mirror of
https://github.com/Relintai/props_2d.git
synced 2024-11-12 10:25:01 +01:00
1433 lines
38 KiB
C++
1433 lines
38 KiB
C++
/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "prop_2d_mesher.h"
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#include "lights/prop_2d_light.h"
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#include "modules/opensimplex/open_simplex_noise.h"
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#include "material_cache/prop_2d_material_cache.h"
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#include "tiled_wall/tiled_wall_2d_data.h"
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const String PropMesher::BINDING_STRING_BUILD_FLAGS = "Use Lighting,Use AO,Use RAO,Bake Lights";
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bool PropMesher::Vertex::operator==(const Vertex &p_vertex) const {
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if (vertex != p_vertex.vertex)
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return false;
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if (uv != p_vertex.uv)
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return false;
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if (uv2 != p_vertex.uv2)
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return false;
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if (normal != p_vertex.normal)
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return false;
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if (binormal != p_vertex.binormal)
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return false;
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if (color != p_vertex.color)
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return false;
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if (bones.size() != p_vertex.bones.size())
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return false;
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for (int i = 0; i < bones.size(); i++) {
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if (bones[i] != p_vertex.bones[i])
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return false;
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}
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for (int i = 0; i < weights.size(); i++) {
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if (weights[i] != p_vertex.weights[i])
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return false;
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}
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return true;
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}
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uint32_t PropMesher::VertexHasher::hash(const Vertex &p_vtx) {
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uint32_t h = hash_djb2_buffer((const uint8_t *)&p_vtx.vertex, sizeof(real_t) * 3);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.normal, sizeof(real_t) * 3, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.binormal, sizeof(real_t) * 3, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.tangent, sizeof(real_t) * 3, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.uv, sizeof(real_t) * 2, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.uv2, sizeof(real_t) * 2, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.color, sizeof(real_t) * 4, h);
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h = hash_djb2_buffer((const uint8_t *)p_vtx.bones.ptr(), p_vtx.bones.size() * sizeof(int), h);
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h = hash_djb2_buffer((const uint8_t *)p_vtx.weights.ptr(), p_vtx.weights.size() * sizeof(float), h);
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return h;
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}
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int PropMesher::get_channel_index_type() const {
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return _channel_index_type;
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}
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void PropMesher::set_channel_index_type(const int value) {
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_channel_index_type = value;
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}
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int PropMesher::get_channel_index_isolevel() const {
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return _channel_index_isolevel;
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}
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void PropMesher::set_channel_index_isolevel(const int value) {
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_channel_index_isolevel = value;
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}
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int PropMesher::get_mesher_index() const {
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return _mesher_index;
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}
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void PropMesher::set_mesher_index(const int value) {
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_mesher_index = value;
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}
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int PropMesher::get_format() const {
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return _format;
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}
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void PropMesher::set_format(const int value) {
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_format = value;
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}
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int PropMesher::get_texture_scale() const {
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return _texture_scale;
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}
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void PropMesher::set_texture_scale(const int value) {
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_texture_scale = value;
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}
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Ref<Material> PropMesher::get_material() {
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return _material;
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}
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void PropMesher::set_material(const Ref<Material> &material) {
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_material = material;
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}
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float PropMesher::get_ao_strength() const {
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return _ao_strength;
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}
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void PropMesher::set_ao_strength(float value) {
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_ao_strength = value;
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}
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float PropMesher::get_base_light_value() const {
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return _base_light_value;
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}
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void PropMesher::set_base_light_value(float value) {
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_base_light_value = value;
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}
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float PropMesher::get_voxel_scale() const {
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return _voxel_scale;
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}
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void PropMesher::set_voxel_scale(const float voxel_scale) {
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_voxel_scale = voxel_scale;
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}
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Rect2 PropMesher::get_uv_margin() const {
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return _uv_margin;
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}
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void PropMesher::set_uv_margin(const Rect2 margin) {
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_uv_margin = margin;
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}
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_FORCE_INLINE_ int PropMesher::get_build_flags() const {
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return _build_flags;
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}
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_FORCE_INLINE_ void PropMesher::set_build_flags(const int flags) {
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_build_flags = flags;
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if ((_build_flags & PropMesher::BUILD_FLAG_USE_LIGHTING) != 0) {
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_format |= VisualServer::ARRAY_FORMAT_COLOR;
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} else {
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_format ^= VisualServer::ARRAY_FORMAT_COLOR;
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}
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}
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Array PropMesher::build_mesh() {
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Array a;
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a.resize(VisualServer::ARRAY_MAX);
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if (_vertices.size() == 0) {
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//Nothing to do
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return a;
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}
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{
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PoolVector<Vector3> array;
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array.resize(_vertices.size());
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#if !GODOT4
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PoolVector<Vector3>::Write w = array.write();
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#endif
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for (int i = 0; i < _vertices.size(); ++i) {
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#if !GODOT4
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w[i] = _vertices[i].vertex;
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#else
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array.set(i, _vertices[i].vertex);
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#endif
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}
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#if !GODOT4
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w.release();
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#endif
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a[VisualServer::ARRAY_VERTEX] = array;
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}
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if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) == 0) {
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generate_normals();
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}
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{
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PoolVector<Vector3> array;
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array.resize(_vertices.size());
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#if !GODOT4
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PoolVector<Vector3>::Write w = array.write();
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#endif
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for (int i = 0; i < _vertices.size(); ++i) {
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#if !GODOT4
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w[i] = _vertices[i].normal;
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#else
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array.set(i, _vertices[i].normal);
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#endif
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}
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#if !GODOT4
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w.release();
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#endif
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a[VisualServer::ARRAY_NORMAL] = array;
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}
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if ((_format & VisualServer::ARRAY_FORMAT_COLOR) != 0) {
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PoolVector<Color> array;
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array.resize(_vertices.size());
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#if !GODOT4
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PoolVector<Color>::Write w = array.write();
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#endif
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for (int i = 0; i < _vertices.size(); ++i) {
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#if !GODOT4
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w[i] = _vertices[i].color;
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#else
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array.set(i, _vertices[i].color);
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#endif
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}
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#if !GODOT4
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w.release();
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#endif
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a[VisualServer::ARRAY_COLOR] = array;
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}
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if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV) != 0) {
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PoolVector<Vector2> array;
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array.resize(_vertices.size());
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#if !GODOT4
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PoolVector<Vector2>::Write w = array.write();
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#endif
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for (int i = 0; i < _vertices.size(); ++i) {
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#if !GODOT4
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w[i] = _vertices[i].uv;
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#else
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array.set(i, _vertices[i].uv);
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#endif
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}
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#if !GODOT4
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w.release();
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#endif
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a[VisualServer::ARRAY_TEX_UV] = array;
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}
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if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV2) != 0) {
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PoolVector<Vector2> array;
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array.resize(_vertices.size());
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#if !GODOT4
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PoolVector<Vector2>::Write w = array.write();
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#endif
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for (int i = 0; i < _vertices.size(); ++i) {
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#if !GODOT4
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w[i] = _vertices[i].uv2;
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#else
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array.set(i, _vertices[i].uv2);
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#endif
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}
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#if !GODOT4
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w.release();
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#endif
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a[VisualServer::ARRAY_TEX_UV2] = array;
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}
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if (_indices.size() > 0) {
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PoolVector<int> array;
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array.resize(_indices.size());
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#if !GODOT4
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PoolVector<int>::Write w = array.write();
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#endif
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for (int i = 0; i < _indices.size(); ++i) {
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#if !GODOT4
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w[i] = _indices[i];
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#else
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array.set(i, _indices[i]);
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#endif
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}
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#if !GODOT4
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w.release();
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#endif
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a[VisualServer::ARRAY_INDEX] = array;
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}
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return a;
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}
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void PropMesher::build_mesh_into(RID mesh) {
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ERR_FAIL_COND(mesh == RID());
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VS::get_singleton()->mesh_clear(mesh);
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if (_vertices.size() == 0) {
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//Nothing to do
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return;
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}
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Array arr = build_mesh();
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
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if (_material.is_valid())
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VS::get_singleton()->mesh_surface_set_material(mesh, 0, _material->get_rid());
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}
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void PropMesher::generate_normals(bool p_flip) {
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_format = _format | VisualServer::ARRAY_FORMAT_NORMAL;
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for (int i = 0; i < _indices.size(); i += 3) {
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int i0 = _indices[i];
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int i1 = _indices[i + 1];
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int i2 = _indices[i + 2];
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ERR_FAIL_INDEX(i0, _vertices.size());
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ERR_FAIL_INDEX(i1, _vertices.size());
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ERR_FAIL_INDEX(i2, _vertices.size());
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Vertex v0 = _vertices.get(i0);
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Vertex v1 = _vertices.get(i1);
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Vertex v2 = _vertices.get(i2);
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Vector3 normal;
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if (!p_flip)
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normal = Plane(v0.vertex, v1.vertex, v2.vertex).normal;
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else
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normal = Plane(v2.vertex, v1.vertex, v0.vertex).normal;
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v0.normal = normal;
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v1.normal = normal;
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v2.normal = normal;
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_vertices.set(i0, v0);
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_vertices.set(i1, v1);
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_vertices.set(i2, v2);
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}
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}
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void PropMesher::remove_doubles() {
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if (_vertices.size() == 0)
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return;
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//print_error("before " + String::num(_vertices.size()));
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for (int i = 0; i < _vertices.size(); ++i) {
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Vertex vert = _vertices[i];
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PoolVector<int> indices;
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for (int j = i + 1; j < _vertices.size(); ++j) {
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if (_vertices[j] == vert) {
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indices.push_back(j);
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}
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}
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for (int j = 0; j < indices.size(); ++j) {
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int index = indices[j];
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_vertices.remove(index);
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//make all indices that were bigger than the one we replaced one lower
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for (int k = 0; k < _indices.size(); ++k) {
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int indx = _indices[k];
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if (indx == index) {
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_indices.set(k, i);
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} else if (indx > index) {
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_indices.set(k, --indx);
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}
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}
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for (int k = j + 1; k < indices.size(); ++k) {
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int val = indices[k];
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if (val > index) {
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indices.set(k, --val);
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}
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}
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}
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}
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//print_error("after " + String::num(_vertices.size())+ " " + String::num(duration.count()));
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}
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//lot faster that normal remove_doubles, but false positives can happen curtesy of hash collisions
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void PropMesher::remove_doubles_hashed() {
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if (_vertices.size() == 0)
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return;
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//print_error("before " + String::num(_vertices.size()));
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PoolVector<uint32_t> hashes;
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hashes.resize(_vertices.size());
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for (int i = 0; i < _vertices.size(); ++i) {
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hashes.set(i, VertexHasher::hash(_vertices[i]));
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}
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for (int i = 0; i < hashes.size(); ++i) {
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uint32_t hash = hashes[i];
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PoolVector<int> indices;
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for (int j = i + 1; j < hashes.size(); ++j) {
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if (hashes[j] == hash) {
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indices.push_back(j);
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}
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}
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for (int j = 0; j < indices.size(); ++j) {
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int index = indices[j];
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hashes.remove(index);
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_vertices.remove(index);
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//make all indices that were bigger than the one we replaced one lower
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for (int k = 0; k < _indices.size(); ++k) {
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int indx = _indices[k];
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if (indx == index) {
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_indices.set(k, i);
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} else if (indx > index) {
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_indices.set(k, --indx);
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}
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}
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for (int k = j + 1; k < indices.size(); ++k) {
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int val = indices[k];
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if (val > index) {
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indices.set(k, --val);
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}
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}
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}
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}
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//print_error("after " + String::num(_vertices.size()) + " " + String::num(duration.count()));
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}
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void PropMesher::reset() {
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_vertices.resize(0);
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_indices.resize(0);
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_last_color = Color();
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_last_normal = Vector3();
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_last_uv = Vector2();
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_last_uv2 = Vector2();
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_last_bones.clear();
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_last_weights.clear();
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_last_tangent = Plane();
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}
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void PropMesher::add_tiled_wall_simple(const int width, const int height, const Transform &transform, const Ref<TiledWallData> &tiled_wall_data, Ref<PropMaterialCache> cache) {
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ERR_FAIL_COND(!tiled_wall_data.is_valid());
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ERR_FAIL_COND(!cache.is_valid());
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ERR_FAIL_COND(width < 0);
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ERR_FAIL_COND(height < 0);
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if (tiled_wall_data->get_texture_count() == 0) {
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return;
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}
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float flavour_chance = tiled_wall_data->get_flavour_chance();
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//collect rects
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Vector<Rect2> normal_rects;
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Vector<Rect2> flavour_rects;
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for (int i = 0; i < tiled_wall_data->get_texture_count(); ++i) {
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const Ref<Texture> &t = tiled_wall_data->get_texture(i);
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if (t.is_valid()) {
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normal_rects.push_back(cache->texture_get_uv_rect(t));
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}
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}
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for (int i = 0; i < tiled_wall_data->get_flavour_texture_count(); ++i) {
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const Ref<Texture> &t = tiled_wall_data->get_flavour_texture(i);
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if (t.is_valid()) {
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flavour_rects.push_back(cache->texture_get_uv_rect(t));
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}
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}
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//fallback
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if (normal_rects.size() == 0) {
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normal_rects.push_back(Rect2(0, 0, 1, 1));
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}
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TiledWallData::TiledWallTilingType tiling_type = tiled_wall_data->get_tiling_type();
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//todo implement flavour!
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if (tiling_type == TiledWallData::TILED_WALL_TILING_TYPE_NONE) {
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Rect2 r = normal_rects[0];
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if (flavour_rects.size() == 0) {
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//no flavours
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for (int x = 0; x < width; ++x) {
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for (int y = 0; y < height; ++y) {
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add_tiled_wall_mesh_rect_simple(x, y, transform, r);
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}
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}
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} else {
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//has flavours
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for (int x = 0; x < width; ++x) {
|
|
for (int y = 0; y < height; ++y) {
|
|
if (Math::randf() > flavour_chance) {
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, r);
|
|
} else {
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, flavour_rects[Math::rand() % flavour_rects.size()]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} 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) {
|
|
r = normal_rects[x % normal_rects.size()];
|
|
|
|
for (int y = 0; y < height; ++y) {
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, r);
|
|
}
|
|
}
|
|
} else {
|
|
//has flavours
|
|
for (int x = 0; x < width; ++x) {
|
|
r = normal_rects[x % normal_rects.size()];
|
|
|
|
for (int y = 0; y < height; ++y) {
|
|
if (Math::randf() > flavour_chance) {
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, r);
|
|
} else {
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, flavour_rects[Math::rand() % flavour_rects.size()]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} 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) {
|
|
for (int y = 0; y < height; ++y) {
|
|
r = normal_rects[y % normal_rects.size()];
|
|
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, r);
|
|
}
|
|
}
|
|
} else {
|
|
//has flavours
|
|
for (int x = 0; x < width; ++x) {
|
|
for (int y = 0; y < height; ++y) {
|
|
r = normal_rects[y % normal_rects.size()];
|
|
|
|
if (Math::randf() > flavour_chance) {
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, r);
|
|
} else {
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, flavour_rects[Math::rand() % flavour_rects.size()]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} 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) {
|
|
for (int y = 0; y < height; ++y) {
|
|
r = normal_rects[(x + y) % normal_rects.size()];
|
|
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, r);
|
|
}
|
|
}
|
|
} else {
|
|
//has flavours
|
|
for (int x = 0; x < width; ++x) {
|
|
for (int y = 0; y < height; ++y) {
|
|
r = normal_rects[(x + y) % normal_rects.size()];
|
|
|
|
if (Math::randf() > flavour_chance) {
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, r);
|
|
} else {
|
|
add_tiled_wall_mesh_rect_simple(x, y, transform, flavour_rects[Math::rand() % flavour_rects.size()]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void PropMesher::add_tiled_wall_mesh_rect_simple(const int x, const int y, const Transform &transform, const Rect2 &texture_rect) {
|
|
int vc = get_vertex_count();
|
|
|
|
//x + 1, y
|
|
add_normal(transform.basis.xform(Vector3(0, 0, -1)));
|
|
add_uv(transform_uv(Vector2(1, 1), texture_rect));
|
|
add_vertex(transform.xform(Vector3(x + 1, y, 0)));
|
|
|
|
//x, y
|
|
add_normal(transform.basis.xform(Vector3(0, 0, -1)));
|
|
add_uv(transform_uv(Vector2(0, 1), texture_rect));
|
|
add_vertex(transform.xform(Vector3(x, y, 0)));
|
|
|
|
//x, y + 1
|
|
add_normal(transform.basis.xform(Vector3(0, 0, -1)));
|
|
add_uv(transform_uv(Vector2(0, 0), texture_rect));
|
|
add_vertex(transform.xform(Vector3(x, y + 1, 0)));
|
|
|
|
//x + 1, y + 1
|
|
add_normal(transform.basis.xform(Vector3(0, 0, -1)));
|
|
add_uv(transform_uv(Vector2(1, 0), texture_rect));
|
|
add_vertex(transform.xform(Vector3(x + 1, y + 1, 0)));
|
|
|
|
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;
|
|
}
|
|
|
|
#ifdef MESH_DATA_RESOURCE_PRESENT
|
|
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_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;*/
|
|
}
|
|
|
|
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 TERRAMAN_PRESENT
|
|
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_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));
|
|
// }
|
|
}
|
|
#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 {
|
|
return _vertices.get(idx).vertex;
|
|
}
|
|
|
|
void PropMesher::remove_vertex(const int idx) {
|
|
_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 {
|
|
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 {
|
|
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 {
|
|
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 {
|
|
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 {
|
|
return _indices.get(idx);
|
|
}
|
|
|
|
void PropMesher::remove_index(const int idx) {
|
|
_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 = VisualServer::ARRAY_FORMAT_NORMAL | VisualServer::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", "transform", "texture_rect"), &PropMesher::add_tiled_wall_mesh_rect_simple);
|
|
ClassDB::bind_method(D_METHOD("transform_uv", "uv", "rect"), &PropMesher::transform_uv);
|
|
|
|
#ifdef MESH_DATA_RESOURCE_PRESENT
|
|
ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &PropMesher::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"), &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);
|
|
}
|