#include "voxel_mesher.h" Ref VoxelMesher::get_library() { return _library; } void VoxelMesher::set_library(Ref library) { _library = library; } Ref VoxelMesher::get_material() { return _material; } void VoxelMesher::set_material(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; } void VoxelMesher::build_mesh(RID mesh) { ERR_FAIL_COND(mesh == RID()); VS::get_singleton()->mesh_clear(mesh); if (_vertices.size() == 0) { //Nothing to do return; } _surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES); if (_material.is_valid()) _surface_tool->set_material(_material); else _surface_tool->set_material(_library->get_material()); 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(); _surface_tool->clear(); } void VoxelMesher::add_buffer(Ref voxels) { ERR_FAIL_COND(!has_method("_add_buffer")); call("_add_buffer", voxels); } 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); } } void VoxelMesher::bake_colors(Ref voxels) { if (has_method("_bake_colors")) call("_bake_colors", voxels); } void VoxelMesher::_bake_colors(Ref buffer) { Color base_light(_base_light_value, _base_light_value, _base_light_value); ERR_FAIL_COND(_vertices.size() != _normals.size()); /* if (_vertices.size() != _normals.size()) { print_error("VoxelMesherCubic: Generating normals!"); }*/ for (int i = 0; i < _vertices.size(); ++i) { Vector3 vert = _vertices[i]; if (vert.x < 0 || vert.y < 0 || vert.z < 0) { if (_colors.size() < _vertices.size()) { _colors.push_back(base_light); } continue; } unsigned int x = (unsigned int)(vert.x / _voxel_scale); unsigned int y = (unsigned int)(vert.y / _voxel_scale); unsigned int z = (unsigned int)(vert.z / _voxel_scale); if (buffer->validate_pos(x, y, z)) { Color light = Color( buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0); float ao = (buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_AO) / 255.0) * _ao_strength; float rao = buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_RANDOM_AO) / 255.0; ao += rao; light.r += _base_light_value; light.g += _base_light_value; light.b += _base_light_value; light.r -= ao; light.g -= ao; light.b -= ao; light.r = CLAMP(light.r, 0, 1.0); light.g = CLAMP(light.g, 0, 1.0); light.b = CLAMP(light.b, 0, 1.0); if (_colors.size() < _vertices.size()) { _colors.push_back(light); } else { _colors.set(i, light); } } else { if (_colors.size() < _vertices.size()) { _colors.push_back(base_light); } } } } void VoxelMesher::build_collider(RID shape) const { ERR_FAIL_COND(shape == RID()); if (_vertices.size() == 0) return; PoolVector 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 > &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 light = lights.get(i); 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)); 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 *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 *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 *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 *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 *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); } VoxelMesher::VoxelMesher(Ref library) { _library = library; _voxel_scale = 1; _lod_size = 1; _surface_tool.instance(); } VoxelMesher::VoxelMesher() { _voxel_scale = 1; _lod_size = 1; _ao_strength = 0.25; _base_light_value = 0.5; _uv_margin = Rect2(0, 0, 1, 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::_bind_methods() { BIND_VMETHOD(MethodInfo("_add_buffer", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer"))); BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer"))); 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_buffer", "buffer"), &VoxelMesher::add_buffer); 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))); ClassDB::bind_method(D_METHOD("bake_colors", "buffer"), &VoxelMesher::bake_colors); ClassDB::bind_method(D_METHOD("_bake_colors", "buffer"), &VoxelMesher::_bake_colors); 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); }