voxelman/meshers/voxel_mesher.cpp

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#include "voxel_mesher.h"
VoxelMesher::VoxelMesher(Ref<VoxelmanLibrary> library) {
_library = library;
_voxel_scale = 1;
_lod_size = 1;
_surface_tool.instance();
}
VoxelMesher::VoxelMesher() {
_voxel_scale = 1;
_lod_size = 1;
_surface_tool.instance();
}
VoxelMesher::~VoxelMesher() {
_vertices.clear();
_normals.clear();
_colors.clear();
_uvs.clear();
_indices.clear();
_bones.clear();
_surface_tool.unref();
if (_library.is_valid()) {
_library.unref();
}
}
void VoxelMesher::build_mesh(RID mesh) {
ERR_FAIL_COND(mesh == RID());
VS::get_singleton()->mesh_clear(mesh);
_surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
_surface_tool->set_material(_library->get_material());
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if (_colors.size() != _vertices.size()) {
print_error("Colors.size() != vertices.size() -> " + String::num(_colors.size()) + " " + String::num(_vertices.size()));
_colors.clear();
}
int len = _vertices.size();
for (int i = 0; i < len; ++i) {
if (_normals.size() > 0) {
_surface_tool->add_normal(_normals.get(i));
}
if (_colors.size() > 0) {
_surface_tool->add_color(_colors.get(i));
}
if (_uvs.size() > 0) {
_surface_tool->add_uv(_uvs.get(i));
}
_surface_tool->add_vertex(_vertices.get(i));
}
for (int i = 0; i < _indices.size(); ++i) {
_surface_tool->add_index(_indices.get(i));
}
if (_normals.size() == 0) {
_surface_tool->generate_normals();
}
Array arr = _surface_tool->commit_to_arrays();
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
}
void VoxelMesher::reset() {
_vertices.clear();
_normals.clear();
_colors.clear();
_uvs.clear();
_indices.clear();
_bones.clear();
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_surface_tool->clear();
}
void VoxelMesher::add_buffer(Ref<VoxelBuffer> voxels) {
ERR_FAIL_COND(!has_method("_add_buffer"));
call("_add_buffer", voxels);
}
void VoxelMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale) {
Transform transform = Transform(Basis(rotation).scaled(scale), position);
add_mesh_data_resource_transform(mesh, transform);
}
void VoxelMesher::add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform) {
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ERR_FAIL_COND(mesh->get_array().size() == 0);
Array verts = mesh->get_array().get(Mesh::ARRAY_VERTEX);
for (int i = 0; i < verts.size(); ++i) {
Vector3 vert = verts[i];
vert = transform.xform(vert);
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add_vertex(vert);
}
if (mesh->get_array().size() <= Mesh::ARRAY_NORMAL)
return;
Array normals = mesh->get_array().get(Mesh::ARRAY_NORMAL);
for (int i = 0; i < normals.size(); ++i) {
Vector3 normal = normals[i];
normal = transform.basis.xform(normal);
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add_normal(normal);
}
/*
if (mesh->get_array().size() <= Mesh::ARRAY_TANGENT)
return;
Array tangents = mesh->get_array().get(Mesh::ARRAY_TANGENT);
for (int i = 0; i < verts.size(); ++i) {
Plane p(tangents[i * 4 + 0], tangents[i * 4 + 1], tangents[i * 4 + 2], tangents[i * 4 + 3]);
Vector3 tangent = p.normal;
Vector3 binormal = p.normal.cross(tangent).normalized() * p.d;
tangent = local_transform.basis.xform(tangent);
binormal = local_transform.basis.xform(binormal);
add_t(normal);
add_binorm
}*/
if (mesh->get_array().size() <= Mesh::ARRAY_COLOR)
return;
Array colors = mesh->get_array().get(Mesh::ARRAY_COLOR);
for (int i = 0; i < colors.size(); ++i) {
Color color = colors[i];
add_color(color);
}
if (mesh->get_array().size() <= Mesh::ARRAY_TEX_UV)
return;
Array tex_uv = mesh->get_array().get(Mesh::ARRAY_TEX_UV);
for (int i = 0; i < tex_uv.size(); ++i) {
Vector2 uv = tex_uv[i];
add_uv(uv);
}
/*
if (mesh->get_array().size() <= Mesh::ARRAY_TEX_UV2)
return;
Array tex_uv2 = mesh->get_array().get(Mesh::ARRAY_TEX_UV2);
for (int i = 0; i < tex_uv.size(); ++i) {
Vector2 uv = tex_uv2[i];
add_uv2(uv);
}*/
/*
if (mesh->get_array().size() <= Mesh::ARRAY_BONES)
return;
Array bones = mesh->get_array().get(Mesh::ARRAY_BONES);
for (int i = 0; i < bones.size(); ++i) {
int bone = bones[i];
add_bone(bone);
}*/
/*
if (mesh->get_array().size() <= Mesh::ARRAY_WEIGHTS)
return;
Array weights = mesh->get_array().get(Mesh::ARRAY_WEIGHTS);
for (int i = 0; i < weights.size(); ++i) {
float weight = weights[i];
add_weight(weight);
}*/
if (mesh->get_array().size() <= Mesh::ARRAY_INDEX)
return;
Array indices = mesh->get_array().get(Mesh::ARRAY_INDEX);
int ic = get_vertex_count() - verts.size();
for (int i = 0; i < indices.size(); ++i) {
int index = indices[i];
add_indices(ic + index);
}
}
void VoxelMesher::bake_colors(Ref<VoxelBuffer> voxels) {
if (has_method("_bake_colors"))
call("_bake_colors", voxels);
}
float VoxelMesher::get_voxel_scale() const {
return _voxel_scale;
}
void VoxelMesher::set_voxel_scale(const float voxel_scale) {
_voxel_scale = voxel_scale;
}
int VoxelMesher::get_lod_size() const {
return _lod_size;
}
void VoxelMesher::set_lod_size(const int lod_size) {
_lod_size = lod_size;
}
void VoxelMesher::build_collider(RID shape) const {
ERR_FAIL_COND(shape == RID());
if (_vertices.size() == 0)
return;
PoolVector<Vector3> 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));
face_points.push_back(_vertices.get((i * 4) + 2));
face_points.push_back(_vertices.get((i * 4) + 1));
face_points.push_back(_vertices.get(i * 4));
face_points.push_back(_vertices.get((i * 4) + 3));
face_points.push_back(_vertices.get((i * 4) + 2));
}
PhysicsServer::get_singleton()->shape_set_data(shape, face_points);
return;
}
face_points.resize(_indices.size());
for (int i = 0; i < face_points.size(); i++) {
face_points.set(i, _vertices.get(_indices.get(i)));
}
PhysicsServer::get_singleton()->shape_set_data(shape, face_points);
}
void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &lights) {
ERR_FAIL_COND(node == NULL);
Color darkColor(0, 0, 0, 1);
for (int v = 0; v < _vertices.size(); ++v) {
Vector3 vet = _vertices.get(v);
Vector3 vertex = node->to_global(vet);
//grab normal
Vector3 normal = _normals.get(v);
Vector3 v_lightDiffuse;
//calculate the lights value
for (int i = 0; i < lights.size(); ++i) {
Ref<VoxelLight> light = lights.get(i);
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Vector3 lightDir = light->get_world_position().to_vec3() - 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));
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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 = _colors.get(v);
//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;
_colors.set(v, f);
}
// for (int i = 0; i < _colors->size(); ++i) {
// print_error(_colors->get(i));
// }
}
Vector<Vector3> *VoxelMesher::get_vertices() {
return &_vertices;
}
int VoxelMesher::get_vertex_count() {
return _vertices.size();
}
void VoxelMesher::add_vertex(Vector3 vertex) {
_vertices.push_back(vertex);
}
Vector3 VoxelMesher::get_vertex(int idx) {
return _vertices.get(idx);
}
void VoxelMesher::remove_vertex(int idx) {
_vertices.remove(idx);
}
Vector<Vector3> *VoxelMesher::get_normals() {
return &_normals;
}
int VoxelMesher::get_normal_count() {
return _normals.size();
}
void VoxelMesher::add_normal(Vector3 normal) {
_normals.push_back(normal);
}
Vector3 VoxelMesher::get_normal(int idx) {
return _normals.get(idx);
}
void VoxelMesher::remove_normal(int idx) {
_normals.remove(idx);
}
Vector<Color> *VoxelMesher::get_colors() {
return &_colors;
}
int VoxelMesher::get_color_count() {
return _colors.size();
}
void VoxelMesher::add_color(Color color) {
_colors.push_back(color);
}
Color VoxelMesher::get_color(int idx) {
return _colors.get(idx);
}
void VoxelMesher::remove_color(int idx) {
_colors.remove(idx);
}
Vector<Vector2> *VoxelMesher::get_uvs() {
return &_uvs;
}
int VoxelMesher::get_uv_count() {
return _uvs.size();
}
void VoxelMesher::add_uv(Vector2 uv) {
_uvs.push_back(uv);
}
Vector2 VoxelMesher::get_uv(int idx) {
return _uvs.get(idx);
}
void VoxelMesher::remove_uv(int idx) {
_uvs.remove(idx);
}
Vector<int> *VoxelMesher::get_indices() {
return &_indices;
}
int VoxelMesher::get_indices_count() {
return _indices.size();
}
void VoxelMesher::add_indices(int index) {
_indices.push_back(index);
}
int VoxelMesher::get_indice(int idx) {
return _indices.get(idx);
}
void VoxelMesher::remove_indices(int idx) {
_indices.remove(idx);
}
void VoxelMesher::_bind_methods() {
BIND_VMETHOD(MethodInfo("_add_buffer", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer")));
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BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer")));
ClassDB::bind_method(D_METHOD("add_buffer", "buffer"), &VoxelMesher::add_buffer);
ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale"), &VoxelMesher::add_mesh_data_resource, DEFVAL(Vector3(1.0, 1.0, 1.0)), DEFVAL(Vector3()), DEFVAL(Vector3()));
ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform", "transform"), &VoxelMesher::add_mesh_data_resource_transform);
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ClassDB::bind_method(D_METHOD("bake_colors", "buffer"), &VoxelMesher::bake_colors);
ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelMesher::get_voxel_scale);
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &VoxelMesher::set_voxel_scale);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
ClassDB::bind_method(D_METHOD("get_lod_size"), &VoxelMesher::get_lod_size);
ClassDB::bind_method(D_METHOD("set_lod_size", "value"), &VoxelMesher::set_lod_size);
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_size"), "set_lod_size", "get_lod_size");
ClassDB::bind_method(D_METHOD("get_library"), &VoxelMesher::get_library);
ClassDB::bind_method(D_METHOD("set_library", "value"), &VoxelMesher::set_library);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library"), "set_library", "get_library");
ClassDB::bind_method(D_METHOD("get_vertex_count"), &VoxelMesher::get_vertex_count);
ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &VoxelMesher::get_vertex);
ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &VoxelMesher::remove_vertex);
ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &VoxelMesher::add_vertex);
ClassDB::bind_method(D_METHOD("get_normal_count"), &VoxelMesher::get_normal_count);
ClassDB::bind_method(D_METHOD("get_normal", "idx"), &VoxelMesher::get_normal);
ClassDB::bind_method(D_METHOD("remove_normal", "idx"), &VoxelMesher::remove_normal);
ClassDB::bind_method(D_METHOD("add_normal", "normal"), &VoxelMesher::add_normal);
ClassDB::bind_method(D_METHOD("get_color_count"), &VoxelMesher::get_color_count);
ClassDB::bind_method(D_METHOD("get_color", "idx"), &VoxelMesher::get_color);
ClassDB::bind_method(D_METHOD("remove_color", "idx"), &VoxelMesher::remove_color);
ClassDB::bind_method(D_METHOD("add_color", "color"), &VoxelMesher::add_color);
ClassDB::bind_method(D_METHOD("get_uv_count"), &VoxelMesher::get_uv_count);
ClassDB::bind_method(D_METHOD("get_uv", "idx"), &VoxelMesher::get_uv);
ClassDB::bind_method(D_METHOD("remove_uv", "idx"), &VoxelMesher::remove_uv);
ClassDB::bind_method(D_METHOD("add_uv", "vertex"), &VoxelMesher::add_uv);
ClassDB::bind_method(D_METHOD("get_indices_count"), &VoxelMesher::get_indices_count);
ClassDB::bind_method(D_METHOD("get_indice", "idx"), &VoxelMesher::get_indice);
ClassDB::bind_method(D_METHOD("remove_indices", "idx"), &VoxelMesher::remove_indices);
ClassDB::bind_method(D_METHOD("add_indices", "indice"), &VoxelMesher::add_indices);
ClassDB::bind_method(D_METHOD("reset"), &VoxelMesher::reset);
//ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &VoxelMesher::calculate_vertex_ambient_occlusion_path);
ClassDB::bind_method(D_METHOD("build_mesh", "mesh_rid"), &VoxelMesher::build_mesh);
}