mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
643 lines
17 KiB
C++
643 lines
17 KiB
C++
#include "voxel_mesher.h"
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Ref<VoxelmanLibrary> VoxelMesher::get_library() {
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return _library;
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}
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void VoxelMesher::set_library(Ref<VoxelmanLibrary> library) {
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_library = library;
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}
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Ref<Material> VoxelMesher::get_material() {
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return _material;
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}
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void VoxelMesher::set_material(Ref<Material> material) {
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_material = material;
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}
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float VoxelMesher::get_ao_strength() const {
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return _ao_strength;
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}
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void VoxelMesher::set_ao_strength(float value) {
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_ao_strength = value;
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}
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float VoxelMesher::get_base_light_value() const {
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return _base_light_value;
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}
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void VoxelMesher::set_base_light_value(float value) {
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_base_light_value = value;
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}
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float VoxelMesher::get_voxel_scale() const {
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return _voxel_scale;
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}
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void VoxelMesher::set_voxel_scale(const float voxel_scale) {
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_voxel_scale = voxel_scale;
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}
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int VoxelMesher::get_lod_size() const {
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return _lod_size;
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}
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void VoxelMesher::set_lod_size(const int lod_size) {
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_lod_size = lod_size;
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}
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Rect2 VoxelMesher::get_uv_margin() const {
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return _uv_margin;
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}
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void VoxelMesher::set_uv_margin(const Rect2 margin) {
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_uv_margin = margin;
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}
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void VoxelMesher::build_mesh(RID mesh) {
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ERR_FAIL_COND(mesh == RID());
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VS::get_singleton()->mesh_clear(mesh);
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if (_vertices.size() == 0) {
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//Nothing to do
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return;
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}
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_surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
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if (_material.is_valid())
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_surface_tool->set_material(_material);
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else
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_surface_tool->set_material(_library->get_material());
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if (_colors.size() != _vertices.size()) {
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print_error("Colors.size() != vertices.size() -> " + String::num(_colors.size()) + " " + String::num(_vertices.size()));
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_colors.clear();
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}
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int len = _vertices.size();
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for (int i = 0; i < len; ++i) {
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if (_normals.size() > 0) {
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_surface_tool->add_normal(_normals.get(i));
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}
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if (_colors.size() > 0) {
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_surface_tool->add_color(_colors.get(i));
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}
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if (_uvs.size() > 0) {
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_surface_tool->add_uv(_uvs.get(i));
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}
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_surface_tool->add_vertex(_vertices.get(i));
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}
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for (int i = 0; i < _indices.size(); ++i) {
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_surface_tool->add_index(_indices.get(i));
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}
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if (_normals.size() == 0) {
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_surface_tool->generate_normals();
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}
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Array arr = _surface_tool->commit_to_arrays();
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
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}
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void VoxelMesher::reset() {
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_vertices.clear();
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_normals.clear();
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_colors.clear();
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_uvs.clear();
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_indices.clear();
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_bones.clear();
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_surface_tool->clear();
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}
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void VoxelMesher::add_buffer(Ref<VoxelBuffer> voxels) {
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ERR_FAIL_COND(!has_method("_add_buffer"));
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call("_add_buffer", voxels);
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}
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void VoxelMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale, const Rect2 uv_rect) {
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Transform transform = Transform(Basis(rotation).scaled(scale), position);
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add_mesh_data_resource_transform(mesh, transform, uv_rect);
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}
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void VoxelMesher::add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform, const Rect2 uv_rect) {
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ERR_FAIL_COND(mesh->get_array().size() == 0);
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Array verts = mesh->get_array().get(Mesh::ARRAY_VERTEX);
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for (int i = 0; i < verts.size(); ++i) {
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Vector3 vert = verts[i];
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vert = transform.xform(vert);
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add_vertex(vert);
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}
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if (mesh->get_array().size() <= Mesh::ARRAY_NORMAL)
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return;
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Array normals = mesh->get_array().get(Mesh::ARRAY_NORMAL);
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for (int i = 0; i < normals.size(); ++i) {
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Vector3 normal = normals[i];
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normal = transform.basis.xform(normal);
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add_normal(normal);
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}
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/*
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if (mesh->get_array().size() <= Mesh::ARRAY_TANGENT)
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return;
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Array tangents = mesh->get_array().get(Mesh::ARRAY_TANGENT);
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for (int i = 0; i < verts.size(); ++i) {
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Plane p(tangents[i * 4 + 0], tangents[i * 4 + 1], tangents[i * 4 + 2], tangents[i * 4 + 3]);
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Vector3 tangent = p.normal;
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Vector3 binormal = p.normal.cross(tangent).normalized() * p.d;
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tangent = local_transform.basis.xform(tangent);
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binormal = local_transform.basis.xform(binormal);
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add_t(normal);
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add_binorm
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}*/
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if (mesh->get_array().size() <= Mesh::ARRAY_COLOR)
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return;
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Array colors = mesh->get_array().get(Mesh::ARRAY_COLOR);
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for (int i = 0; i < colors.size(); ++i) {
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Color color = colors[i];
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add_color(color);
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}
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if (mesh->get_array().size() <= Mesh::ARRAY_TEX_UV)
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return;
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Array tex_uv = mesh->get_array().get(Mesh::ARRAY_TEX_UV);
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for (int i = 0; i < tex_uv.size(); ++i) {
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Vector2 uv = tex_uv[i];
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uv.x *= uv_rect.size.x;
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uv.y *= uv_rect.size.y;
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uv.x += uv_rect.position.x;
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uv.y += uv_rect.position.y;
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add_uv(uv);
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}
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/*
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if (mesh->get_array().size() <= Mesh::ARRAY_TEX_UV2)
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return;
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Array tex_uv2 = mesh->get_array().get(Mesh::ARRAY_TEX_UV2);
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for (int i = 0; i < tex_uv.size(); ++i) {
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Vector2 uv = tex_uv2[i];
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add_uv2(uv);
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}*/
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/*
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if (mesh->get_array().size() <= Mesh::ARRAY_BONES)
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return;
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Array bones = mesh->get_array().get(Mesh::ARRAY_BONES);
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for (int i = 0; i < bones.size(); ++i) {
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int bone = bones[i];
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add_bone(bone);
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}*/
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/*
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if (mesh->get_array().size() <= Mesh::ARRAY_WEIGHTS)
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return;
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Array weights = mesh->get_array().get(Mesh::ARRAY_WEIGHTS);
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for (int i = 0; i < weights.size(); ++i) {
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float weight = weights[i];
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add_weight(weight);
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}*/
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if (mesh->get_array().size() <= Mesh::ARRAY_INDEX)
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return;
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Array indices = mesh->get_array().get(Mesh::ARRAY_INDEX);
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int ic = get_vertex_count() - verts.size();
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for (int i = 0; i < indices.size(); ++i) {
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int index = indices[i];
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add_indices(ic + index);
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}
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}
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void VoxelMesher::bake_colors(Ref<VoxelBuffer> voxels) {
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if (has_method("_bake_colors"))
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call("_bake_colors", voxels);
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}
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void VoxelMesher::_bake_colors(Ref<VoxelBuffer> buffer) {
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Color base_light(_base_light_value, _base_light_value, _base_light_value);
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ERR_FAIL_COND(_vertices.size() != _normals.size());
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/*
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if (_vertices.size() != _normals.size()) {
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print_error("VoxelMesherCubic: Generating normals!");
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}*/
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for (int i = 0; i < _vertices.size(); ++i) {
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Vector3 vert = _vertices[i];
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if (vert.x < 0 || vert.y < 0 || vert.z < 0) {
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if (_colors.size() < _vertices.size()) {
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_colors.push_back(base_light);
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}
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continue;
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}
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unsigned int x = (unsigned int)(vert.x / _voxel_scale);
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unsigned int y = (unsigned int)(vert.y / _voxel_scale);
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unsigned int z = (unsigned int)(vert.z / _voxel_scale);
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if (buffer->validate_pos(x, y, z)) {
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Color light = Color(
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buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0,
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buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0,
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buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
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float ao = (buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_AO) / 255.0) * _ao_strength;
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float rao = buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_RANDOM_AO) / 255.0;
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ao += rao;
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light.r += _base_light_value;
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light.g += _base_light_value;
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light.b += _base_light_value;
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light.r -= ao;
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light.g -= ao;
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light.b -= ao;
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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if (_colors.size() < _vertices.size()) {
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_colors.push_back(light);
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} else {
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_colors.set(i, light);
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}
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} else {
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if (_colors.size() < _vertices.size()) {
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_colors.push_back(base_light);
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}
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}
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}
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}
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void VoxelMesher::build_collider(RID shape) const {
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ERR_FAIL_COND(shape == RID());
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if (_vertices.size() == 0)
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return;
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PoolVector<Vector3> face_points;
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if (_indices.size() == 0) {
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int len = (_vertices.size() / 4);
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for (int i = 0; i < len; ++i) {
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face_points.push_back(_vertices.get(i * 4));
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face_points.push_back(_vertices.get((i * 4) + 2));
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face_points.push_back(_vertices.get((i * 4) + 1));
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face_points.push_back(_vertices.get(i * 4));
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face_points.push_back(_vertices.get((i * 4) + 3));
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face_points.push_back(_vertices.get((i * 4) + 2));
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}
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PhysicsServer::get_singleton()->shape_set_data(shape, face_points);
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return;
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}
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face_points.resize(_indices.size());
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for (int i = 0; i < face_points.size(); i++) {
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face_points.set(i, _vertices.get(_indices.get(i)));
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}
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PhysicsServer::get_singleton()->shape_set_data(shape, face_points);
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}
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void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &lights) {
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ERR_FAIL_COND(node == NULL);
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Color darkColor(0, 0, 0, 1);
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for (int v = 0; v < _vertices.size(); ++v) {
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Vector3 vet = _vertices.get(v);
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Vector3 vertex = node->to_global(vet);
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//grab normal
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Vector3 normal = _normals.get(v);
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Vector3 v_lightDiffuse;
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//calculate the lights value
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for (int i = 0; i < lights.size(); ++i) {
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Ref<VoxelLight> light = lights.get(i);
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Vector3 lightDir = light->get_world_position().to_vec3() - vertex;
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float dist2 = lightDir.dot(lightDir);
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//inverse sqrt
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lightDir *= (1.0 / sqrt(dist2));
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float NdotL = normal.dot(lightDir);
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if (NdotL > 1.0) {
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NdotL = 1.0;
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} else if (NdotL < 0.0) {
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NdotL = 0.0;
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}
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Color cc = light->get_color();
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Vector3 cv(cc.r, cc.g, cc.b);
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Vector3 value = cv * (NdotL / (1.0 + dist2));
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value *= light->get_size();
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v_lightDiffuse += value;
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/*
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float dist2 = Mathf.Clamp(Vector3.Distance(transformedLights[i], vertices), 0f, 15f);
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dist2 /= 35f;
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Vector3 value = Vector3.one;
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value *= ((float) lights[i].Strength) / 255f;
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value *= (1 - dist2);
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v_lightDiffuse += value;*/
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}
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Color f = _colors.get(v);
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//Color f = darkColor;
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Vector3 cv2(f.r, f.g, f.b);
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cv2 += v_lightDiffuse;
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if (cv2.x > 1)
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cv2.x = 1;
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if (cv2.y > 1)
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cv2.y = 1;
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if (cv2.y > 1)
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cv2.y = 1;
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// cv2.x = Mathf.Clamp(cv2.x, 0f, 1f);
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//cv2.y = Mathf.Clamp(cv2.y, 0f, 1f);
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// cv2.z = Mathf.Clamp(cv2.z, 0f, 1f);
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f.r = cv2.x;
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f.g = cv2.y;
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f.b = cv2.z;
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//f.r = v_lightDiffuse.x;
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//f.g = v_lightDiffuse.y;
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//f.b = v_lightDiffuse.z;
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_colors.set(v, f);
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}
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// for (int i = 0; i < _colors->size(); ++i) {
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// print_error(_colors->get(i));
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// }
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}
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Vector<Vector3> *VoxelMesher::get_vertices() {
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return &_vertices;
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}
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int VoxelMesher::get_vertex_count() {
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return _vertices.size();
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}
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void VoxelMesher::add_vertex(Vector3 vertex) {
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_vertices.push_back(vertex);
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}
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Vector3 VoxelMesher::get_vertex(int idx) {
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return _vertices.get(idx);
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}
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void VoxelMesher::remove_vertex(int idx) {
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_vertices.remove(idx);
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}
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Vector<Vector3> *VoxelMesher::get_normals() {
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return &_normals;
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}
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int VoxelMesher::get_normal_count() {
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return _normals.size();
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}
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void VoxelMesher::add_normal(Vector3 normal) {
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_normals.push_back(normal);
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}
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Vector3 VoxelMesher::get_normal(int idx) {
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return _normals.get(idx);
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}
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void VoxelMesher::remove_normal(int idx) {
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_normals.remove(idx);
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}
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Vector<Color> *VoxelMesher::get_colors() {
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return &_colors;
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}
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int VoxelMesher::get_color_count() {
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return _colors.size();
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}
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void VoxelMesher::add_color(Color color) {
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_colors.push_back(color);
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}
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Color VoxelMesher::get_color(int idx) {
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return _colors.get(idx);
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}
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void VoxelMesher::remove_color(int idx) {
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_colors.remove(idx);
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}
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Vector<Vector2> *VoxelMesher::get_uvs() {
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return &_uvs;
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}
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int VoxelMesher::get_uv_count() {
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return _uvs.size();
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}
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void VoxelMesher::add_uv(Vector2 uv) {
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_uvs.push_back(uv);
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}
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Vector2 VoxelMesher::get_uv(int idx) {
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return _uvs.get(idx);
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}
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void VoxelMesher::remove_uv(int idx) {
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_uvs.remove(idx);
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}
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Vector<int> *VoxelMesher::get_indices() {
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return &_indices;
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}
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int VoxelMesher::get_indices_count() {
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return _indices.size();
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}
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void VoxelMesher::add_indices(int index) {
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_indices.push_back(index);
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}
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int VoxelMesher::get_indice(int idx) {
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return _indices.get(idx);
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}
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void VoxelMesher::remove_indices(int idx) {
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_indices.remove(idx);
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}
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VoxelMesher::VoxelMesher(Ref<VoxelmanLibrary> library) {
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_library = library;
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_voxel_scale = 1;
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_lod_size = 1;
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_surface_tool.instance();
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}
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VoxelMesher::VoxelMesher() {
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_voxel_scale = 1;
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_lod_size = 1;
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_ao_strength = 0.25;
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_base_light_value = 0.5;
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_uv_margin = Rect2(0, 0, 1, 1);
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_surface_tool.instance();
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}
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VoxelMesher::~VoxelMesher() {
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_vertices.clear();
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_normals.clear();
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_colors.clear();
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_uvs.clear();
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_indices.clear();
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_bones.clear();
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_surface_tool.unref();
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if (_library.is_valid()) {
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_library.unref();
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}
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}
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void VoxelMesher::_bind_methods() {
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BIND_VMETHOD(MethodInfo("_add_buffer", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer")));
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BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "VoxelBuffer")));
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ClassDB::bind_method(D_METHOD("get_library"), &VoxelMesher::get_library);
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ClassDB::bind_method(D_METHOD("set_library", "value"), &VoxelMesher::set_library);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelmanLibrary"), "set_library", "get_library");
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ClassDB::bind_method(D_METHOD("get_material"), &VoxelMesher::get_material);
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ClassDB::bind_method(D_METHOD("set_material", "value"), &VoxelMesher::set_material);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
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ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelMesher::get_voxel_scale);
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ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &VoxelMesher::set_voxel_scale);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
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ClassDB::bind_method(D_METHOD("get_lod_size"), &VoxelMesher::get_lod_size);
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ClassDB::bind_method(D_METHOD("set_lod_size", "value"), &VoxelMesher::set_lod_size);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_size"), "set_lod_size", "get_lod_size");
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ClassDB::bind_method(D_METHOD("get_ao_strength"), &VoxelMesher::get_ao_strength);
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ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &VoxelMesher::set_ao_strength);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_strength"), "set_ao_strength", "get_ao_strength");
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ClassDB::bind_method(D_METHOD("get_base_light_value"), &VoxelMesher::get_base_light_value);
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ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &VoxelMesher::set_base_light_value);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "base_light_value"), "set_base_light_value", "get_base_light_value");
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ClassDB::bind_method(D_METHOD("get_uv_margin"), &VoxelMesher::get_uv_margin);
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ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &VoxelMesher::set_uv_margin);
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ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin");
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ClassDB::bind_method(D_METHOD("add_buffer", "buffer"), &VoxelMesher::add_buffer);
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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()));
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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)));
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ClassDB::bind_method(D_METHOD("bake_colors", "buffer"), &VoxelMesher::bake_colors);
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ClassDB::bind_method(D_METHOD("_bake_colors", "buffer"), &VoxelMesher::_bake_colors);
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ClassDB::bind_method(D_METHOD("get_vertex_count"), &VoxelMesher::get_vertex_count);
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ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &VoxelMesher::get_vertex);
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ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &VoxelMesher::remove_vertex);
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ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &VoxelMesher::add_vertex);
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ClassDB::bind_method(D_METHOD("get_normal_count"), &VoxelMesher::get_normal_count);
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ClassDB::bind_method(D_METHOD("get_normal", "idx"), &VoxelMesher::get_normal);
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ClassDB::bind_method(D_METHOD("remove_normal", "idx"), &VoxelMesher::remove_normal);
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ClassDB::bind_method(D_METHOD("add_normal", "normal"), &VoxelMesher::add_normal);
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ClassDB::bind_method(D_METHOD("get_color_count"), &VoxelMesher::get_color_count);
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ClassDB::bind_method(D_METHOD("get_color", "idx"), &VoxelMesher::get_color);
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ClassDB::bind_method(D_METHOD("remove_color", "idx"), &VoxelMesher::remove_color);
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ClassDB::bind_method(D_METHOD("add_color", "color"), &VoxelMesher::add_color);
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ClassDB::bind_method(D_METHOD("get_uv_count"), &VoxelMesher::get_uv_count);
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ClassDB::bind_method(D_METHOD("get_uv", "idx"), &VoxelMesher::get_uv);
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ClassDB::bind_method(D_METHOD("remove_uv", "idx"), &VoxelMesher::remove_uv);
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ClassDB::bind_method(D_METHOD("add_uv", "vertex"), &VoxelMesher::add_uv);
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ClassDB::bind_method(D_METHOD("get_indices_count"), &VoxelMesher::get_indices_count);
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ClassDB::bind_method(D_METHOD("get_indice", "idx"), &VoxelMesher::get_indice);
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ClassDB::bind_method(D_METHOD("remove_indices", "idx"), &VoxelMesher::remove_indices);
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ClassDB::bind_method(D_METHOD("add_indices", "indice"), &VoxelMesher::add_indices);
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ClassDB::bind_method(D_METHOD("reset"), &VoxelMesher::reset);
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//ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &VoxelMesher::calculate_vertex_ambient_occlusion_path);
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ClassDB::bind_method(D_METHOD("build_mesh", "mesh_rid"), &VoxelMesher::build_mesh);
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}
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