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Surface support for the cubic mesher.
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5358c99646
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fc153bae06
@ -728,6 +728,28 @@ Vector3 VoxelCubePoints::get_bottom_right_point(int face) {
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return _points[P000];
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return _points[P000];
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}
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}
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uint8_t VoxelCubePoints::get_face_type(int face) {
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if (face == VOXEL_FACE_BACK) {
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return _point_types[P111];
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}
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if (face == VOXEL_FACE_FRONT) {
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return _point_types[P110];
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}
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if (face == VOXEL_FACE_RIGHT) {
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return _point_types[P110];
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}
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if (face == VOXEL_FACE_LEFT) {
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return _point_types[P011];
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}
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if (face == VOXEL_FACE_TOP) {
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return _point_types[P110];
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}
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if (face == VOXEL_FACE_BOTTOM) {
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return _point_types[P100];
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}
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return _point_types[0];
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}
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bool VoxelCubePoints::has_points() {
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bool VoxelCubePoints::has_points() {
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return (_point_types[P000] != 0 && _point_types[P100] != 0 && _point_types[P010] != 0 && _point_types[P001] != 0 &&
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return (_point_types[P000] != 0 && _point_types[P100] != 0 && _point_types[P010] != 0 && _point_types[P001] != 0 &&
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_point_types[P110] != 0 && _point_types[P011] != 0 && _point_types[P101] != 0 && _point_types[P111] != 0);
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_point_types[P110] != 0 && _point_types[P011] != 0 && _point_types[P101] != 0 && _point_types[P111] != 0);
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@ -814,6 +836,8 @@ void VoxelCubePoints::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_bottom_left_point", "face"), &VoxelCubePoints::get_bottom_left_point);
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ClassDB::bind_method(D_METHOD("get_bottom_left_point", "face"), &VoxelCubePoints::get_bottom_left_point);
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ClassDB::bind_method(D_METHOD("get_bottom_right_point", "face"), &VoxelCubePoints::get_bottom_right_point);
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ClassDB::bind_method(D_METHOD("get_bottom_right_point", "face"), &VoxelCubePoints::get_bottom_right_point);
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ClassDB::bind_method(D_METHOD("get_face_type", "face"), &VoxelCubePoints::get_face_type);
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ClassDB::bind_method(D_METHOD("has_points"), &VoxelCubePoints::has_points);
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ClassDB::bind_method(D_METHOD("has_points"), &VoxelCubePoints::has_points);
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ClassDB::bind_method(D_METHOD("get_opposite_face", "face"), &VoxelCubePoints::get_opposite_face);
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ClassDB::bind_method(D_METHOD("get_opposite_face", "face"), &VoxelCubePoints::get_opposite_face);
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@ -147,6 +147,8 @@ public:
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Vector3 get_bottom_left_point(int face);
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Vector3 get_bottom_left_point(int face);
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Vector3 get_bottom_right_point(int face);
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Vector3 get_bottom_right_point(int face);
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uint8_t get_face_type(int face);
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bool has_points();
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bool has_points();
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int get_opposite_face(int face);
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int get_opposite_face(int face);
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@ -33,8 +33,6 @@ void VoxelMesherCubic::_add_chunk(Ref<VoxelChunk> p_chunk) {
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ERR_FAIL_COND(!chunk.is_valid());
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ERR_FAIL_COND(!chunk.is_valid());
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chunk->generate_ao();
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int x_size = chunk->get_size_x();
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int x_size = chunk->get_size_x();
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int y_size = chunk->get_size_y();
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int y_size = chunk->get_size_y();
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int z_size = chunk->get_size_z();
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int z_size = chunk->get_size_z();
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@ -61,6 +59,13 @@ void VoxelMesherCubic::_add_chunk(Ref<VoxelChunk> p_chunk) {
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if (!cube_points->is_face_visible(face))
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if (!cube_points->is_face_visible(face))
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continue;
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continue;
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uint8_t type = cube_points->get_face_type(face);
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Ref<VoxelSurface> surface = _library->get_voxel_surface(type);
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if (!surface.is_valid())
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continue;
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add_indices(get_vertex_count() + 2);
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add_indices(get_vertex_count() + 2);
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add_indices(get_vertex_count() + 1);
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add_indices(get_vertex_count() + 1);
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add_indices(get_vertex_count() + 0);
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add_indices(get_vertex_count() + 0);
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@ -102,8 +107,23 @@ void VoxelMesherCubic::_add_chunk(Ref<VoxelChunk> p_chunk) {
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add_color(light);
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add_color(light);
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add_uv((cube_points->get_point_uv_direction(face, i) + Vector2(0.5, 0.5)) * Vector2(tile_uv_size, tile_uv_size));
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Vector2 uv = (cube_points->get_point_uv_direction(face, i) + Vector2(0.5, 0.5)) * Vector2(tile_uv_size, tile_uv_size);
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add_uv2((cube_points->get_point_uv_direction(face, i) + Vector2(0.5, 0.5)) * Vector2(tile_uv_size, tile_uv_size));
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VoxelSurface::VoxelSurfaceSides side = VoxelSurface::VOXEL_SIDE_SIDE;
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switch (face) {
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case VoxelCubePoints::VOXEL_FACE_TOP:
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side = VoxelSurface::VOXEL_SIDE_TOP;
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break;
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case VoxelCubePoints::VOXEL_FACE_BOTTOM:
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side = VoxelSurface::VOXEL_SIDE_BOTTOM;
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break;
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}
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uv = surface->transform_uv(side, uv);
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add_uv(uv);
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add_uv2(uv);
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add_vertex((vertices[i] * voxel_size + Vector3(x, y, z)) * voxel_scale);
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add_vertex((vertices[i] * voxel_size + Vector3(x, y, z)) * voxel_scale);
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}
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}
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