "set_cell_size_y", "get_cell_size_y");
ClassDB::bind_method(D_METHOD("get_ao_strength"), &Terrain2DMesher::get_ao_strength);
ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &Terrain2DMesher::set_ao_strength);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_strength"), "set_ao_strength", "get_ao_strength");
ClassDB::bind_method(D_METHOD("get_base_light_value"), &Terrain2DMesher::get_base_light_value);
ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &Terrain2DMesher::set_base_light_value);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "base_light_value"), "set_base_light_value", "get_base_light_value");
ClassDB::bind_method(D_METHOD("get_uv_margin"), &Terrain2DMesher::get_uv_margin);
ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &Terrain2DMesher::set_uv_margin);
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin");
ClassDB::bind_method(D_METHOD("add_chunk", "chunk"), &Terrain2DMesher::add_chunk);
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &Terrain2DMesher::add_mesh_data_resource, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)), DEFVAL(Rect2(0, 0, 1, 1)));
ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform", "mesh", "transform", "uv_rect"), &Terrain2DMesher::add_mesh_data_resource_transform, DEFVAL(Rect2(0, 0, 1, 1)));
ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform_colored", "mesh", "transform", "colors", "uv_rect"), &Terrain2DMesher::add_mesh_data_resource_transform_colored, DEFVAL(Rect2(0, 0, 1, 1)));
#endif
BIND_VMETHOD(MethodInfo("_add_mesher", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMesher")));
ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &Terrain2DMesher::add_mesher);
ClassDB::bind_method(D_METHOD("_add_mesher", "mesher"), &Terrain2DMesher::_add_mesher);
ClassDB::bind_method(D_METHOD("bake_colors", "chunk"), &Terrain2DMesher::bake_colors);
ClassDB::bind_method(D_METHOD("bake_liquid_colors", "chunk"), &Terrain2DMesher::bake_liquid_colors);
ClassDB::bind_method(D_METHOD("get_vertices"), &Terrain2DMesher::get_vertices);
ClassDB::bind_method(D_METHOD("set_vertices", "values"), &Terrain2DMesher::set_vertices);
ClassDB::bind_method(D_METHOD("get_vertex_count"), &Terrain2DMesher::get_vertex_count);
ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &Terrain2DMesher::get_vertex);
ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &Terrain2DMesher::remove_vertex);
ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &Terrain2DMesher::add_vertex);
ClassDB::bind_method(D_METHOD("get_colors"), &Terrain2DMesher::get_colors);
ClassDB::bind_method(D_METHOD("set_colors", "values"), &Terrain2DMesher::set_colors);
ClassDB::bind_method(D_METHOD("get_color", "idx"), &Terrain2DMesher::get_color);
ClassDB::bind_method(D_METHOD("add_color", "color"), &Terrain2DMesher::add_color);
ClassDB::bind_method(D_METHOD("get_uvs"), &Terrain2DMesher::get_uvs);
ClassDB::bind_method(D_METHOD("set_uvs", "values"), &Terrain2DMesher::set_uvs);
ClassDB::bind_method(D_METHOD("get_uv", "idx"), &Terrain2DMesher::get_uv);
ClassDB::bind_method(D_METHOD("add_uv", "uv"), &Terrain2DMesher::add_uv);
ClassDB::bind_method(D_METHOD("get_indices"), &Terrain2DMesher::get_indices);
ClassDB::bind_method(D_METHOD("set_indices", "values"), &Terrain2DMesher::set_indices);
ClassDB::bind_method(D_METHOD("get_indices_count"), &Terrain2DMesher::get_indices_count);
ClassDB::bind_method(D_METHOD("get_index", "idx"), &Terrain2DMesher::get_index);
ClassDB::bind_method(D_METHOD("remove_index", "idx"), &Terrain2DMesher::remove_index);
ClassDB::bind_method(D_METHOD("add_indices", "indice"), &Terrain2DMesher::add_indices);
ClassDB::bind_method(D_METHOD("reset"), &Terrain2DMesher::reset);
ClassDB::bind_method(D_METHOD("create_terrain_tile_collider_shape", "chunk"), &Terrain2DMesher::create_terrain_tile_collider_shape);
//ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &Terrain2DMesher::calculate_vertex_ambient_occlusion_path);
ClassDB::bind_method(D_METHOD("build_mesh"), &Terrain2DMesher::build_mesh);
ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &Terrain2DMesher::build_mesh_into);
ClassDB::bind_method(D_METHOD("build_collider"), &Terrain2DMesher::build_collider);
ClassDB::bind_method(D_METHOD("remove_doubles"), &Terrain2DMesher::remove_doubles);
ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &Terrain2DMesher::remove_doubles_hashed);
ClassDB::bind_method(D_METHOD("store_mesh"), &Terrain2DMesher::store_mesh);
ClassDB::bind_method(D_METHOD("get_stored_mesh_count"), &Terrain2DMesher::get_stored_mesh_count);
ClassDB::bind_method(D_METHOD("build_stored_mesh", "index"), &Terrain2DMesher::build_stored_mesh);
ClassDB::bind_method(D_METHOD("get_stored_mesh_transform", "index"), &Terrain2DMesher::get_stored_mesh_transform);
ClassDB::bind_method(D_METHOD("build_stored_mesh_into", "index", "mesh"), &Terrain2DMesher::build_stored_mesh_into);
}