#include "voxel_mesher.h" #include "../world/voxel_chunk.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); if (_colors.size() != _vertices.size()) { print_error("Colors.size() != vertices.size() -> " + String::num(_colors.size()) + " " + String::num(_vertices.size())); _colors.resize(0); } 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); if (_material.is_valid()) VS::get_singleton()->mesh_surface_set_material(mesh, 0, _library->get_material()->get_rid()); } //Mesh Simplification //Mesh Simplification //Ported from https://github.com/Whinarn/UnityMeshSimplifier //Original license: MIT License Copyright (c) 2017 Mattias Edlund void VoxelMesher::initialize_mesh_simplify() { if ((_indices.size() % 3) != 0) ERR_FAIL_MSG("The index array length must be a multiple of 3 in order to represent triangles."); int triangle_count = _indices.size() / 3; _mu_triangles.resize(triangle_count); for (int i = 0; i < triangle_count; ++i) { int offset = i * 3; int v0 = _indices[offset]; int v1 = _indices[offset + 1]; int v2 = _indices[offset + 2]; _mu_triangles[i] = MUTriangle(v0, v1, v2, 0); } } //private ResizableArray triangles = null; //private ResizableArray vertices = null; //Mesh Simplification //Ported from https://github.com/Whinarn/UnityMeshSimplifier //Original license: MIT License Copyright (c) 2017 Mattias Edlund void VoxelMesher::SimplifyMesh(float quality) { quality = CLAMP(quality, 0, 1); int deletedTris = 0; PoolVector deleted0; deleted0.resize(20); PoolVector deleted1; deleted1.resize(20); int startTrisCount = _mu_triangles.size(); int targetTrisCount = static_cast(_mu_triangles.size() * quality + 0.5); for (int iteration = 0; iteration < maxIterationCount; iteration++) { if ((startTrisCount - deletedTris) <= targetTrisCount) break; // Update mesh once in a while if ((iteration % 5) == 0) { UpdateMesh(iteration); } // Clear dirty flag for (int i = 0; i < _mu_triangles.size(); ++i) { _mu_triangles[i].dirty = false; } // All triangles with edges below the threshold will be removed // // The following numbers works well for most models. // If it does not, try to adjust the 3 parameters double threshold = 0.000000001 * Math::pow(iteration + 3, agressiveness); //print_verbose("iteration {0} - triangles {1} threshold {2}", iteration, (startTrisCount - deletedTris), threshold); // Remove vertices & mark deleted triangles deletedTris = RemoveVertexPass(startTrisCount, targetTrisCount, threshold, deleted0, deleted1, deletedTris); } CompactMesh(); //print_verbose("Finished simplification with triangle count {0}", _mu_triangles.size()); } //Mesh Simplification //Ported from https://github.com/Whinarn/UnityMeshSimplifier //Original license: MIT License Copyright (c) 2017 Mattias Edlund void VoxelMesher::SimplifyMeshLossless() { int deletedTris = 0; PoolVector deleted0; PoolVector deleted1; int startTrisCount = _mu_triangles.size(); for (int iteration = 0; iteration < 9999; iteration++) { // Update mesh constantly UpdateMesh(iteration); // Clear dirty flag for (int i = 0; i < _mu_triangles.size(); ++i) { _mu_triangles[i].dirty = false; } // All triangles with edges below the threshold will be removed // // The following numbers works well for most models. // If it does not, try to adjust the 3 parameters double threshold = 1.0E-3; //Debug.LogFormat("Lossless iteration {0} - triangles {1}", iteration, triangleCount); // Remove vertices & mark deleted triangles deletedTris = RemoveVertexPass(startTrisCount, 0, threshold, deleted0, deleted1, deletedTris); if (deletedTris <= 0) break; deletedTris = 0; } CompactMesh(); //Debug.LogFormat("Finished simplification with triangle count {0}", this.triangles.Length); } void VoxelMesher::UpdateMesh(int iteration) { if (iteration > 0) // compact triangles { int dst = 0; for (int i = 0; i < _mu_triangles.size(); ++i) { if (!_mu_triangles[i].deleted) { if (dst != i) { _mu_triangles[dst] = _mu_triangles[i]; } dst++; } } _mu_triangles.resize(dst); } UpdateReferences(); // Identify boundary : vertices[].border=0,1 if (iteration == 0) { PoolVector vcount; vcount.resize(8); PoolVector vids; vids.resize(8); int vsize = 0; for (int i = 0; i < _mu_vertices.size(); i++) { _mu_vertices[i].borderEdge = false; _mu_vertices[i].uvSeamEdge = false; _mu_vertices[i].uvFoldoverEdge = false; } int ofs; int id; int borderVertexCount = 0; double borderMinX = std::numeric_limits::max(); double borderMaxX = std::numeric_limits::min(); for (int i = 0; i < _mu_vertices.size(); i++) { int tstart = _mu_vertices[i].tstart; int tcount = _mu_vertices[i].tcount; vcount.resize(0); vids.resize(0); vsize = 0; for (int j = 0; j < tcount; j++) { int tid = _mu_refs[tstart + j].tid; for (int k = 0; k < 3; k++) { ofs = 0; id = _mu_triangles[tid].get(k); while (ofs < vsize) { if (vids[ofs] == id) break; ++ofs; } if (ofs == vsize) { vcount.push_back(1); vids.push_back(id); ++vsize; } else { vcount.set(ofs, vcount[ofs] + 1); } } } for (int j = 0; j < vsize; j++) { if (vcount[j] == 1) { id = vids[j]; _mu_vertices[id].borderEdge = true; ++borderVertexCount; if (enableSmartLink) { if (_mu_vertices[id].p.x < borderMinX) { borderMinX = _mu_vertices[id].p.x; } if (_mu_vertices[id].p.x > borderMaxX) { borderMaxX = _mu_vertices[id].p.x; } } } } } if (enableSmartLink) { // First find all border vertices Vector borderVertices; borderVertices.resize(borderVertexCount); int borderIndexCount = 0; double borderAreaWidth = borderMaxX - borderMinX; for (int i = 0; i < _mu_vertices.size(); i++) { if (_mu_vertices[i].borderEdge) { int vertexHash = (int)(((((_mu_vertices[i].p.x - borderMinX) / borderAreaWidth) * 2.0) - 1.0) * std::numeric_limits::max()); borderVertices.set(borderIndexCount, BorderVertex(i, vertexHash)); ++borderIndexCount; } } // Sort the border vertices by hash borderVertices.sort_custom(); // Calculate the maximum hash distance based on the maximum vertex link distance double vertexLinkDistance = Math::sqrt(vertexLinkDistanceSqr); int hashMaxDistance = MAX((int)((vertexLinkDistance / borderAreaWidth) * std::numeric_limits::max()), 1); // Then find identical border vertices and bind them together as one for (int i = 0; i < borderIndexCount; i++) { int myIndex = borderVertices[i].index; if (myIndex == -1) continue; Vector3 myPoint = _mu_vertices[myIndex].p; for (int j = i + 1; j < borderIndexCount; j++) { int otherIndex = borderVertices[j].index; if (otherIndex == -1) continue; else if ((borderVertices[j].hash - borderVertices[i].hash) > hashMaxDistance) // There is no point to continue beyond this point break; Vector3 otherPoint = _mu_vertices[otherIndex].p; double sqrX = ((myPoint.x - otherPoint.x) * (myPoint.x - otherPoint.x)); double sqrY = ((myPoint.y - otherPoint.y) * (myPoint.y - otherPoint.y)); double sqrZ = ((myPoint.z - otherPoint.z) * (myPoint.z - otherPoint.z)); double sqrMagnitude = sqrX + sqrY + sqrZ; if (sqrMagnitude <= vertexLinkDistanceSqr) { borderVertices.get(j).index = -1; // NOTE: This makes sure that the "other" vertex is not processed again _mu_vertices[myIndex].borderEdge = false; _mu_vertices[otherIndex].borderEdge = false; if (AreUVsTheSame(0, myIndex, otherIndex)) { _mu_vertices[myIndex].uvFoldoverEdge = true; _mu_vertices[otherIndex].uvFoldoverEdge = true; } else { _mu_vertices[myIndex].uvSeamEdge = true; _mu_vertices[otherIndex].uvSeamEdge = true; } int otherTriangleCount = _mu_vertices[otherIndex].tcount; int otherTriangleStart = _mu_vertices[otherIndex].tstart; for (int k = 0; k < otherTriangleCount; k++) { MURef r = _mu_refs[otherTriangleStart + k]; _mu_triangles[r.tid].set(myIndex, r.tvertex); } } } } // Update the references again UpdateReferences(); } // Init Quadrics by Plane & Edge Errors // // required at the beginning ( iteration == 0 ) // recomputing during the simplification is not required, // but mostly improves the result for closed meshes for (int i = 0; i < _mu_vertices.size(); ++i) { _mu_vertices[i].q.reset(); } int v0, v1, v2; Vector3 n, p0, p1, p2, p10, p20, dummy; SymmetricMatrix sm; for (int i = 0; i < _mu_triangles.size(); ++i) { v0 = _mu_triangles[i].v0; v1 = _mu_triangles[i].v1; v2 = _mu_triangles[i].v2; p0 = _mu_vertices[v0].p; p1 = _mu_vertices[v1].p; p2 = _mu_vertices[v2].p; p10 = p1 - p0; p20 = p2 - p0; n = p10.cross(p20); n.normalize(); _mu_triangles[i].n = n; sm.from_plane(n.x, n.y, n.z, -n.dot(p0)); _mu_vertices[v0].q += sm; _mu_vertices[v1].q += sm; _mu_vertices[v2].q += sm; } for (int i = 0; i < _mu_triangles.size(); ++i) { // Calc Edge Error MUTriangle triangle = _mu_triangles[i]; _mu_triangles[i].err0 = CalculateError(_mu_vertices[triangle.v0], _mu_vertices[triangle.v1], &dummy); _mu_triangles[i].err1 = CalculateError(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], &dummy); _mu_triangles[i].err2 = CalculateError(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], &dummy); _mu_triangles[i].err3 = VoxelMesher::Min3(_mu_triangles[i].err0, _mu_triangles[i].err1, _mu_triangles[i].err2); } } } void VoxelMesher::UpdateReferences() { // Init Reference ID list for (int i = 0; i < _mu_vertices.size(); i++) { _mu_vertices[i].tstart = 0; _mu_vertices[i].tcount = 0; } for (int i = 0; i < _mu_triangles.size(); i++) { ++_mu_vertices[_mu_triangles[i].v0].tcount; ++_mu_vertices[_mu_triangles[i].v1].tcount; ++_mu_vertices[_mu_triangles[i].v2].tcount; } int tstart = 0; for (int i = 0; i < _mu_vertices.size(); i++) { _mu_vertices[i].tstart = tstart; tstart += _mu_vertices[i].tcount; _mu_vertices[i].tcount = 0; } // Write References _mu_refs.resize(tstart); for (int i = 0; i < _mu_triangles.size(); i++) { int v0 = _mu_triangles[i].v0; int v1 = _mu_triangles[i].v1; int v2 = _mu_triangles[i].v2; int start0 = _mu_vertices[v0].tstart; int count0 = _mu_vertices[v0].tcount; int start1 = _mu_vertices[v1].tstart; int count1 = _mu_vertices[v1].tcount; int start2 = _mu_vertices[v2].tstart; int count2 = _mu_vertices[v2].tcount; _mu_refs[start0 + count0].Set(i, 0); _mu_refs[start1 + count1].Set(i, 1); _mu_refs[start2 + count2].Set(i, 2); ++_mu_vertices[v0].tcount; ++_mu_vertices[v1].tcount; ++_mu_vertices[v2].tcount; } } /// /// Finally compact mesh before exiting. /// void VoxelMesher::CompactMesh() { int dst = 0; for (int i = 0; i < _mu_vertices.size(); i++) { _mu_vertices[i].tcount = 0; } //int lastSubMeshIndex = -1; //subMeshOffsets = new int[subMeshCount]; for (int i = 0; i < _mu_triangles.size(); i++) { MUTriangle triangle = _mu_triangles[i]; if (!triangle.deleted) { if (triangle.va0 != triangle.v0) { int iDest = triangle.va0; int iSrc = triangle.v0; _mu_vertices[iDest].p = _mu_vertices[iSrc].p; if (vertBoneWeights != null) { vertBoneWeights[iDest] = vertBoneWeights[iSrc]; } triangle.v0 = triangle.va0; } if (triangle.va1 != triangle.v1) { int iDest = triangle.va1; int iSrc = triangle.v1; _mu_vertices[iDest].p = _mu_vertices[iSrc].p; if (vertBoneWeights != null) { vertBoneWeights[iDest] = vertBoneWeights[iSrc]; } triangle.v1 = triangle.va1; } if (triangle.va2 != triangle.v2) { int iDest = triangle.va2; int iSrc = triangle.v2; _mu_vertices[iDest].p = _mu_vertices[iSrc].p; if (vertBoneWeights != null) { vertBoneWeights[iDest] = vertBoneWeights[iSrc]; } triangle.v2 = triangle.va2; } int newTriangleIndex = dst++; _mu_triangles[newTriangleIndex] = triangle; _mu_vertices[triangle.v0].tcount = 1; _mu_vertices[triangle.v1].tcount = 1; _mu_vertices[triangle.v2].tcount = 1; //if (triangle.subMeshIndex > lastSubMeshIndex) { // for (int j = lastSubMeshIndex + 1; j < triangle.subMeshIndex; j++) { // subMeshOffsets[j] = newTriangleIndex; // } // subMeshOffsets[triangle.subMeshIndex] = newTriangleIndex; // lastSubMeshIndex = triangle.subMeshIndex; //} } } //triangleCount = dst; //for (int i = lastSubMeshIndex + 1; i < subMeshCount; i++) { // subMeshOffsets[i] = triangleCount; //} _mu_triangles.resize(dst); dst = 0; for (int i = 0; i < vertexCount; i++) { var vert = vertices[i]; if (vert.tcount > 0) { vert.tstart = dst; vertices[i] = vert; if (dst != i) { vertices[dst].p = vert.p; if (vertNormals != null) vertNormals[dst] = vertNormals[i]; if (vertTangents != null) vertTangents[dst] = vertTangents[i]; if (vertUV2D != null) { for (int j = 0; j < UVChannelCount; j++) { var vertUV = vertUV2D[j]; if (vertUV != null) { vertUV[dst] = vertUV[i]; } } } if (vertUV3D != null) { for (int j = 0; j < UVChannelCount; j++) { var vertUV = vertUV3D[j]; if (vertUV != null) { vertUV[dst] = vertUV[i]; } } } if (vertUV4D != null) { for (int j = 0; j < UVChannelCount; j++) { var vertUV = vertUV4D[j]; if (vertUV != null) { vertUV[dst] = vertUV[i]; } } } if (vertColors != null) vertColors[dst] = vertColors[i]; if (vertBoneWeights != null) vertBoneWeights[dst] = vertBoneWeights[i]; if (blendShapes != null) { for (int shapeIndex = 0; shapeIndex < this.blendShapes.Length; shapeIndex++) { blendShapes[shapeIndex].MoveVertexElement(dst, i); } } } ++dst; } } for (int i = 0; i < _mu_triangles.size(); i++) { MUTriangle triangle = _mu_triangles[i]; triangle.v0 = _mu_vertices[triangle.v0].tstart; triangle.v1 = _mu_vertices[triangle.v1].tstart; triangle.v2 = _mu_vertices[triangle.v2].tstart; _mu_triangles[i] = triangle; } //vertexCount = dst; this.vertices.Resize(dst); if (vertNormals != null) this.vertNormals.Resize(vertexCount, true); if (vertTangents != null) this.vertTangents.Resize(vertexCount, true); if (vertUV2D != null) this.vertUV2D.Resize(vertexCount, true); if (vertUV3D != null) this.vertUV3D.Resize(vertexCount, true); if (vertUV4D != null) this.vertUV4D.Resize(vertexCount, true); if (vertColors != null) this.vertColors.Resize(vertexCount, true); if (vertBoneWeights != null) this.vertBoneWeights.Resize(vertexCount, true); if (blendShapes != null) { for (int i = 0; i < this.blendShapes.Length; i++) { blendShapes[i].Resize(vertexCount, false); } } } bool VoxelMesher::AreUVsTheSame(int channel, int indexA, int indexB) { if (_uv2s.size() > 0) { Vector2 vertUV = _uv2s[channel]; Vector2 uvA = _uv2s[indexA]; Vector2 uvB = _uv2s[indexB]; return uvA == uvB; } return false; } /// Remove vertices and mark deleted triangles int VoxelMesher::RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, PoolVector deleted0, PoolVector deleted1, int deletedTris) { Vector3 p; Vector3 barycentricCoord; for (int tid = 0; tid < _mu_triangles.size(); tid++) { if (_mu_triangles[tid].dirty || _mu_triangles[tid].deleted || _mu_triangles[tid].err3 > threshold) continue; Vector3 errors = _mu_triangles[tid].GetErrors(); Vector3 attrib_indices = _mu_triangles[tid].GetAttributeIndices(); for (int edgeIndex = 0; edgeIndex < 3; edgeIndex++) { if (errors[edgeIndex] > threshold) continue; int nextEdgeIndex = ((edgeIndex + 1) % 3); int i0 = _mu_triangles[tid].get(edgeIndex); int i1 = _mu_triangles[tid].get(nextEdgeIndex); // Border check if (_mu_vertices[i0].borderEdge != _mu_vertices[i1].borderEdge) continue; // Seam check else if (_mu_vertices[i0].uvSeamEdge != _mu_vertices[i1].uvSeamEdge) continue; // Foldover check else if (_mu_vertices[i0].uvFoldoverEdge != _mu_vertices[i1].uvFoldoverEdge) continue; // If borders should be preserved else if (preserveBorderEdges && _mu_vertices[i0].borderEdge) continue; // If seams should be preserved else if (preserveUVSeamEdges && _mu_vertices[i0].uvSeamEdge) continue; // If foldovers should be preserved else if (preserveUVFoldoverEdges && _mu_vertices[i0].uvFoldoverEdge) continue; // Compute vertex to collapse to CalculateError(_mu_vertices[i0], _mu_vertices[i1], &p); deleted0.resize(_mu_vertices[i0].tcount); // normals temporarily deleted1.resize(_mu_vertices[i1].tcount); // normals temporarily // Don't remove if flipped if (Flipped(&p, i0, i1, &(_mu_vertices[i0]), deleted0)) continue; if (Flipped(&p, i1, i0, &(_mu_vertices[i1]), deleted1)) continue; // Calculate the barycentric coordinates within the triangle int nextNextEdgeIndex = ((edgeIndex + 2) % 3); int i2 = _mu_triangles[tid].get(nextNextEdgeIndex); barycentricCoord = CalculateBarycentricCoords(p, _mu_vertices[i0].p, _mu_vertices[i1].p, _mu_vertices[i2].p); // Not flipped, so remove edge _mu_vertices[i0].p = p; _mu_vertices[i0].q += _mu_vertices[i1].q; // Interpolate the vertex attributes int ia0 = attrib_indices[edgeIndex]; int ia1 = attrib_indices[nextEdgeIndex]; int ia2 = attrib_indices[nextNextEdgeIndex]; InterpolateVertexAttributes(ia0, ia0, ia1, ia2, barycentricCoord); if (_mu_vertices[i0].uvSeamEdge) { ia0 = -1; } int tstart = _mu_refs.size(); deletedTris = UpdateTriangles(i0, ia0, &(_mu_vertices[i0]), deleted0, deletedTris); deletedTris = UpdateTriangles(i0, ia0, &(_mu_vertices[i1]), deleted1, deletedTris); int tcount = _mu_refs.size() - tstart; if (tcount <= _mu_vertices[i0].tcount) { // save ram if (tcount > 0) { var refsArr = refs.Data; Array.Copy(refsArr, tstart, refsArr, _mu_vertices[i0].tstart, tcount); } } else { // append _mu_vertices[i0].tstart = tstart; } _mu_vertices[i0].tcount = tcount; break; } // Check if we are already done if ((startTrisCount - deletedTris) <= targetTrisCount) break; } return deletedTris; } double VoxelMesher::VertexError(SymmetricMatrix q, double x, double y, double z) { return q.m0 * x * x + 2 * q.m1 * x * y + 2 * q.m2 * x * z + 2 * q.m3 * x + q.m4 * y * y + 2 * q.m5 * y * z + 2 * q.m6 * y + q.m7 * z * z + 2 * q.m8 * z + q.m9; } double VoxelMesher::CalculateError(MUVertex vert0, MUVertex vert1, Vector3 *result) { // compute interpolated vertex SymmetricMatrix q = (vert0.q + vert1.q); bool borderEdge = (vert0.borderEdge & vert1.borderEdge); double error = 0.0; double det = q.Determinant1(); if (det != 0.0 && !borderEdge) { // q_delta is invertible result = new Vector3( -1.0 / det * q.Determinant2(), // vx = A41/det(q_delta) 1.0 / det * q.Determinant3(), // vy = A42/det(q_delta) -1.0 / det * q.Determinant4()); // vz = A43/det(q_delta) error = VertexError(q, result->x, result->y, result->z); } else { // det = 0 -> try to find best result Vector3 p1 = vert0.p; Vector3 p2 = vert1.p; Vector3 p3 = (p1 + p2) * 0.5f; double error1 = VertexError(q, p1.x, p1.y, p1.z); double error2 = VertexError(q, p2.x, p2.y, p2.z); double error3 = VertexError(q, p3.x, p3.y, p3.z); error = VoxelMesher::Min3(error1, error2, error3); if (error == error3) { result->x = p3.x; result->y = p3.y; result->z = p3.z; } else if (error == error2) { result->x = p2.x; result->y = p2.y; result->z = p2.z; } else if (error == error1) { result->x = p1.x; result->y = p1.y; result->z = p1.z; } else { result->x = p3.x; result->y = p3.y; result->z = p3.z; } } return error; } int VoxelMesher::UpdateTriangles(int i0, int ia0, MUVertex *v, PoolVector deleted, int p_deletedTriangles) { Vector3 p; int deletedTriangles = p_deletedTriangles; int tcount = v->tcount; for (int k = 0; k < tcount; k++) { MURef r = _mu_refs[v->tstart + k]; int tid = r.tid; MUTriangle t = _mu_triangles[tid]; if (t.deleted) continue; if (deleted[k]) { _mu_triangles[tid].deleted = true; ++deletedTriangles; continue; } t.set(r.tvertex, i0); if (ia0 != -1) { t.SetAttributeIndex(r.tvertex, ia0); } t.dirty = true; t.err0 = CalculateError(_mu_vertices[t.v0], _mu_vertices[t.v1], &p); t.err1 = CalculateError(_mu_vertices[t.v1], _mu_vertices[t.v2], &p); t.err2 = CalculateError(_mu_vertices[t.v2], _mu_vertices[t.v0], &p); t.err3 = VoxelMesher::Min3(t.err0, t.err1, t.err2); _mu_triangles[tid] = t; _mu_refs.push_back(r); } return deletedTriangles; } bool VoxelMesher::Flipped(Vector3 *p, int i0, int i1, MUVertex *v0, PoolVector &deleted) { int tcount = v0->tcount; for (int k = 0; k < tcount; k++) { MURef r = _mu_refs[v0->tstart + k]; if (_mu_triangles[r.tid].deleted) continue; int s = r.tvertex; int id1 = _mu_triangles[r.tid].get((s + 1) % 3); int id2 = _mu_triangles[r.tid].get((s + 2) % 3); if (id1 == i1 || id2 == i1) { deleted.set(k, true); continue; } Vector3 d1 = _mu_vertices[id1].p - (*p); d1.normalize(); Vector3 d2 = _mu_vertices[id2].p - (*p); d2.normalize(); double dot = d1.dot(d2); if (Math::abs(dot) > 0.999) return true; Vector3 n = d1.cross(d2); n.normalize(); deleted.set(k, false); dot = n.dot(_mu_triangles[r.tid].n); if (dot < 0.2) return true; } return false; } Vector3 VoxelMesher::CalculateBarycentricCoords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c) { Vector3 v0 = (Vector3)(b - a), v1 = (Vector3)(c - a), v2 = (Vector3)(point - a); float d00 = v0.dot(v0); float d01 = v0.dot(v1); float d11 = v1.dot(v1); float d20 = v2.dot(v0); float d21 = v2.dot(v1); float denom = d00 * d11 - d01 * d01; float v = (d11 * d20 - d01 * d21) / denom; float w = (d00 * d21 - d01 * d20) / denom; float u = 1.0 - v - w; return Vector3(u, v, w); } void VoxelMesher::InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord) { if (vertNormals != null) { vertNormals[dst] = Vector3.Normalize((vertNormals[i0] * barycentricCoord.x) + (vertNormals[i1] * barycentricCoord.y) + (vertNormals[i2] * barycentricCoord.z)); } if (vertTangents != null) { vertTangents[dst] = NormalizeTangent((vertTangents[i0] * barycentricCoord.x) + (vertTangents[i1] * barycentricCoord.y) + (vertTangents[i2] * barycentricCoord.z)); } if (vertUV2D != null) { for (int i = 0; i < UVChannelCount; i++) { var vertUV = vertUV2D[i]; if (vertUV != null) { vertUV[dst] = (vertUV[i0] * barycentricCoord.x) + (vertUV[i1] * barycentricCoord.y) + (vertUV[i2] * barycentricCoord.z); } } } if (vertColors != null) { vertColors[dst] = (vertColors[i0] * barycentricCoord.x) + (vertColors[i1] * barycentricCoord.y) + (vertColors[i2] * barycentricCoord.z); } if (blendShapes != null) { for (int i = 0; i < blendShapes.Length; i++) { blendShapes[i].InterpolateVertexAttributes(dst, i0, i1, i2, barycentricCoord); } } // TODO: How do we interpolate the bone weights? Do we have to? } void VoxelMesher::reset() { _vertices.resize(0); _normals.resize(0); _colors.resize(0); _uvs.resize(0); _uv2s.resize(0); _indices.resize(0); _bones.resize(0); _surface_tool->clear(); } void VoxelMesher::add_chunk_bind(Node *chunk) { VoxelChunk *vchunk = Object::cast_to(chunk); add_chunk(vchunk); } void VoxelMesher::add_chunk(VoxelChunk *chunk) { ERR_FAIL_COND(!has_method("_add_chunk")); ERR_FAIL_COND(!ObjectDB::instance_validate(chunk)); call("_add_chunk", chunk); } void VoxelMesher::add_chunk_liquid_bind(Node *chunk) { VoxelChunk *vchunk = Object::cast_to(chunk); add_chunk_liquid(vchunk); } void VoxelMesher::add_chunk_liquid(VoxelChunk *chunk) { ERR_FAIL_COND(!has_method("_add_chunk_liquid")); ERR_FAIL_COND(!ObjectDB::instance_validate(chunk)); call("_add_chunk_liquid", chunk); } 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_bind(Node *chunk) { VoxelChunk *vchunk = Object::cast_to(chunk); bake_colors(vchunk); } void VoxelMesher::bake_colors(VoxelChunk *chunk) { ERR_FAIL_COND(!ObjectDB::instance_validate(chunk)); if (has_method("_bake_colors")) call("_bake_colors", chunk); } void VoxelMesher::_bake_colors(Node *p_chunk) { VoxelChunk *chunk = Object::cast_to(p_chunk); ERR_FAIL_COND(!ObjectDB::instance_validate(chunk)); Color base_light(_base_light_value, _base_light_value, _base_light_value); ERR_FAIL_COND(_vertices.size() != _normals.size()); 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 (chunk->validate_channel_data_position(x, y, z)) { Color light = Color( chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0, chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0, chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0); float ao = (chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_AO) / 255.0) * _ao_strength; float rao = chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_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::bake_liquid_colors_bind(Node *chunk) { VoxelChunk *vchunk = Object::cast_to(chunk); bake_liquid_colors(vchunk); } void VoxelMesher::bake_liquid_colors(VoxelChunk *chunk) { ERR_FAIL_COND(!ObjectDB::instance_validate(chunk)); if (has_method("_bake_liquid_colors")) call("_bake_liquid_colors", chunk); } void VoxelMesher::_bake_liquid_colors(Node *p_chunk) { VoxelChunk *chunk = Object::cast_to(p_chunk); ERR_FAIL_COND(!ObjectDB::instance_validate(chunk)); Color base_light(_base_light_value, _base_light_value, _base_light_value); ERR_FAIL_COND(_vertices.size() != _normals.size()); 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 (chunk->validate_channel_data_position(x, y, z)) { Color light = Color( chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0, chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0, chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0); float ao = (chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_CHANNEL_AO) / 255.0) * _ao_strength; float rao = chunk->get_voxel(x, y, z, VoxelChunk::DEFAULT_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() - 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)); // } } PoolVector VoxelMesher::get_vertices() { return _vertices; } void VoxelMesher::set_vertices(PoolVector values) { _vertices = values; } 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); } PoolVector VoxelMesher::get_normals() { return _normals; } void VoxelMesher::set_normals(PoolVector values) { _normals = values; } 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); } PoolVector VoxelMesher::get_colors() { return _colors; } void VoxelMesher::set_colors(PoolVector values) { _colors = values; } 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); } PoolVector VoxelMesher::get_uvs() { return _uvs; } void VoxelMesher::set_uvs(PoolVector values) { _uvs = values; } 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); } PoolVector VoxelMesher::get_uv2s() { return _uv2s; } void VoxelMesher::set_uv2s(PoolVector values) { _uv2s = values; } int VoxelMesher::get_uv2_count() { return _uv2s.size(); } void VoxelMesher::add_uv2(Vector2 uv) { _uv2s.push_back(uv); } Vector2 VoxelMesher::get_uv2(int idx) { return _uv2s.get(idx); } void VoxelMesher::remove_uv2(int idx) { _uv2s.remove(idx); } PoolVector VoxelMesher::get_indices() { return _indices; } void VoxelMesher::set_indices(PoolVector values) { _indices = values; } 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(); maxIterationCount = 100; agressiveness = 7.0; enableSmartLink = true; preserveBorderEdges = false; preserveUVSeamEdges = false; preserveUVFoldoverEdges = false; } VoxelMesher::~VoxelMesher() { _surface_tool.unref(); 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_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_bind); ClassDB::bind_method(D_METHOD("add_chunk_liquid", "chunk"), &VoxelMesher::add_chunk_liquid_bind); 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", "chunk"), &VoxelMesher::bake_colors_bind); ClassDB::bind_method(D_METHOD("_bake_colors", "chunk"), &VoxelMesher::_bake_colors); ClassDB::bind_method(D_METHOD("bake_liquid_colors", "chunk"), &VoxelMesher::bake_liquid_colors_bind); 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_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_colors"), &VoxelMesher::get_colors); ClassDB::bind_method(D_METHOD("set_colors", "values"), &VoxelMesher::set_colors); 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_uvs"), &VoxelMesher::get_uvs); ClassDB::bind_method(D_METHOD("set_uvs", "values"), &VoxelMesher::set_uvs); 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", "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_count"), &VoxelMesher::get_uv2_count); ClassDB::bind_method(D_METHOD("get_uv2", "idx"), &VoxelMesher::get_uv2); ClassDB::bind_method(D_METHOD("remove_uv2", "idx"), &VoxelMesher::remove_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_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); }