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https://github.com/Relintai/terraman_2d.git
synced 2024-11-08 10:02:11 +01:00
Moved the mesh store api from the isometric mesher to the base mesher.
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674659c01e
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@ -738,144 +738,6 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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}
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}
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void Terrain2DMesherIsometric::reset() {
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Terrain2DMesher::reset();
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_meshes.resize(0);
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}
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void Terrain2DMesherIsometric::next_mesh() {
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Terrain2DMesherIsometricMesh m;
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m.vertices = _vertices;
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m.indices = _indices;
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_vertices.resize(0);
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_indices.resize(0);
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_meshes.push_back(m);
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}
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int Terrain2DMesherIsometric::get_mesh_count() const {
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return _meshes.size();
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}
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Array Terrain2DMesherIsometric::build_mesh_index(const int index) {
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ERR_FAIL_INDEX_V(index, _meshes.size(), Array());
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Array a;
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a.resize(VisualServer::ARRAY_MAX);
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const Terrain2DMesherIsometricMesh &md = _meshes[index];
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if (md.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<Vector2> array;
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array.resize(md.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 < md.vertices.size(); ++i) {
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#if !GODOT4
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w[i] = md.vertices[i].vertex;
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#else
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array.set(i, md.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_COLOR) != 0) {
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PoolVector<Color> array;
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array.resize(md.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 < md.vertices.size(); ++i) {
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#if !GODOT4
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w[i] = md.vertices[i].color;
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#else
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array.set(i, md.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(md.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 < md.vertices.size(); ++i) {
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#if !GODOT4
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w[i] = md.vertices[i].uv;
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#else
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array.set(i, md.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 (md.indices.size() > 0) {
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PoolVector<int> array;
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array.resize(md.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 < md.indices.size(); ++i) {
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#if !GODOT4
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w[i] = md.indices[i];
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#else
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array.set(i, md.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 Terrain2DMesherIsometric::build_mesh_index_into(const int index, 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_index(index);
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
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}
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Terrain2DMesherIsometric::Terrain2DMesherIsometric() {
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}
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@ -884,9 +746,4 @@ Terrain2DMesherIsometric::~Terrain2DMesherIsometric() {
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void Terrain2DMesherIsometric::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &Terrain2DMesherIsometric::_add_chunk);
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ClassDB::bind_method(D_METHOD("next_mesh"), &Terrain2DMesherIsometric::next_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh_count"), &Terrain2DMesherIsometric::get_mesh_count);
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ClassDB::bind_method(D_METHOD("build_mesh_index", "index"), &Terrain2DMesherIsometric::build_mesh_index);
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ClassDB::bind_method(D_METHOD("build_mesh_index_into", "index", "mesh"), &Terrain2DMesherIsometric::build_mesh_index_into);
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}
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@ -46,24 +46,11 @@ public:
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void add_chunk_normal(Ref<Terrain2DChunkDefault> chunk);
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void mesh_base(Ref<Terrain2DChunkDefault> chunk);
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void reset();
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void next_mesh();
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int get_mesh_count() const;
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Array build_mesh_index(const int index);
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void build_mesh_index_into(const int index, RID mesh);
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Terrain2DMesherIsometric();
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~Terrain2DMesherIsometric();
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protected:
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static void _bind_methods();
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struct Terrain2DMesherIsometricMesh {
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PoolVector<Vertex> vertices;
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PoolVector<int> indices;
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};
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Vector<Terrain2DMesherIsometricMesh> _meshes;
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};
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#endif
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@ -345,6 +345,140 @@ void Terrain2DMesher::remove_doubles_hashed() {
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//print_error("after " + String::num(_vertices.size()) + " " + String::num(duration.count()));
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}
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void Terrain2DMesher::store_mesh() {
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Terrain2DMesherStoredMesh m;
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m.vertices = _vertices;
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m.indices = _indices;
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_vertices.resize(0);
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_indices.resize(0);
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_stored_meshes.push_back(m);
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}
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int Terrain2DMesher::get_stored_mesh_count() const {
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return _stored_meshes.size();
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}
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Array Terrain2DMesher::build_stored_mesh(const int index) {
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ERR_FAIL_INDEX_V(index, _stored_meshes.size(), Array());
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Array a;
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a.resize(VisualServer::ARRAY_MAX);
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const Terrain2DMesherStoredMesh &md = _stored_meshes[index];
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if (md.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<Vector2> array;
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array.resize(md.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 < md.vertices.size(); ++i) {
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#if !GODOT4
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w[i] = md.vertices[i].vertex;
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#else
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array.set(i, md.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_COLOR) != 0) {
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PoolVector<Color> array;
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array.resize(md.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 < md.vertices.size(); ++i) {
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#if !GODOT4
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w[i] = md.vertices[i].color;
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#else
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array.set(i, md.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(md.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 < md.vertices.size(); ++i) {
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#if !GODOT4
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w[i] = md.vertices[i].uv;
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#else
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array.set(i, md.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 (md.indices.size() > 0) {
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PoolVector<int> array;
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array.resize(md.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 < md.indices.size(); ++i) {
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#if !GODOT4
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w[i] = md.indices[i];
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#else
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array.set(i, md.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 Terrain2DMesher::build_stored_mesh_into(const int index, 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_stored_mesh(index);
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
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}
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void Terrain2DMesher::reset() {
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_vertices.resize(0);
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_indices.resize(0);
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@ -353,6 +487,8 @@ void Terrain2DMesher::reset() {
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_last_uv = Vector2();
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_last_bones.clear();
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_last_weights.clear();
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_stored_meshes.resize(0);
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}
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void Terrain2DMesher::add_chunk(Ref<Terrain2DChunk> chunk) {
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@ -853,4 +989,9 @@ void Terrain2DMesher::_bind_methods() {
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ClassDB::bind_method(D_METHOD("remove_doubles"), &Terrain2DMesher::remove_doubles);
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ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &Terrain2DMesher::remove_doubles_hashed);
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ClassDB::bind_method(D_METHOD("store_mesh"), &Terrain2DMesher::store_mesh);
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ClassDB::bind_method(D_METHOD("get_stored_mesh_count"), &Terrain2DMesher::get_stored_mesh_count);
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ClassDB::bind_method(D_METHOD("build_stored_mesh", "index"), &Terrain2DMesher::build_stored_mesh);
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ClassDB::bind_method(D_METHOD("build_stored_mesh_into", "index", "mesh"), &Terrain2DMesher::build_stored_mesh_into);
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}
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@ -149,6 +149,11 @@ public:
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void remove_doubles();
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void remove_doubles_hashed();
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void store_mesh();
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int get_stored_mesh_count() const;
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Array build_stored_mesh(const int index);
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void build_stored_mesh_into(const int index, RID mesh);
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PoolVector<Vector2> get_vertices() const;
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void set_vertices(const PoolVector<Vector2> &values);
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int get_vertex_count() const;
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@ -209,6 +214,13 @@ protected:
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float _ao_strength;
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float _base_light_value;
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Rect2 _uv_margin;
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struct Terrain2DMesherStoredMesh {
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PoolVector<Vertex> vertices;
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PoolVector<int> indices;
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};
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Vector<Terrain2DMesherStoredMesh> _stored_meshes;
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};
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#endif
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