2025-04-08 09:07:02 +00:00
										 
									 
								 
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								using System.Collections;
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								using System.Collections.Generic;
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								using Godot;
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								using System;
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								using System.Threading.Tasks;
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								namespace Rokojori
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								{
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								  [Tool][GlobalClass]
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								  public partial class CrossBraces_Baker:_XX_MultiBakeModeBillboardBase
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								  {
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								    [Export]
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								    public int crossAngles = 2;
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								    [Export]
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								    public int crossBraces = 3;
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								    [Export]
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								    public float crossSpreadDistance = 1;
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								    [Export]
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								    public float crossAngleOffset = 0;
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								    [Export]
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								    public bool crossTop = false;
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								    [Export]
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								    public bool crossBottom = false;
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								    public override int GetNumViews()
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								    {
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								      var views = crossAngles * 2;
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								      if ( crossBottom )
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								      {
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								        views ++;
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								      }
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								      if ( crossTop )
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								      {
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								        views ++;
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								      }
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								      return views;
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								    }
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								    public override void CreateBakers()
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								    {
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								      var fov = multiBaker.GetCameraFOV();
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								      var distance = multiBaker.GetCameraDistance();
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								      var outputScale = multiBaker.GetOutputScale();
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								      RJLog.Log( "outputScale", outputScale );
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											2025-05-07 12:18:01 +00:00
										 
									 
								 
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								      var _bakers = multiBaker.bakerCameras;
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											2025-04-08 09:07:02 +00:00
										 
									 
								 
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								      var mb = multiBaker;
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								      _bakers.ForEach(
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								        bk =>
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								        {
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								          var vs = bk.viewSettings;
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								          vs.fovDistance = Manual_BakingFDSettings.Create( fov, distance );          
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								          vs.rotationMode = BakingViewSettings.RotationMode.Yaw_Pitch;
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								        }
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								      );
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								      var index = 0;
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								      var mg = new MeshGeometry();  
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								      var numTextures = GetNumViews();
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								      var textureAlignment = TextureMerger.ComputeTextureAlignment( numTextures );
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								      if ( crossTop )
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								      {
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								        _bakers[ index ].viewSettings.yaw = 0 + crossAngleOffset;
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								        _bakers[ index ].viewSettings.pitch = 90f;        
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								        var uv = TextureMerger.GetUVRectangle( textureAlignment, index, true );
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								        var q = new MeshGeometry();        
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								        q.AddQuad( _bakers[ index ].viewSettings.bakingRotation, outputScale, uv.min, uv.max );  
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								        mg.Add( q );
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								        index ++;
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								      }
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								      if ( crossBottom )
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								      {
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								        _bakers[ index ].viewSettings.yaw = 0 + crossAngleOffset;
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								        _bakers[ index ].viewSettings.pitch = -90f;
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								        var uv = TextureMerger.GetUVRectangle( textureAlignment, index, true );
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								        var q = new MeshGeometry();
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								        q.AddQuad( _bakers[ index ].viewSettings.bakingRotation, outputScale, uv.min, uv.max );  
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								        mg.Add( q );
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								        index ++;
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								      }
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								      for ( int i = 0; i < crossAngles; i++ )
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								      {
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								        for ( int side = 0; side < 2; side ++ )
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								        {
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								          var angle = ( 180f * i ) / (float) crossAngles;
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								          _bakers[ index ].viewSettings.yaw = side == 0 ? angle : ( MathX.Repeat( angle + 180f, 360f ) );
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								          _bakers[ index ].viewSettings.yaw += crossAngleOffset;
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								          _bakers[ index ].viewSettings.pitch = 0;
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								          var uv = TextureMerger.GetUVRectangle( textureAlignment, index, true );          
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								          var q = new MeshGeometry(); 
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								          q.AddQuad( _bakers[ index ].viewSettings.bakingRotation, outputScale, uv.min, uv.max );  
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								          if ( crossBraces > 1 )
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								          {
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								            var normal = Vector3.Forward * _bakers[ index ].viewSettings.bakingRotation;
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								            var startOffset = normal * crossSpreadDistance * 0.5f;
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								            var endOffset = -startOffset;
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								            for ( int brace = 0; brace < crossBraces; brace ++ )
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								            {
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								              var bq = q.Clone();
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								              var lerpAmount = (float)brace / (float)( crossBraces - 1 );
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								              var offset = startOffset.Lerp( endOffset, lerpAmount );
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								              bq.ApplyTranslation( offset );
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								              mg.Add( bq );
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								            }
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								          }
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								          else
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								          {
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								            mg.Add( q );
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								          }
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								          index ++;
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								        }
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								      }
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								      mg.ApplyTranslation( -mb.targetPivot );
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								      mb.X_outputMesh.Mesh = mg.GenerateMesh();  
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								    }
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								  }
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								}
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