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https://github.com/Relintai/voxelman.git
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Compile fix.
This commit is contained in:
parent
531599dd1d
commit
7e8cbc1fb5
@ -1,10 +1,21 @@
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#include "mesh_simplifier.h"
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#include "../voxel_mesher.h"
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//Mesh Simplification
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//Mesh Simplification
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//Ported from https://github.com/Whinarn/UnityMeshSimplifier
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//Original license: MIT License Copyright (c) 2017 Mattias Edlund
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void MeshSimplifier::initialize_mesh_simplify() {
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void MeshSimplifier::initialize(Ref<VoxelMesher> mesher) {
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_mesher = mesher;
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_vertices = mesher->get_vertices();
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_normals = mesher->get_normals();
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_colors = mesher->get_colors();
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_uvs = mesher->get_uvs();
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_uv2s = mesher->get_uv2s();
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_indices = mesher->get_indices();
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if ((_indices.size() % 3) != 0)
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ERR_FAIL_MSG("The index array length must be a multiple of 3 in order to represent triangles.");
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@ -18,6 +29,10 @@ void MeshSimplifier::initialize_mesh_simplify() {
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int v2 = _indices[offset + 2];
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_mu_triangles[i] = MUTriangle(v0, v1, v2, 0);
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}
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for (int i = 0; i < _vertices.size(); ++i) {
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_mu_vertices.append(MUVertex(_vertices[i]));
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}
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}
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//private ResizableArray<Triangle> triangles = null;
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@ -359,9 +374,6 @@ void MeshSimplifier::CompactMesh() {
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_mu_vertices[i].tcount = 0;
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}
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//int lastSubMeshIndex = -1;
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//subMeshOffsets = new int[subMeshCount];
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for (int i = 0; i < _mu_triangles.size(); i++) {
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MUTriangle triangle = _mu_triangles[i];
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@ -370,9 +382,7 @@ void MeshSimplifier::CompactMesh() {
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int iDest = triangle.va0;
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int iSrc = triangle.v0;
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_mu_vertices[iDest].p = _mu_vertices[iSrc].p;
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if (vertBoneWeights != null) {
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vertBoneWeights[iDest] = vertBoneWeights[iSrc];
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}
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triangle.v0 = triangle.va0;
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}
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@ -380,9 +390,7 @@ void MeshSimplifier::CompactMesh() {
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int iDest = triangle.va1;
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int iSrc = triangle.v1;
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_mu_vertices[iDest].p = _mu_vertices[iSrc].p;
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if (vertBoneWeights != null) {
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vertBoneWeights[iDest] = vertBoneWeights[iSrc];
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}
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triangle.v1 = triangle.va1;
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}
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@ -390,80 +398,40 @@ void MeshSimplifier::CompactMesh() {
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int iDest = triangle.va2;
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int iSrc = triangle.v2;
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_mu_vertices[iDest].p = _mu_vertices[iSrc].p;
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if (vertBoneWeights != null) {
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vertBoneWeights[iDest] = vertBoneWeights[iSrc];
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}
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triangle.v2 = triangle.va2;
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}
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int newTriangleIndex = dst++;
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int newTriangleIndex = ++dst;
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_mu_triangles[newTriangleIndex] = triangle;
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_mu_vertices[triangle.v0].tcount = 1;
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_mu_vertices[triangle.v1].tcount = 1;
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_mu_vertices[triangle.v2].tcount = 1;
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//if (triangle.subMeshIndex > lastSubMeshIndex) {
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// for (int j = lastSubMeshIndex + 1; j < triangle.subMeshIndex; j++) {
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// subMeshOffsets[j] = newTriangleIndex;
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// }
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// subMeshOffsets[triangle.subMeshIndex] = newTriangleIndex;
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// lastSubMeshIndex = triangle.subMeshIndex;
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//}
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}
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}
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//triangleCount = dst;
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//for (int i = lastSubMeshIndex + 1; i < subMeshCount; i++) {
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// subMeshOffsets[i] = triangleCount;
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//}
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_mu_triangles.resize(dst);
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dst = 0;
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for (int i = 0; i < vertexCount; i++) {
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var vert = vertices[i];
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for (int i = 0; i < _mu_vertices.size(); i++) {
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MUVertex vert = _mu_vertices[i];
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if (vert.tcount > 0) {
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vert.tstart = dst;
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vertices[i] = vert;
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_mu_vertices[i] = vert;
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if (dst != i) {
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vertices[dst].p = vert.p;
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if (vertNormals != null) vertNormals[dst] = vertNormals[i];
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if (vertTangents != null) vertTangents[dst] = vertTangents[i];
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if (vertUV2D != null) {
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for (int j = 0; j < UVChannelCount; j++) {
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var vertUV = vertUV2D[j];
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if (vertUV != null) {
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vertUV[dst] = vertUV[i];
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}
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}
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}
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if (vertUV3D != null) {
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for (int j = 0; j < UVChannelCount; j++) {
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var vertUV = vertUV3D[j];
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if (vertUV != null) {
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vertUV[dst] = vertUV[i];
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}
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}
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}
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if (vertUV4D != null) {
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for (int j = 0; j < UVChannelCount; j++) {
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var vertUV = vertUV4D[j];
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if (vertUV != null) {
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vertUV[dst] = vertUV[i];
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}
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}
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}
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if (vertColors != null) vertColors[dst] = vertColors[i];
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if (vertBoneWeights != null) vertBoneWeights[dst] = vertBoneWeights[i];
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_mu_vertices[dst].p = vert.p;
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if (blendShapes != null) {
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for (int shapeIndex = 0; shapeIndex < this.blendShapes.Length; shapeIndex++) {
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blendShapes[shapeIndex].MoveVertexElement(dst, i);
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}
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}
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if (_normals.size() > 0) _normals[dst] = _normals[i];
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if (_colors.size() > 0) _colors.set(dst, _colors[i]);
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if (_uvs.size() > 0) _uvs.set(dst, _uvs[i]);
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if (_uv2s.size() > 0) _uv2s.set(dst, _uv2s[i]);
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if (_indices.size() > 0) _indices.set(dst, _indices[i]);
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}
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++dst;
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}
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}
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@ -477,20 +445,12 @@ void MeshSimplifier::CompactMesh() {
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}
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//vertexCount = dst;
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this.vertices.Resize(dst);
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if (vertNormals != null) this.vertNormals.Resize(vertexCount, true);
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if (vertTangents != null) this.vertTangents.Resize(vertexCount, true);
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if (vertUV2D != null) this.vertUV2D.Resize(vertexCount, true);
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if (vertUV3D != null) this.vertUV3D.Resize(vertexCount, true);
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if (vertUV4D != null) this.vertUV4D.Resize(vertexCount, true);
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if (vertColors != null) this.vertColors.Resize(vertexCount, true);
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if (vertBoneWeights != null) this.vertBoneWeights.Resize(vertexCount, true);
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if (blendShapes != null) {
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for (int i = 0; i < this.blendShapes.Length; i++) {
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blendShapes[i].Resize(vertexCount, false);
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}
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}
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_vertices.resize(dst);
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if (_normals.size() > 0) _normals.resize(dst);
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if (_colors.size() > 0) _colors.resize(dst);
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if (_uvs.size() > 0) _uvs.resize(dst);
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if (_uv2s.size() > 0) _uv2s.resize(dst);
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if (_indices.size() > 0) _indices.resize(dst);
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}
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bool MeshSimplifier::AreUVsTheSame(int channel, int indexA, int indexB) {
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@ -581,8 +541,10 @@ int MeshSimplifier::RemoveVertexPass(int startTrisCount, int targetTrisCount, do
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if (tcount <= _mu_vertices[i0].tcount) {
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// save ram
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if (tcount > 0) {
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var refsArr = refs.Data;
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Array.Copy(refsArr, tstart, refsArr, _mu_vertices[i0].tstart, tcount);
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int dests = _mu_vertices[i0].tstart;
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for (int v = 0; v < tcount; ++v) {
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_mu_refs[v + tstart] = _mu_refs[v + dests];
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}
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}
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} else {
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// append
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@ -736,32 +698,28 @@ Vector3 MeshSimplifier::CalculateBarycentricCoords(Vector3 const &point, Vector3
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}
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void MeshSimplifier::InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord) {
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if (vertNormals != null) {
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vertNormals[dst] = Vector3.Normalize((vertNormals[i0] * barycentricCoord.x) + (vertNormals[i1] * barycentricCoord.y) + (vertNormals[i2] * barycentricCoord.z));
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if (_normals.size() > 0) {
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_normals[dst] = (_normals[i0] * barycentricCoord.x) + (_normals[i1] * barycentricCoord.y) + (_normals[i2] * barycentricCoord.z).normalized();
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}
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if (vertTangents != null) {
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vertTangents[dst] = NormalizeTangent((vertTangents[i0] * barycentricCoord.x) + (vertTangents[i1] * barycentricCoord.y) + (vertTangents[i2] * barycentricCoord.z));
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if (_uvs.size() > 0) {
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_uvs[dst] = (_uvs[i0] * barycentricCoord.x) + (_uvs[i1] * barycentricCoord.y) + (_uvs[i2] * barycentricCoord.z);
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}
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if (vertUV2D != null) {
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for (int i = 0; i < UVChannelCount; i++) {
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var vertUV = vertUV2D[i];
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if (vertUV != null) {
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vertUV[dst] = (vertUV[i0] * barycentricCoord.x) + (vertUV[i1] * barycentricCoord.y) + (vertUV[i2] * barycentricCoord.z);
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if (_uv2s.size() > 0) {
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_uv2s[dst] = (_uv2s[i0] * barycentricCoord.x) + (_uv2s[i1] * barycentricCoord.y) + (_uv2s[i2] * barycentricCoord.z);
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}
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if (_colors.size() > 0) {
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_colors[dst] = (_colors[i0] * barycentricCoord.x) + (_colors[i1] * barycentricCoord.y) + (_colors[i2] * barycentricCoord.z);
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}
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}
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if (vertColors != null) {
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vertColors[dst] = (vertColors[i0] * barycentricCoord.x) + (vertColors[i1] * barycentricCoord.y) + (vertColors[i2] * barycentricCoord.z);
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}
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if (blendShapes != null) {
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for (int i = 0; i < blendShapes.Length; i++) {
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blendShapes[i].InterpolateVertexAttributes(dst, i0, i1, i2, barycentricCoord);
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}
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}
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// TODO: How do we interpolate the bone weights? Do we have to?
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MeshSimplifier::MeshSimplifier() {
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maxIterationCount = 100;
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agressiveness = 7.0;
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enableSmartLink = true;
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preserveBorderEdges = false;
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preserveUVSeamEdges = false;
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preserveUVFoldoverEdges = false;
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}
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@ -4,10 +4,14 @@
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#include "mesh_utils.h"
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#include "core/pool_vector.h"
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#include "core/resource.h"
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class VoxelMesher;
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class MeshSimplifier {
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void initialize_mesh_simplify();
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public:
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void initialize(Ref<VoxelMesher> mesher);
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void SimplifyMesh(float quality);
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void SimplifyMeshLossless();
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void UpdateMesh(int iteration);
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@ -26,10 +30,22 @@ class MeshSimplifier {
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return (val1 < val2 ? (val1 < val3 ? val1 : val3) : (val2 < val3 ? val2 : val3));
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}
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MeshSimplifier();
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private:
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PoolVector<Vector3> _vertices;
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PoolVector<Vector3> _normals;
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PoolVector<Color> _colors;
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PoolVector<Vector2> _uvs;
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PoolVector<Vector2> _uv2s;
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PoolVector<int> _indices;
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PoolVector<MUTriangle> _mu_triangles;
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PoolVector<MUVertex> _mu_vertices;
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PoolVector<MURef> _mu_refs;
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Ref<VoxelMesher> _mesher;
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double vertexLinkDistanceSqr = std::numeric_limits<double>::epsilon();
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int maxIterationCount;
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double agressiveness;
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@ -353,6 +353,15 @@ struct MUVertex {
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bool uvSeamEdge;
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bool uvFoldoverEdge;
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MUVertex(float x, float y, float z) {
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p = Vector3(x, y, z);
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tstart = 0;
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tcount = 0;
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borderEdge = true;
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uvSeamEdge = false;
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uvFoldoverEdge = false;
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}
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MUVertex(Vector3 point) {
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p = point;
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tstart = 0;
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@ -537,7 +537,7 @@ PoolVector<Vector3> VoxelMesher::get_vertices() {
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return _vertices;
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}
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void VoxelMesher::set_vertices(PoolVector<Vector3> values) {
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void VoxelMesher::set_vertices(const PoolVector<Vector3> &values) {
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_vertices = values;
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}
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@ -561,7 +561,7 @@ PoolVector<Vector3> VoxelMesher::get_normals() {
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return _normals;
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}
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void VoxelMesher::set_normals(PoolVector<Vector3> values) {
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void VoxelMesher::set_normals(const PoolVector<Vector3> &values) {
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_normals = values;
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}
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@ -585,7 +585,7 @@ PoolVector<Color> VoxelMesher::get_colors() {
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return _colors;
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}
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void VoxelMesher::set_colors(PoolVector<Color> values) {
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void VoxelMesher::set_colors(const PoolVector<Color> &values) {
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_colors = values;
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}
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@ -609,7 +609,7 @@ PoolVector<Vector2> VoxelMesher::get_uvs() {
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return _uvs;
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}
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void VoxelMesher::set_uvs(PoolVector<Vector2> values) {
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void VoxelMesher::set_uvs(const PoolVector<Vector2> &values) {
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_uvs = values;
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}
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@ -633,7 +633,7 @@ PoolVector<Vector2> VoxelMesher::get_uv2s() {
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return _uv2s;
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}
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void VoxelMesher::set_uv2s(PoolVector<Vector2> values) {
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void VoxelMesher::set_uv2s(const PoolVector<Vector2> &values) {
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_uv2s = values;
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}
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@ -657,7 +657,7 @@ PoolVector<int> VoxelMesher::get_indices() {
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return _indices;
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}
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void VoxelMesher::set_indices(PoolVector<int> values) {
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void VoxelMesher::set_indices(const PoolVector<int> values) {
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_indices = values;
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}
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@ -695,13 +695,6 @@ VoxelMesher::VoxelMesher() {
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_uv_margin = Rect2(0, 0, 1, 1);
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_surface_tool.instance();
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maxIterationCount = 100;
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agressiveness = 7.0;
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enableSmartLink = true;
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preserveBorderEdges = false;
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preserveUVSeamEdges = false;
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preserveUVFoldoverEdges = false;
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}
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VoxelMesher::~VoxelMesher() {
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@ -17,8 +17,6 @@
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#include "scene/resources/mesh.h"
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#include "scene/resources/surface_tool.h"
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#include "mesh_utils.h"
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#include "../../mesh_data_resource/mesh_data_resource.h"
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#include "../library/voxelman_library.h"
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@ -79,42 +77,42 @@ public:
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void build_mesh(RID mesh);
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PoolVector<Vector3> get_vertices();
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void set_vertices(PoolVector<Vector3> values);
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void set_vertices(const PoolVector<Vector3> &values);
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int get_vertex_count();
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Vector3 get_vertex(int idx);
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void remove_vertex(int idx);
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void add_vertex(Vector3 vertex);
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PoolVector<Vector3> get_normals();
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void set_normals(PoolVector<Vector3> values);
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void set_normals(const PoolVector<Vector3> &values);
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int get_normal_count();
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Vector3 get_normal(int idx);
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void remove_normal(int idx);
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void add_normal(Vector3 normal);
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PoolVector<Color> get_colors();
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void set_colors(PoolVector<Color> values);
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void set_colors(const PoolVector<Color> &values);
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int get_color_count();
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Color get_color(int idx);
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void remove_color(int idx);
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void add_color(Color color);
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PoolVector<Vector2> get_uvs();
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void set_uvs(PoolVector<Vector2> values);
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void set_uvs(const PoolVector<Vector2> &values);
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int get_uv_count();
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Vector2 get_uv(int idx);
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void remove_uv(int idx);
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void add_uv(Vector2 vector);
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PoolVector<Vector2> get_uv2s();
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void set_uv2s(PoolVector<Vector2> values);
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void set_uv2s(const PoolVector<Vector2> &values);
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int get_uv2_count();
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Vector2 get_uv2(int idx);
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void remove_uv2(int idx);
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void add_uv2(Vector2 vector);
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PoolVector<int> get_indices();
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void set_indices(PoolVector<int> values);
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void set_indices(const PoolVector<int> values);
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int get_indices_count();
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int get_indice(int idx);
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void remove_indices(int idx);
|
||||
|
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Reference in New Issue
Block a user