/* Copyright (c) 2019-2020 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 "voxel_mesher.h" #include "core/version.h" #if VERSION_MAJOR < 4 #include "servers/visual_server.h" #include "scene/3d/mesh_instance.h" #else #include "servers/rendering_server.h" typedef class RenderingServer VisualServer; typedef class RenderingServer VS; #include "scene/3d/mesh_instance_3d.h" #define REAL FLOAT #endif #include "../world/default/voxel_chunk_default.h" #include "../world/voxel_chunk.h" bool VoxelMesher::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 VoxelMesher::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 VoxelMesher::get_mesher_index() const { return _mesher_index; } void VoxelMesher::set_mesher_index(const int value) { _mesher_index = value; } int VoxelMesher::get_format() const { return _format; } void VoxelMesher::set_format(const int value) { _format = value; } Ref VoxelMesher::get_library() { return _library; } void VoxelMesher::set_library(const Ref &library) { _library = library; } Ref VoxelMesher::get_material() { return _material; } void VoxelMesher::set_material(const Ref &material) { _material = material; } float VoxelMesher::get_ao_strength() const { return _ao_strength; } void VoxelMesher::set_ao_strength(float value) { _ao_strength = value; } float VoxelMesher::get_base_light_value() const { return _base_light_value; } void VoxelMesher::set_base_light_value(float value) { _base_light_value = value; } 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; } Rect2 VoxelMesher::get_uv_margin() const { return _uv_margin; } void VoxelMesher::set_uv_margin(const Rect2 margin) { _uv_margin = margin; } Array VoxelMesher::build_mesh() { Array a; a.resize(VisualServer::ARRAY_MAX); if (_vertices.size() == 0) { //Nothing to do return a; } { PoolVector array; array.resize(_vertices.size()); #if VERSION_MAJOR < 4 PoolVector::Write w = array.write(); #endif for (int i = 0; i < _vertices.size(); ++i) { array.set(i, _vertices[i].vertex); } #if VERSION_MAJOR < 4 w.release(); #endif a[VisualServer::ARRAY_VERTEX] = array; } if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) == 0) { generate_normals(); } { PoolVector array; array.resize(_vertices.size()); #if VERSION_MAJOR < 4 PoolVector::Write w = array.write(); #endif for (int i = 0; i < _vertices.size(); ++i) { array.set(i, _vertices[i].normal); } #if VERSION_MAJOR < 4 w.release(); #endif a[VisualServer::ARRAY_NORMAL] = array; } if ((_format & VisualServer::ARRAY_FORMAT_COLOR) != 0) { PoolVector array; array.resize(_vertices.size()); #if VERSION_MAJOR < 4 PoolVector::Write w = array.write(); #endif for (int i = 0; i < _vertices.size(); ++i) { array.set(i, _vertices[i].color); } #if VERSION_MAJOR < 4 w.release(); #endif a[VisualServer::ARRAY_COLOR] = array; } if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV) != 0) { PoolVector array; array.resize(_vertices.size()); #if VERSION_MAJOR < 4 PoolVector::Write w = array.write(); #endif for (int i = 0; i < _vertices.size(); ++i) { array.set(i, _vertices[i].uv); } #if VERSION_MAJOR < 4 w.release(); #endif a[VisualServer::ARRAY_TEX_UV] = array; } if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV2) != 0) { PoolVector array; array.resize(_vertices.size()); #if VERSION_MAJOR < 4 PoolVector::Write w = array.write(); #endif for (int i = 0; i < _vertices.size(); ++i) { array.set(i, _vertices[i].uv2); } #if VERSION_MAJOR < 4 w.release(); #endif a[VisualServer::ARRAY_TEX_UV2] = array; } if (_indices.size() > 0) { PoolVector array; array.resize(_indices.size()); #if VERSION_MAJOR < 4 PoolVector::Write w = array.write(); #endif for (int i = 0; i < _indices.size(); ++i) { array.set(i, _indices[i]); } #if VERSION_MAJOR < 4 w.release(); #endif a[VisualServer::ARRAY_INDEX] = array; } return a; } void VoxelMesher::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->get_material(0)->get_rid()); } void VoxelMesher::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 VoxelMesher::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 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.remove(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 VoxelMesher::remove_doubles_hashed() { if (_vertices.size() == 0) return; //print_error("before " + String::num(_vertices.size())); PoolVector 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 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.remove(index); _vertices.remove(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 VoxelMesher::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 VoxelMesher::add_chunk(Ref chunk) { ERR_FAIL_COND(!has_method("_add_chunk")); ERR_FAIL_COND(!chunk.is_valid()); call("_add_chunk", chunk); } void VoxelMesher::add_chunk_liquid(Ref chunk) { ERR_FAIL_COND(!has_method("_add_chunk_liquid")); ERR_FAIL_COND(!chunk.is_valid()); call("_add_chunk_liquid", chunk); } #ifdef MESH_DATA_RESOURCE_PRESENT void VoxelMesher::add_mesh_data_resource(Ref 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 VoxelMesher::add_mesh_data_resource_transform(Ref mesh, const Transform transform, const Rect2 uv_rect) { 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); 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); 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]; uv.x *= uv_rect.size.x; uv.y *= uv_rect.size.y; uv.x += uv_rect.position.x; uv.y += uv_rect.position.y; 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); } } #endif void VoxelMesher::add_mesher(const Ref &mesher) { call("_add_mesher", mesher); } void VoxelMesher::_add_mesher(const Ref &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 VoxelMesher::bake_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); if (has_method("_bake_colors")) call("_bake_colors", chunk); } void VoxelMesher::bake_liquid_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); if (has_method("_bake_liquid_colors")) call("_bake_liquid_colors", chunk); } PoolVector VoxelMesher::build_collider() const { PoolVector 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 VoxelMesher::bake_lights(MeshInstance *node, Vector > &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 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 VoxelMesher::get_vertices() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).vertex); } return arr; } void VoxelMesher::set_vertices(const PoolVector &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 VoxelMesher::get_vertex_count() const { return _vertices.size(); } void VoxelMesher::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 VoxelMesher::get_vertex(const int idx) const { return _vertices.get(idx).vertex; } void VoxelMesher::remove_vertex(const int idx) { _vertices.remove(idx); } PoolVector VoxelMesher::get_normals() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).normal); } return arr; } void VoxelMesher::set_normals(const PoolVector &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 VoxelMesher::add_normal(const Vector3 &normal) { _last_normal = normal; } Vector3 VoxelMesher::get_normal(int idx) const { return _vertices.get(idx).normal; } PoolVector VoxelMesher::get_colors() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).color); } return arr; } void VoxelMesher::set_colors(const PoolVector &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 VoxelMesher::add_color(const Color &color) { _last_color = color; } Color VoxelMesher::get_color(const int idx) const { return _vertices.get(idx).color; } PoolVector VoxelMesher::get_uvs() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).uv); } return arr; } void VoxelMesher::set_uvs(const PoolVector &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 VoxelMesher::add_uv(const Vector2 &uv) { _last_uv = uv; } Vector2 VoxelMesher::get_uv(const int idx) const { return _vertices.get(idx).uv; } PoolVector VoxelMesher::get_uv2s() const { PoolVector arr; arr.resize(_vertices.size()); for (int i = 0; i < _vertices.size(); ++i) { arr.set(i, _vertices.get(i).uv2); } return arr; } void VoxelMesher::set_uv2s(const PoolVector &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 VoxelMesher::add_uv2(const Vector2 &uv) { _last_uv2 = uv; } Vector2 VoxelMesher::get_uv2(const int idx) const { return _vertices.get(idx).uv2; } PoolVector VoxelMesher::get_indices() const { return _indices; } void VoxelMesher::set_indices(const PoolVector &values) { _indices = values; } int VoxelMesher::get_indices_count() const { return _indices.size(); } void VoxelMesher::add_indices(const int index) { _indices.push_back(index); } int VoxelMesher::get_index(const int idx) const { return _indices.get(idx); } void VoxelMesher::remove_index(const int idx) { _indices.remove(idx); } VoxelMesher::VoxelMesher(const Ref &library) { _library = library; _mesher_index = 0; _voxel_scale = 1; _lod_size = 1; _ao_strength = 0.25; _base_light_value = 0.5; _uv_margin = Rect2(0, 0, 1, 1); _format = 0; } VoxelMesher::VoxelMesher() { _mesher_index = 0; _voxel_scale = 1; _lod_size = 1; _ao_strength = 0.25; _base_light_value = 0.5; _uv_margin = Rect2(0, 0, 1, 1); _format = 0; } VoxelMesher::~VoxelMesher() { if (_library.is_valid()) { _library.unref(); } } void VoxelMesher::_bind_methods() { BIND_VMETHOD(MethodInfo("_add_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"))); BIND_VMETHOD(MethodInfo("_add_chunk_liquid", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"))); BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"))); BIND_VMETHOD(MethodInfo("_bake_liquid_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk"))); ClassDB::bind_method(D_METHOD("get_mesher_index"), &VoxelMesher::get_mesher_index); ClassDB::bind_method(D_METHOD("set_mesher_index", "value"), &VoxelMesher::set_mesher_index); ADD_PROPERTY(PropertyInfo(Variant::INT, "mesher_index"), "set_mesher_index", "get_mesher_index"); ClassDB::bind_method(D_METHOD("get_format"), &VoxelMesher::get_format); ClassDB::bind_method(D_METHOD("set_format", "value"), &VoxelMesher::set_format); ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format"); 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", PROPERTY_HINT_RESOURCE_TYPE, "VoxelmanLibrary"), "set_library", "get_library"); ClassDB::bind_method(D_METHOD("get_material"), &VoxelMesher::get_material); ClassDB::bind_method(D_METHOD("set_material", "value"), &VoxelMesher::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"), &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_ao_strength"), &VoxelMesher::get_ao_strength); ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &VoxelMesher::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"), &VoxelMesher::get_base_light_value); ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &VoxelMesher::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"), &VoxelMesher::get_uv_margin); ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &VoxelMesher::set_uv_margin); ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin"); ClassDB::bind_method(D_METHOD("add_chunk", "chunk"), &VoxelMesher::add_chunk); ClassDB::bind_method(D_METHOD("add_chunk_liquid", "chunk"), &VoxelMesher::add_chunk_liquid); #ifdef MESH_DATA_RESOURCE_PRESENT ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &VoxelMesher::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"), &VoxelMesher::add_mesh_data_resource_transform, DEFVAL(Rect2(0, 0, 1, 1))); #endif BIND_VMETHOD(MethodInfo("_add_mesher", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher"))); ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &VoxelMesher::add_mesher); ClassDB::bind_method(D_METHOD("_add_mesher", "mesher"), &VoxelMesher::_add_mesher); ClassDB::bind_method(D_METHOD("bake_colors", "chunk"), &VoxelMesher::bake_colors); ClassDB::bind_method(D_METHOD("bake_liquid_colors", "chunk"), &VoxelMesher::bake_liquid_colors); ClassDB::bind_method(D_METHOD("get_vertices"), &VoxelMesher::get_vertices); ClassDB::bind_method(D_METHOD("set_vertices", "values"), &VoxelMesher::set_vertices); 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_normals"), &VoxelMesher::get_normals); ClassDB::bind_method(D_METHOD("set_normals", "values"), &VoxelMesher::set_normals); ClassDB::bind_method(D_METHOD("get_normal", "idx"), &VoxelMesher::get_normal); ClassDB::bind_method(D_METHOD("add_normal", "normal"), &VoxelMesher::add_normal); ClassDB::bind_method(D_METHOD("get_colors"), &VoxelMesher::get_colors); ClassDB::bind_method(D_METHOD("set_colors", "values"), &VoxelMesher::set_colors); ClassDB::bind_method(D_METHOD("get_color", "idx"), &VoxelMesher::get_color); ClassDB::bind_method(D_METHOD("add_color", "color"), &VoxelMesher::add_color); ClassDB::bind_method(D_METHOD("get_uvs"), &VoxelMesher::get_uvs); ClassDB::bind_method(D_METHOD("set_uvs", "values"), &VoxelMesher::set_uvs); ClassDB::bind_method(D_METHOD("get_uv", "idx"), &VoxelMesher::get_uv); ClassDB::bind_method(D_METHOD("add_uv", "uv"), &VoxelMesher::add_uv); ClassDB::bind_method(D_METHOD("get_uv2s"), &VoxelMesher::get_uv2s); ClassDB::bind_method(D_METHOD("set_uv2s", "values"), &VoxelMesher::set_uv2s); ClassDB::bind_method(D_METHOD("get_uv2", "idx"), &VoxelMesher::get_uv2); ClassDB::bind_method(D_METHOD("add_uv2", "uv"), &VoxelMesher::add_uv2); ClassDB::bind_method(D_METHOD("get_indices"), &VoxelMesher::get_indices); ClassDB::bind_method(D_METHOD("set_indices", "values"), &VoxelMesher::set_indices); ClassDB::bind_method(D_METHOD("get_indices_count"), &VoxelMesher::get_indices_count); ClassDB::bind_method(D_METHOD("get_index", "idx"), &VoxelMesher::get_index); ClassDB::bind_method(D_METHOD("remove_index", "idx"), &VoxelMesher::remove_index); 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"), &VoxelMesher::build_mesh); ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &VoxelMesher::build_mesh_into); ClassDB::bind_method(D_METHOD("build_collider"), &VoxelMesher::build_collider); ClassDB::bind_method(D_METHOD("generate_normals", "flip"), &VoxelMesher::generate_normals, DEFVAL(false)); ClassDB::bind_method(D_METHOD("remove_doubles"), &VoxelMesher::remove_doubles); ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &VoxelMesher::remove_doubles_hashed); }