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More cleanup, and fixed a misunderstanding.
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@ -75,36 +75,18 @@ int VoxelMesherTransvoxel::get_regular_vertex_data(int index1, int index2) const
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int VoxelMesherTransvoxel::get_regular_vertex_data_first_vertex(int index1, int index2) const {
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int vert1 = regularVertexData[index1][index2] & 0x000F;
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int vert2 = (regularVertexData[index1][index2] & 0x00F0) >> 4;
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//The paper says, that the smaller vertex index should be considered first
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if (vert2 < vert1) {
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return vert2;
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}
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return vert1;
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}
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int VoxelMesherTransvoxel::get_regular_vertex_data_second_vertex(int index1, int index2) const {
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int vert1 = regularVertexData[index1][index2] & 0x000F;
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int vert2 = (regularVertexData[index1][index2] & 0x00F0) >> 4;
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//The paper says, that the smaller vertex index should be considered first
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if (vert2 > vert1) {
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return vert2;
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}
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return vert1;
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return vert2;
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}
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Vector3 VoxelMesherTransvoxel::get_regular_vertex_start_position(int index1, int index2) const {
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int vert1 = regularVertexData[index1][index2] & 0x000F;
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int vert2 = (regularVertexData[index1][index2] & 0x00F0) >> 4;
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//The paper says, that the smaller vertex index should be considered first
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if (vert2 < vert1) {
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return transvoxel_vertices[vert2];
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}
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return transvoxel_vertices[vert1];
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}
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@ -113,13 +95,6 @@ Vector3 VoxelMesherTransvoxel::get_regular_vertex_direction(int index1, int inde
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int vert1 = regularVertexData[index1][index2] & 0x000F;
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int vert2 = (regularVertexData[index1][index2] & 0x00F0) >> 4;
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//The paper says, that the smaller vertex index should be considered first
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if (vert2 < vert1) {
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int t = vert2;
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vert2 = vert1;
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vert1 = t;
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}
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return transvoxel_vertices[vert2] - transvoxel_vertices[vert1];
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}
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@ -157,12 +132,6 @@ int VoxelMesherTransvoxel::get_transition_vertex_data_second_vertex(int index1,
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Vector3 VoxelMesherTransvoxel::get_transition_vertex_start_position(int index1, int index2) const {
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int vert1 = regularVertexData[index1][index2] & 0x000F;
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int vert2 = (regularVertexData[index1][index2] & 0x00F0) >> 4;
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//The paper says, that the smaller vertex index should be considered first
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if (vert2 < vert1) {
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return transvoxel_vertices[vert2];
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}
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return transvoxel_vertices[vert1];
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}
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@ -171,13 +140,6 @@ Vector3 VoxelMesherTransvoxel::get_transition_vertex_direction(int index1, int i
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int vert1 = regularVertexData[index1][index2] & 0x000F;
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int vert2 = (regularVertexData[index1][index2] & 0x00F0) >> 4;
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//The paper says, that the smaller vertex index should be considered first
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if (vert2 < vert1) {
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int t = vert2;
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vert2 = vert1;
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vert1 = t;
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}
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return transvoxel_vertices[vert2] - transvoxel_vertices[vert1];
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}
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@ -202,7 +202,6 @@ void VoxelChunk::draw_cross_voxels(Vector3 pos, float fill) {
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}
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void VoxelChunk::draw_debug_voxels(int max, Color color) {
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/*
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if (_debug_drawer == NULL) {
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Node *n = get_node(_debug_drawer_path);
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@ -213,47 +212,36 @@ void VoxelChunk::draw_debug_voxels(int max, Color color) {
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ERR_FAIL_COND(_debug_drawer == NULL);
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//if (_debug_drawer->emt)
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_debug_drawer->clear();
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_debug_drawer->begin(Mesh::PRIMITIVE_LINES);
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_debug_drawer->set_color(color);
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HashMap<int, Ref<Voxel> > *map = _voxels->get_map();
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ERR_FAIL_COND(map == NULL);
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const int *k = NULL;
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//Vector3 pos = get_transform().get_origin();
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int a = 0;
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while ((k = map->next(k))) {
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Ref<Voxel> v = map->get(*k);
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ERR_FAIL_COND(!v.is_valid());
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Vector3i size = _buffer->get_size();
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Vector3i lp = v->get_local_position();
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//print_error(Vector3(lp.x, lp.y, lp.z));
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draw_cross_voxels(Vector3(lp.x + 0.5, lp.y + 0.5, lp.z + 0.5), v->get_fill() / 255.0);
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for (int y = 0; y < size.y; ++y) {
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for (int z = 0; z < size.z; ++z) {
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for (int x = 0; x < size.x; ++x) {
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a++;
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int type = _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_TYPE);
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if (a > max) {
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break;
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if (type == 0) {
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continue;
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}
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draw_cross_voxels(Vector3(x + 0.5, y + 0.5, z + 0.5), _buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL) / 255.0);
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++a;
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if (a > max) {
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break;
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}
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}
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}
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}
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//for (int x = 0; x < 30; x++) {
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// for (int y = 0; y < 30; y++) {
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// for (int z = 0; z < 30; z++) {
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//draw_cross_voxels(Vector3(x, y, z));
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//
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// }
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// }
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//}
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//_debug_drawer->add_sphere(4, 4, 0.5, true);
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_debug_drawer->end();*/
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_debug_drawer->end();
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}
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void VoxelChunk::draw_debug_voxel_lights(int max, bool localPosition) {
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