mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 20:36:53 +01:00
61 lines
1.8 KiB
Markdown
61 lines
1.8 KiB
Markdown
# Mesh Utils Module
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This is a c++ engine module for the Godot engine, containing my mesh merging utilities.
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It supports both godot 3.2 and 4.0 (master [last tested commit](https://github.com/godotengine/godot/commit/b7e10141197fdd9b0dbc4cfa7890329510d36540)). Note that since 4.0 is still in very early stages I only
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check whether it works from time to time.
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# Pre-built binaries
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You can grab a pre-built editor binary from the [Broken Seals](https://github.com/Relintai/broken_seals/releases)
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repo, should you want to. It contains all my modules.
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# Optional Dependencies
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[Mesh Data Resource](https://github.com/Relintai/mesh_data_resource): Support for merged meshes, even in gles2.
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Adds MeshMerger a few helper methods.
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# MeshUtils Singleton
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Contains generic algorithms that manipulate meshes.
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# Mesh Merger
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Works similarly to SurfaceTool, but it has more utility functions.
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# Fast Quadratic Mesh Simplifier
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A port of https://github.com/Whinarn/UnityMeshSimplifier .
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For future reference it's based on e8ff4e8862735197c3308cfe926eeba68e0d2edb.
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Porting is mostly done, but it does needs some debugging (it has a crash if smart linking is enabled).
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I might just return to using the original FQMS. As if meshes are merged together using `MeshUtils.merge_mesh_array`, or
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`bake_mesh_array_uv` the original algorithm will work fine. Still on the fence about it.
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# Building
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1. Get the source code for the engine.
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If you want Godot 3.2:
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```git clone -b 3.2 https://github.com/godotengine/godot.git godot```
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If you want Godot 4.0:
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```git clone https://github.com/godotengine/godot.git godot```
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2. Go into Godot's modules directory.
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```
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cd ./godot/modules/
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```
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3. Clone this repository
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```
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git clone https://github.com/Relintai/mesh_utils mesh_utils
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```
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4. Build Godot. [Tutorial](https://docs.godotengine.org/en/latest/development/compiling/index.html)
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