pandemonium_engine/modules/voxelman/meshers/voxel_mesher.cpp

1029 lines
29 KiB
C++

/*
Copyright (c) 2019-2020 Péter Magyar
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 "voxel_mesher.h"
#include "../defines.h"
#include "scene/3d/mesh_instance.h"
#include "../world/default/voxel_chunk_default.h"
#include "../world/voxel_chunk.h"
bool VoxelMesher::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 VoxelMesher::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 VoxelMesher::get_channel_index_type() const {
return _channel_index_type;
}
void VoxelMesher::set_channel_index_type(const int value) {
_channel_index_type = value;
}
int VoxelMesher::get_channel_index_isolevel() const {
return _channel_index_isolevel;
}
void VoxelMesher::set_channel_index_isolevel(const int value) {
_channel_index_isolevel = value;
}
int VoxelMesher::get_mesher_index() const {
return _mesher_index;
}
void VoxelMesher::set_mesher_index(const int value) {
_mesher_index = value;
}
int VoxelMesher::get_format() const {
return _format;
}
void VoxelMesher::set_format(const int value) {
_format = value;
}
int VoxelMesher::get_texture_scale() const {
return _texture_scale;
}
void VoxelMesher::set_texture_scale(const int value) {
_texture_scale = value;
}
int VoxelMesher::get_lod_index() const {
return _lod_index;
}
void VoxelMesher::set_lod_index(const int value) {
_lod_index = value;
}
Ref<VoxelLibrary> VoxelMesher::get_library() {
return _library;
}
void VoxelMesher::set_library(const Ref<VoxelLibrary> &library) {
_library = library;
}
Ref<Material> VoxelMesher::get_material() {
return _material;
}
void VoxelMesher::set_material(const Ref<Material> &material) {
_material = material;
}
float VoxelMesher::get_ao_strength() const {
return _ao_strength;
}
void VoxelMesher::set_ao_strength(float value) {
_ao_strength = value;
}
float VoxelMesher::get_base_light_value() const {
return _base_light_value;
}
void VoxelMesher::set_base_light_value(float value) {
_base_light_value = value;
}
float VoxelMesher::get_voxel_scale() const {
return _voxel_scale;
}
void VoxelMesher::set_voxel_scale(const float voxel_scale) {
_voxel_scale = voxel_scale;
}
Rect2 VoxelMesher::get_uv_margin() const {
return _uv_margin;
}
void VoxelMesher::set_uv_margin(const Rect2 margin) {
_uv_margin = margin;
}
Array VoxelMesher::build_mesh() {
Array a;
a.resize(VisualServer::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) {
array.set(i, _vertices[i].vertex);
}
w.release();
a[VisualServer::ARRAY_VERTEX] = array;
}
if ((_format & VisualServer::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) {
array.set(i, _vertices[i].normal);
}
w.release();
a[VisualServer::ARRAY_NORMAL] = array;
}
if ((_format & VisualServer::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) {
array.set(i, _vertices[i].color);
}
w.release();
a[VisualServer::ARRAY_COLOR] = array;
}
if ((_format & VisualServer::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) {
array.set(i, _vertices[i].uv);
}
w.release();
a[VisualServer::ARRAY_TEX_UV] = array;
}
if ((_format & VisualServer::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) {
array.set(i, _vertices[i].uv2);
}
w.release();
a[VisualServer::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) {
array.set(i, _indices[i]);
}
w.release();
a[VisualServer::ARRAY_INDEX] = array;
}
return a;
}
void VoxelMesher::build_mesh_into(RID mesh) {
ERR_FAIL_COND(mesh == RID());
VS::get_singleton()->mesh_clear(mesh);
if (_vertices.size() == 0) {
//Nothing to do
return;
}
Array arr = build_mesh();
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
if (_material.is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh, 0, _library->material_get(0)->get_rid());
}
void VoxelMesher::generate_normals(bool p_flip) {
_format = _format | VisualServer::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 VoxelMesher::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 VoxelMesher::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 VoxelMesher::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 VoxelMesher::add_chunk(Ref<VoxelChunk> chunk) {
ERR_FAIL_COND(!has_method("_add_chunk"));
ERR_FAIL_COND(!chunk.is_valid());
call("_add_chunk", chunk);
}
#ifdef MESH_DATA_RESOURCE_PRESENT
void VoxelMesher::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 VoxelMesher::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 VoxelMesher::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
void VoxelMesher::add_mesher(const Ref<VoxelMesher> &mesher) {
call("_add_mesher", mesher);
}
void VoxelMesher::_add_mesher(const Ref<VoxelMesher> &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 VoxelMesher::bake_colors(Ref<VoxelChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
if (has_method("_bake_colors"))
call("_bake_colors", chunk);
}
void VoxelMesher::bake_liquid_colors(Ref<VoxelChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
if (has_method("_bake_liquid_colors"))
call("_bake_liquid_colors", chunk);
}
PoolVector<Vector3> VoxelMesher::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 VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight>> &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<VoxelLight> 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<Vector3> VoxelMesher::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 VoxelMesher::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 VoxelMesher::get_vertex_count() const {
return _vertices.size();
}
void VoxelMesher::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 VoxelMesher::get_vertex(const int idx) const {
return _vertices.get(idx).vertex;
}
void VoxelMesher::remove_vertex(const int idx) {
_vertices.remove(idx);
}
PoolVector<Vector3> VoxelMesher::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 VoxelMesher::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 VoxelMesher::add_normal(const Vector3 &normal) {
_last_normal = normal;
}
Vector3 VoxelMesher::get_normal(int idx) const {
return _vertices.get(idx).normal;
}
PoolVector<Color> VoxelMesher::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 VoxelMesher::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 VoxelMesher::add_color(const Color &color) {
_last_color = color;
}
Color VoxelMesher::get_color(const int idx) const {
return _vertices.get(idx).color;
}
PoolVector<Vector2> VoxelMesher::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 VoxelMesher::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 VoxelMesher::add_uv(const Vector2 &uv) {
_last_uv = uv;
}
Vector2 VoxelMesher::get_uv(const int idx) const {
return _vertices.get(idx).uv;
}
PoolVector<Vector2> VoxelMesher::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 VoxelMesher::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 VoxelMesher::add_uv2(const Vector2 &uv) {
_last_uv2 = uv;
}
Vector2 VoxelMesher::get_uv2(const int idx) const {
return _vertices.get(idx).uv2;
}
PoolVector<int> VoxelMesher::get_indices() const {
return _indices;
}
void VoxelMesher::set_indices(const PoolVector<int> &values) {
_indices = values;
}
int VoxelMesher::get_indices_count() const {
return _indices.size();
}
void VoxelMesher::add_indices(const int index) {
_indices.push_back(index);
}
int VoxelMesher::get_index(const int idx) const {
return _indices.get(idx);
}
void VoxelMesher::remove_index(const int idx) {
_indices.remove(idx);
}
VoxelMesher::VoxelMesher(const Ref<VoxelLibrary> &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;
_lod_index = 0;
}
VoxelMesher::VoxelMesher() {
_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;
}
VoxelMesher::~VoxelMesher() {
if (_library.is_valid()) {
_library.unref();
}
}
void VoxelMesher::_bind_methods() {
BIND_VMETHOD(MethodInfo("_add_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
BIND_VMETHOD(MethodInfo("_bake_liquid_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
ClassDB::bind_method(D_METHOD("get_channel_index_type"), &VoxelMesher::get_channel_index_type);
ClassDB::bind_method(D_METHOD("set_channel_index_type", "value"), &VoxelMesher::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"), &VoxelMesher::get_channel_index_isolevel);
ClassDB::bind_method(D_METHOD("set_channel_index_isolevel", "value"), &VoxelMesher::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"), &VoxelMesher::get_mesher_index);
ClassDB::bind_method(D_METHOD("set_mesher_index", "value"), &VoxelMesher::set_mesher_index);
ADD_PROPERTY(PropertyInfo(Variant::INT, "mesher_index"), "set_mesher_index", "get_mesher_index");
ClassDB::bind_method(D_METHOD("get_format"), &VoxelMesher::get_format);
ClassDB::bind_method(D_METHOD("set_format", "value"), &VoxelMesher::set_format);
ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format");
ClassDB::bind_method(D_METHOD("get_texture_scale"), &VoxelMesher::get_texture_scale);
ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &VoxelMesher::set_texture_scale);
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale");
ClassDB::bind_method(D_METHOD("get_lod_index"), &VoxelMesher::get_lod_index);
ClassDB::bind_method(D_METHOD("set_lod_index", "value"), &VoxelMesher::set_lod_index);
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_index"), "set_lod_index", "get_lod_index");
ClassDB::bind_method(D_METHOD("get_library"), &VoxelMesher::get_library);
ClassDB::bind_method(D_METHOD("set_library", "value"), &VoxelMesher::set_library);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelLibrary"), "set_library", "get_library");
ClassDB::bind_method(D_METHOD("get_material"), &VoxelMesher::get_material);
ClassDB::bind_method(D_METHOD("set_material", "value"), &VoxelMesher::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"), &VoxelMesher::get_voxel_scale);
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &VoxelMesher::set_voxel_scale);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
ClassDB::bind_method(D_METHOD("get_ao_strength"), &VoxelMesher::get_ao_strength);
ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &VoxelMesher::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"), &VoxelMesher::get_base_light_value);
ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &VoxelMesher::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"), &VoxelMesher::get_uv_margin);
ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &VoxelMesher::set_uv_margin);
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin");
ClassDB::bind_method(D_METHOD("add_chunk", "chunk"), &VoxelMesher::add_chunk);
#ifdef MESH_DATA_RESOURCE_PRESENT
ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &VoxelMesher::add_mesh_data_resource, DEFVAL(Rect2(0, 0, 1, 1)), DEFVAL(Vector3(1.0, 1.0, 1.0)), DEFVAL(Vector3()), DEFVAL(Vector3()));
ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform", "mesh", "transform", "uv_rect"), &VoxelMesher::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"), &VoxelMesher::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, "VoxelMesher")));
ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &VoxelMesher::add_mesher);
ClassDB::bind_method(D_METHOD("_add_mesher", "mesher"), &VoxelMesher::_add_mesher);
ClassDB::bind_method(D_METHOD("bake_colors", "chunk"), &VoxelMesher::bake_colors);
ClassDB::bind_method(D_METHOD("bake_liquid_colors", "chunk"), &VoxelMesher::bake_liquid_colors);
ClassDB::bind_method(D_METHOD("get_vertices"), &VoxelMesher::get_vertices);
ClassDB::bind_method(D_METHOD("set_vertices", "values"), &VoxelMesher::set_vertices);
ClassDB::bind_method(D_METHOD("get_vertex_count"), &VoxelMesher::get_vertex_count);
ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &VoxelMesher::get_vertex);
ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &VoxelMesher::remove_vertex);
ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &VoxelMesher::add_vertex);
ClassDB::bind_method(D_METHOD("get_normals"), &VoxelMesher::get_normals);
ClassDB::bind_method(D_METHOD("set_normals", "values"), &VoxelMesher::set_normals);
ClassDB::bind_method(D_METHOD("get_normal", "idx"), &VoxelMesher::get_normal);
ClassDB::bind_method(D_METHOD("add_normal", "normal"), &VoxelMesher::add_normal);
ClassDB::bind_method(D_METHOD("get_colors"), &VoxelMesher::get_colors);
ClassDB::bind_method(D_METHOD("set_colors", "values"), &VoxelMesher::set_colors);
ClassDB::bind_method(D_METHOD("get_color", "idx"), &VoxelMesher::get_color);
ClassDB::bind_method(D_METHOD("add_color", "color"), &VoxelMesher::add_color);
ClassDB::bind_method(D_METHOD("get_uvs"), &VoxelMesher::get_uvs);
ClassDB::bind_method(D_METHOD("set_uvs", "values"), &VoxelMesher::set_uvs);
ClassDB::bind_method(D_METHOD("get_uv", "idx"), &VoxelMesher::get_uv);
ClassDB::bind_method(D_METHOD("add_uv", "uv"), &VoxelMesher::add_uv);
ClassDB::bind_method(D_METHOD("get_uv2s"), &VoxelMesher::get_uv2s);
ClassDB::bind_method(D_METHOD("set_uv2s", "values"), &VoxelMesher::set_uv2s);
ClassDB::bind_method(D_METHOD("get_uv2", "idx"), &VoxelMesher::get_uv2);
ClassDB::bind_method(D_METHOD("add_uv2", "uv"), &VoxelMesher::add_uv2);
ClassDB::bind_method(D_METHOD("get_indices"), &VoxelMesher::get_indices);
ClassDB::bind_method(D_METHOD("set_indices", "values"), &VoxelMesher::set_indices);
ClassDB::bind_method(D_METHOD("get_indices_count"), &VoxelMesher::get_indices_count);
ClassDB::bind_method(D_METHOD("get_index", "idx"), &VoxelMesher::get_index);
ClassDB::bind_method(D_METHOD("remove_index", "idx"), &VoxelMesher::remove_index);
ClassDB::bind_method(D_METHOD("add_indices", "indice"), &VoxelMesher::add_indices);
ClassDB::bind_method(D_METHOD("reset"), &VoxelMesher::reset);
//ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &VoxelMesher::calculate_vertex_ambient_occlusion_path);
ClassDB::bind_method(D_METHOD("build_mesh"), &VoxelMesher::build_mesh);
ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &VoxelMesher::build_mesh_into);
ClassDB::bind_method(D_METHOD("build_collider"), &VoxelMesher::build_collider);
ClassDB::bind_method(D_METHOD("generate_normals", "flip"), &VoxelMesher::generate_normals, DEFVAL(false));
ClassDB::bind_method(D_METHOD("remove_doubles"), &VoxelMesher::remove_doubles);
ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &VoxelMesher::remove_doubles_hashed);
}