voxelman/meshers/voxel_mesher.cpp

380 lines
9.5 KiB
C++

#include "voxel_mesher.h"
VoxelMesher::VoxelMesher(Ref<VoxelmanLibrary> library) {
_library = library;
_vertices = memnew(Vector<Vector3>());
_normals = memnew(Vector<Vector3>());
_colors = memnew(Vector<Color>());
_uvs = memnew(Vector<Vector2>());
_indices = memnew(Vector<int>());
_bones = memnew(Vector<int>());
_debug_voxel_face = false;
size = (float)1;
vertexOffset = Vector3((float)0.5, (float)0.5, (float)0.5);
_surface_tool = memnew(SurfaceTool());
}
VoxelMesher::VoxelMesher() {
_vertices = memnew(Vector<Vector3>());
_normals = memnew(Vector<Vector3>());
_colors = memnew(Vector<Color>());
_uvs = memnew(Vector<Vector2>());
_indices = memnew(Vector<int>());
_bones = memnew(Vector<int>());
_debug_voxel_face = false;
size = (float)1;
vertexOffset = Vector3((float)0.5, (float)0.5, (float)0.5);
_surface_tool = memnew(SurfaceTool());
}
VoxelMesher::~VoxelMesher() {
memdelete(_vertices);
memdelete(_normals);
memdelete(_colors);
memdelete(_uvs);
memdelete(_indices);
memdelete(_bones);
memdelete(_surface_tool);
}
Ref<ArrayMesh> VoxelMesher::build_mesh() {
_surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
_surface_tool->set_material(_library->get_material());
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));
}
_surface_tool->generate_normals();
Ref<ArrayMesh> m = _surface_tool->commit();
return m;
}
void VoxelMesher::reset() {
_vertices->clear();
_normals->clear();
_colors->clear();
_uvs->clear();
_indices->clear();
_bones->clear();
}
void VoxelMesher::create_mesh_for_marching_cubes_query(Ref<MarchingCubesVoxelQuery> query) {
ERR_FAIL_COND(!query.is_valid());
ERR_FAIL_COND(!has_method("_create_mesh_for_marching_cubes_query"));
call("_create_mesh_for_marching_cubes_query", query);
}
/*
void VoxelMesher::add_voxels(Hash3DMap<Ref<Voxel> > *voxels) {
ERR_FAIL_COND(!has_method("_add_voxels"));
Array arr;
const int *k = NULL;
while (k = voxels->next(k)) {
Ref<Voxel> v = voxels->get(*k);
arr.append(v);
}
call("_add_voxels", arr);
}*/
void VoxelMesher::add_voxel(Ref<Voxel> voxels) {
ERR_FAIL_COND(!has_method("_add_voxel"));
call("_add_voxel", voxels);
}
void VoxelMesher::create_trimesh_shape(Ref<ConcavePolygonShape> shape) const {
if (_vertices->size() == 0)
return;
PoolVector<Vector3> face_points;
if (_indices->size() == 0) {
//face_points.resize(_vertices->size());
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));
}
shape->set_faces(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)));
}
shape->set_faces(face_points);
}
void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > *lights) {
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<VoxelLight> 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_strength();
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<Vector3> *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<Vector3> *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<Color> *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<Vector2> *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<int> *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);
}
void VoxelMesher::_bind_methods() {
//BIND_VMETHOD(MethodInfo("_build_mesh", PropertyInfo(Variant::BOOL, "recal", PROPERTY_HINT_RESOURCE_TYPE, "SpellCastInfo")));
BIND_VMETHOD(MethodInfo("_add_voxels", PropertyInfo(Variant::ARRAY, "voxels")));
BIND_VMETHOD(MethodInfo("_add_voxel", PropertyInfo(Variant::OBJECT, "voxel", PROPERTY_HINT_RESOURCE_TYPE, "Voxel")));
BIND_VMETHOD(MethodInfo("_create_mesh_for_marching_cubes_query", PropertyInfo(Variant::OBJECT, "query", PROPERTY_HINT_RESOURCE_TYPE, "MarchingCubesVoxelQuery")));
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"), "set_library", "get_library");
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"), &VoxelMesher::build_mesh);
}