terraman_2d/meshers/terrain_2d_mesher.cpp
2022-02-22 11:09:36 +01:00

1084 lines
30 KiB
C++

/*
Copyright (c) 2019-2022 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 "terrain_2d_mesher.h"
#include "../defines.h"
#include mesh_instance_h
#include "../world/default/terrain_2d_chunk_default.h"
#include "../world/terrain_2d_chunk.h"
bool TerrainMesher::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 TerrainMesher::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 TerrainMesher::get_channel_index_type() const {
return _channel_index_type;
}
void TerrainMesher::set_channel_index_type(const int value) {
_channel_index_type = value;
}
int TerrainMesher::get_channel_index_isolevel() const {
return _channel_index_isolevel;
}
void TerrainMesher::set_channel_index_isolevel(const int value) {
_channel_index_isolevel = value;
}
int TerrainMesher::get_mesher_index() const {
return _mesher_index;
}
void TerrainMesher::set_mesher_index(const int value) {
_mesher_index = value;
}
int TerrainMesher::get_format() const {
return _format;
}
void TerrainMesher::set_format(const int value) {
_format = value;
}
int TerrainMesher::get_texture_scale() const {
return _texture_scale;
}
void TerrainMesher::set_texture_scale(const int value) {
_texture_scale = value;
}
int TerrainMesher::get_lod_index() const {
return _lod_index;
}
void TerrainMesher::set_lod_index(const int value) {
_lod_index = value;
}
Ref<TerrainLibrary> TerrainMesher::get_library() {
return _library;
}
void TerrainMesher::set_library(const Ref<TerrainLibrary> &library) {
_library = library;
}
Ref<Material> TerrainMesher::get_material() {
return _material;
}
void TerrainMesher::set_material(const Ref<Material> &material) {
_material = material;
}
float TerrainMesher::get_ao_strength() const {
return _ao_strength;
}
void TerrainMesher::set_ao_strength(float value) {
_ao_strength = value;
}
float TerrainMesher::get_base_light_value() const {
return _base_light_value;
}
void TerrainMesher::set_base_light_value(float value) {
_base_light_value = value;
}
float TerrainMesher::get_voxel_scale() const {
return _voxel_scale;
}
void TerrainMesher::set_voxel_scale(const float voxel_scale) {
_voxel_scale = voxel_scale;
}
Rect2 TerrainMesher::get_uv_margin() const {
return _uv_margin;
}
void TerrainMesher::set_uv_margin(const Rect2 margin) {
_uv_margin = margin;
}
Array TerrainMesher::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());
#if !GODOT4
PoolVector<Vector3>::Write w = array.write();
#endif
for (int i = 0; i < _vertices.size(); ++i) {
#if !GODOT4
w[i] = _vertices[i].vertex;
#else
array.set(i, _vertices[i].vertex);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_VERTEX] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) == 0) {
generate_normals();
}
{
PoolVector<Vector3> array;
array.resize(_vertices.size());
#if !GODOT4
PoolVector<Vector3>::Write w = array.write();
#endif
for (int i = 0; i < _vertices.size(); ++i) {
#if !GODOT4
w[i] = _vertices[i].normal;
#else
array.set(i, _vertices[i].normal);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_NORMAL] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_COLOR) != 0) {
PoolVector<Color> array;
array.resize(_vertices.size());
#if !GODOT4
PoolVector<Color>::Write w = array.write();
#endif
for (int i = 0; i < _vertices.size(); ++i) {
#if !GODOT4
w[i] = _vertices[i].color;
#else
array.set(i, _vertices[i].color);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_COLOR] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV) != 0) {
PoolVector<Vector2> array;
array.resize(_vertices.size());
#if !GODOT4
PoolVector<Vector2>::Write w = array.write();
#endif
for (int i = 0; i < _vertices.size(); ++i) {
#if !GODOT4
w[i] = _vertices[i].uv;
#else
array.set(i, _vertices[i].uv);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_TEX_UV] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV2) != 0) {
PoolVector<Vector2> array;
array.resize(_vertices.size());
#if !GODOT4
PoolVector<Vector2>::Write w = array.write();
#endif
for (int i = 0; i < _vertices.size(); ++i) {
#if !GODOT4
w[i] = _vertices[i].uv2;
#else
array.set(i, _vertices[i].uv2);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_TEX_UV2] = array;
}
if (_indices.size() > 0) {
PoolVector<int> array;
array.resize(_indices.size());
#if !GODOT4
PoolVector<int>::Write w = array.write();
#endif
for (int i = 0; i < _indices.size(); ++i) {
#if !GODOT4
w[i] = _indices[i];
#else
array.set(i, _indices[i]);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_INDEX] = array;
}
return a;
}
void TerrainMesher::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_lod_get(0)->get_rid());
}
void TerrainMesher::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 TerrainMesher::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.VREMOVE(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 TerrainMesher::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.VREMOVE(index);
_vertices.VREMOVE(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 TerrainMesher::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 TerrainMesher::add_chunk(Ref<TerrainChunk> chunk) {
ERR_FAIL_COND(!has_method("_add_chunk"));
ERR_FAIL_COND(!chunk.is_valid());
CALL(_add_chunk, chunk);
}
#ifdef MESH_DATA_RESOURCE_PRESENT
void TerrainMesher::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 TerrainMesher::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 TerrainMesher::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 TerrainMesher::add_mesher(const Ref<TerrainMesher> &mesher) {
CALL(_add_mesher, mesher);
}
void TerrainMesher::_add_mesher(const Ref<TerrainMesher> &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 TerrainMesher::bake_colors(Ref<TerrainChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
if (has_method("_bake_colors")) {
CALL(_bake_colors, chunk);
}
}
void TerrainMesher::bake_liquid_colors(Ref<TerrainChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
if (has_method("_bake_liquid_colors")) {
CALL(_bake_liquid_colors, chunk);
}
}
PoolVector<Vector3> TerrainMesher::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 TerrainMesher::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));
// }
}
PoolVector<Vector3> TerrainMesher::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 TerrainMesher::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 TerrainMesher::get_vertex_count() const {
return _vertices.size();
}
void TerrainMesher::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 TerrainMesher::get_vertex(const int idx) const {
return _vertices.get(idx).vertex;
}
void TerrainMesher::remove_vertex(const int idx) {
_vertices.VREMOVE(idx);
}
PoolVector<Vector3> TerrainMesher::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 TerrainMesher::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 TerrainMesher::add_normal(const Vector3 &normal) {
_last_normal = normal;
}
Vector3 TerrainMesher::get_normal(int idx) const {
return _vertices.get(idx).normal;
}
PoolVector<Color> TerrainMesher::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 TerrainMesher::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 TerrainMesher::add_color(const Color &color) {
_last_color = color;
}
Color TerrainMesher::get_color(const int idx) const {
return _vertices.get(idx).color;
}
PoolVector<Vector2> TerrainMesher::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 TerrainMesher::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 TerrainMesher::add_uv(const Vector2 &uv) {
_last_uv = uv;
}
Vector2 TerrainMesher::get_uv(const int idx) const {
return _vertices.get(idx).uv;
}
PoolVector<Vector2> TerrainMesher::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 TerrainMesher::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 TerrainMesher::add_uv2(const Vector2 &uv) {
_last_uv2 = uv;
}
Vector2 TerrainMesher::get_uv2(const int idx) const {
return _vertices.get(idx).uv2;
}
PoolVector<int> TerrainMesher::get_indices() const {
return _indices;
}
void TerrainMesher::set_indices(const PoolVector<int> &values) {
_indices = values;
}
int TerrainMesher::get_indices_count() const {
return _indices.size();
}
void TerrainMesher::add_indices(const int index) {
_indices.push_back(index);
}
int TerrainMesher::get_index(const int idx) const {
return _indices.get(idx);
}
void TerrainMesher::remove_index(const int idx) {
_indices.VREMOVE(idx);
}
TerrainMesher::TerrainMesher(const Ref<TerrainLibrary> &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;
}
TerrainMesher::TerrainMesher() {
_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;
}
TerrainMesher::~TerrainMesher() {
if (_library.is_valid()) {
_library.unref();
}
}
void TerrainMesher::_bind_methods() {
#if VERSION_MAJOR < 4
BIND_VMETHOD(MethodInfo("_add_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
BIND_VMETHOD(MethodInfo("_bake_liquid_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
#else
GDVIRTUAL_BIND(_add_chunk, "chunk");
GDVIRTUAL_BIND(_bake_colors, "chunk");
GDVIRTUAL_BIND(_bake_liquid_colors, "chunk");
#endif
ClassDB::bind_method(D_METHOD("get_channel_index_type"), &TerrainMesher::get_channel_index_type);
ClassDB::bind_method(D_METHOD("set_channel_index_type", "value"), &TerrainMesher::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"), &TerrainMesher::get_channel_index_isolevel);
ClassDB::bind_method(D_METHOD("set_channel_index_isolevel", "value"), &TerrainMesher::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"), &TerrainMesher::get_mesher_index);
ClassDB::bind_method(D_METHOD("set_mesher_index", "value"), &TerrainMesher::set_mesher_index);
ADD_PROPERTY(PropertyInfo(Variant::INT, "mesher_index"), "set_mesher_index", "get_mesher_index");
ClassDB::bind_method(D_METHOD("get_format"), &TerrainMesher::get_format);
ClassDB::bind_method(D_METHOD("set_format", "value"), &TerrainMesher::set_format);
ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format");
ClassDB::bind_method(D_METHOD("get_texture_scale"), &TerrainMesher::get_texture_scale);
ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &TerrainMesher::set_texture_scale);
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale");
ClassDB::bind_method(D_METHOD("get_lod_index"), &TerrainMesher::get_lod_index);
ClassDB::bind_method(D_METHOD("set_lod_index", "value"), &TerrainMesher::set_lod_index);
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_index"), "set_lod_index", "get_lod_index");
ClassDB::bind_method(D_METHOD("get_library"), &TerrainMesher::get_library);
ClassDB::bind_method(D_METHOD("set_library", "value"), &TerrainMesher::set_library);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "TerrainLibrary"), "set_library", "get_library");
ClassDB::bind_method(D_METHOD("get_material"), &TerrainMesher::get_material);
ClassDB::bind_method(D_METHOD("set_material", "value"), &TerrainMesher::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"), &TerrainMesher::get_voxel_scale);
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &TerrainMesher::set_voxel_scale);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
ClassDB::bind_method(D_METHOD("get_ao_strength"), &TerrainMesher::get_ao_strength);
ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &TerrainMesher::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"), &TerrainMesher::get_base_light_value);
ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &TerrainMesher::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"), &TerrainMesher::get_uv_margin);
ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &TerrainMesher::set_uv_margin);
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin");
ClassDB::bind_method(D_METHOD("add_chunk", "chunk"), &TerrainMesher::add_chunk);
#ifdef MESH_DATA_RESOURCE_PRESENT
ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &TerrainMesher::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"), &TerrainMesher::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"), &TerrainMesher::add_mesh_data_resource_transform_colored, DEFVAL(Rect2(0, 0, 1, 1)));
#endif
#if VERSION_MAJOR < 4
BIND_VMETHOD(MethodInfo("_add_mesher", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "TerrainMesher")));
#else
GDVIRTUAL_BIND(_add_mesher, "mesher");
#endif
ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &TerrainMesher::add_mesher);
ClassDB::bind_method(D_METHOD("_add_mesher", "mesher"), &TerrainMesher::_add_mesher);
ClassDB::bind_method(D_METHOD("bake_colors", "chunk"), &TerrainMesher::bake_colors);
ClassDB::bind_method(D_METHOD("bake_liquid_colors", "chunk"), &TerrainMesher::bake_liquid_colors);
ClassDB::bind_method(D_METHOD("get_vertices"), &TerrainMesher::get_vertices);
ClassDB::bind_method(D_METHOD("set_vertices", "values"), &TerrainMesher::set_vertices);
ClassDB::bind_method(D_METHOD("get_vertex_count"), &TerrainMesher::get_vertex_count);
ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &TerrainMesher::get_vertex);
ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &TerrainMesher::remove_vertex);
ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &TerrainMesher::add_vertex);
ClassDB::bind_method(D_METHOD("get_normals"), &TerrainMesher::get_normals);
ClassDB::bind_method(D_METHOD("set_normals", "values"), &TerrainMesher::set_normals);
ClassDB::bind_method(D_METHOD("get_normal", "idx"), &TerrainMesher::get_normal);
ClassDB::bind_method(D_METHOD("add_normal", "normal"), &TerrainMesher::add_normal);
ClassDB::bind_method(D_METHOD("get_colors"), &TerrainMesher::get_colors);
ClassDB::bind_method(D_METHOD("set_colors", "values"), &TerrainMesher::set_colors);
ClassDB::bind_method(D_METHOD("get_color", "idx"), &TerrainMesher::get_color);
ClassDB::bind_method(D_METHOD("add_color", "color"), &TerrainMesher::add_color);
ClassDB::bind_method(D_METHOD("get_uvs"), &TerrainMesher::get_uvs);
ClassDB::bind_method(D_METHOD("set_uvs", "values"), &TerrainMesher::set_uvs);
ClassDB::bind_method(D_METHOD("get_uv", "idx"), &TerrainMesher::get_uv);
ClassDB::bind_method(D_METHOD("add_uv", "uv"), &TerrainMesher::add_uv);
ClassDB::bind_method(D_METHOD("get_uv2s"), &TerrainMesher::get_uv2s);
ClassDB::bind_method(D_METHOD("set_uv2s", "values"), &TerrainMesher::set_uv2s);
ClassDB::bind_method(D_METHOD("get_uv2", "idx"), &TerrainMesher::get_uv2);
ClassDB::bind_method(D_METHOD("add_uv2", "uv"), &TerrainMesher::add_uv2);
ClassDB::bind_method(D_METHOD("get_indices"), &TerrainMesher::get_indices);
ClassDB::bind_method(D_METHOD("set_indices", "values"), &TerrainMesher::set_indices);
ClassDB::bind_method(D_METHOD("get_indices_count"), &TerrainMesher::get_indices_count);
ClassDB::bind_method(D_METHOD("get_index", "idx"), &TerrainMesher::get_index);
ClassDB::bind_method(D_METHOD("remove_index", "idx"), &TerrainMesher::remove_index);
ClassDB::bind_method(D_METHOD("add_indices", "indice"), &TerrainMesher::add_indices);
ClassDB::bind_method(D_METHOD("reset"), &TerrainMesher::reset);
//ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &TerrainMesher::calculate_vertex_ambient_occlusion_path);
ClassDB::bind_method(D_METHOD("build_mesh"), &TerrainMesher::build_mesh);
ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &TerrainMesher::build_mesh_into);
ClassDB::bind_method(D_METHOD("build_collider"), &TerrainMesher::build_collider);
ClassDB::bind_method(D_METHOD("generate_normals", "flip"), &TerrainMesher::generate_normals, DEFVAL(false));
ClassDB::bind_method(D_METHOD("remove_doubles"), &TerrainMesher::remove_doubles);
ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &TerrainMesher::remove_doubles_hashed);
}