Pose & Geometry Updates
This commit is contained in:
parent
31704452be
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1bcbcaaf99
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@ -0,0 +1,12 @@
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using Godot;
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using System.Collections.Generic;
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namespace Rokojori
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{
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public class ResourceHelper
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{
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public static void Overwrite<T>( List<string> overwriteProperties, T sourceResource, T targetResource ) where T:Resource
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{
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}
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}
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}
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@ -202,6 +202,20 @@ namespace Rokojori
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target.SetGlobalQuaternion( source.GetGlobalQuaternion() );
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}
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public void Rotate( Quaternion rotation )
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{
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position = rotation * position;
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this.rotation *= rotation;
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this.rotation = this.rotation.Normalized();
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}
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public void RotateAround( Quaternion rotation, Vector3 pivot )
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{
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position -= pivot;
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Rotate( rotation );
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position += pivot;
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}
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public static Pose Merge( List<Pose> poses, List<float> weights = null )
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{
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@ -32,6 +32,23 @@ namespace Rokojori
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public SplineCurveTangent tangentBefore = new SplineCurveTangent();
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public SplineCurveTangent tangentNext = new SplineCurveTangent();
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public Pose pose
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{
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get => Pose.Create( position, rotation );
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set
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{
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position = value.position;
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rotation = value.rotation;
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}
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}
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public void RotateAround( Quaternion rotation, Vector3 pivot )
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{
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var p = pose;
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p.RotateAround( rotation, pivot );
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pose = p;
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}
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public SplineCurvePoint Clone()
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{
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var scp = new SplineCurvePoint();
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@ -77,6 +94,11 @@ namespace Rokojori
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return cloned;
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}
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public void LookTowards( Vector3 direction, Vector3 up )
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{
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rotation = Math3D.LookRotation( direction, up );
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}
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}
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@ -94,6 +116,34 @@ namespace Rokojori
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return splineCurve;
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}
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public void AutoOrientateByTangents( Vector3 up, bool closed = false, float autoOrientationTangentAdjustment = 0f )
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{
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var list = _points;
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for ( int i = 0; i < list.Count; i++ )
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{
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var point = list[ i ];
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var tangentForward = Vector3.Zero;
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if ( i == ( list.Count - 1 ) && ! closed )
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{
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tangentForward = - SplineCurveCreator.GetTangentDirectionSmoothed( 1, autoOrientationTangentAdjustment, list, i, true, false );
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}
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else
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{
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tangentForward = SplineCurveCreator.GetTangentDirectionSmoothed( 1, autoOrientationTangentAdjustment, list, i, false, closed );
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}
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if ( tangentForward.Length() == 0 )
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{
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continue;
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}
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point.LookTowards( tangentForward, up );
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}
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}
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public Vector3 MinPointPosition()
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{
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if ( _points.Count == 0 )
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@ -8,7 +8,25 @@ namespace Rokojori
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{
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bool closed;
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public SplineCurve Create( List<SplinePoint> splinePoints, bool close )
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public SplineCurve Create( List<SplinePoint> splinePoints, bool close = false )
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{
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closed = close;
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var points = new List<SplineCurvePoint>();
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for ( int i = 0; i < splinePoints.Count; i++ )
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{
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points.Add( CreatePoint( splinePoints, i ) );
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}
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if ( closed )
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{
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points.Add( CreatePoint( splinePoints, 0 ) );
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}
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return SplineCurve.From( points );
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}
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public SplineCurve Create( List<Vector3> splinePoints, bool close = false )
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{
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closed = close;
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var points = new List<SplineCurvePoint>();
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@ -45,6 +63,26 @@ namespace Rokojori
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return splineCurvePoint;
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}
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SplineCurvePoint CreatePoint( List<Vector3> splinePoints, int index )
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{
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var splineCurvePoint = new SplineCurvePoint();
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var splinePoint = splinePoints[ index ];
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splineCurvePoint.position = splinePoint;
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splineCurvePoint.rotation = Quaternion.Identity;
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splineCurvePoint.scale = Vector3.One;
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splineCurvePoint.twist = 0;
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splineCurvePoint.weight = 1f;
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splineCurvePoint.tangentBefore.position = GetTangentPosition( splinePoints, index, true, closed );
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splineCurvePoint.tangentNext.position = GetTangentPosition( splinePoints, index, false, closed );
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splineCurvePoint.tangentBefore.weight = 1;
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splineCurvePoint.tangentNext.weight = 1;
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return splineCurvePoint;
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}
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public static Vector3 GetTangentDirectionSmoothed( float smoothing, List<SplinePoint> splinePoints, int index, bool before, bool closed )
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{
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var previousIndex = MathX.SafeIndex( index - 1, splinePoints.Count, closed );
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@ -84,6 +122,28 @@ namespace Rokojori
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return unsmoothedTangent + smoothing * ( smoothedTangent - unsmoothedTangent );
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}
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public static Vector3 GetTangentDirectionSmoothed( int numSamples, float smoothing, List<SplineCurvePoint> splinePoints, int index, bool before, bool closed )
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{
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var smoothedTangent = Vector3.Zero;
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var unsmoothedTangent = Vector3.Zero;
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for ( int i = -numSamples; i <= numSamples; i++ )
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{
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var sampleIndex = MathX.SafeIndex( index + i, splinePoints.Count, closed );
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var direction = GetTangentDirection( splinePoints, sampleIndex, before, closed );
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smoothedTangent += direction;
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if ( i == 0 )
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{
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unsmoothedTangent = direction;
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}
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}
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smoothedTangent /= ( numSamples * 2 + 1 );
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return unsmoothedTangent + smoothing * ( smoothedTangent - unsmoothedTangent );
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}
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public static Vector3 GetTangentDirection( List<SplinePoint> splinePoints, int index, bool before, bool closed )
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{
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@ -92,6 +152,78 @@ namespace Rokojori
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return GetTangentPosition( splinePoints, index, before, closed ) - splinePoint.GlobalPosition;
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}
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public static Vector3 GetTangentDirection( List<SplineCurvePoint> splinePoints, int index, bool before, bool closed,
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float overshootPrevention = 0, float tangentScale = 1, float symmetricTangentLength = 0 )
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{
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var splinePoint = splinePoints[ index ];
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return GetTangentPosition( splinePoints, index, before, closed, overshootPrevention, tangentScale, symmetricTangentLength ) - splinePoint.position;
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}
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public static Vector3 GetTangentPosition( List<SplineCurvePoint> splinePoints, int index, bool before, bool closed,
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float overshootPrevention = 0, float tangentScale = 1, float symmetricTangentLength = 0 )
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{
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var splinePoint = splinePoints[ index ];
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var previousIndex = index - 1;
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if ( previousIndex == -1 )
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{
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previousIndex = closed ? splinePoints.Count -1 : 0;
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}
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var nextIndex = index + 1;
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if ( nextIndex == splinePoints.Count )
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{
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nextIndex = closed ? 0 : splinePoints.Count - 1;
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}
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var previous = splinePoints[ previousIndex ];
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var next = splinePoints[ nextIndex ];
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var previousPosition = previous.position;
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var nextPosition = next.position;
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var position = splinePoint.position;
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return GetTangentPosition( position, previousPosition, nextPosition, before, overshootPrevention, tangentScale, symmetricTangentLength );
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}
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public static Vector3 GetTangentPosition( List<Vector3> splinePoints, int index, bool before, bool closed,
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float overshootPrevention = 0, float tangentScale = 1, float symmetricTangentLength = 0 )
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{
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var splinePoint = splinePoints[ index ];
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var previousIndex = index - 1;
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if ( previousIndex == -1 )
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{
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previousIndex = closed ? splinePoints.Count -1 : 0;
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}
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var nextIndex = index + 1;
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if ( nextIndex == splinePoints.Count )
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{
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nextIndex = closed ? 0 : splinePoints.Count - 1;
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}
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var previous = splinePoints[ previousIndex ];
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var next = splinePoints[ nextIndex ];
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var previousPosition = previous;
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var nextPosition = next;
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var position = splinePoint;
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return GetTangentPosition( position, previousPosition, nextPosition, before, overshootPrevention, tangentScale, symmetricTangentLength );
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}
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public static Vector3 GetTangentPosition( List<SplinePoint> splinePoints, int index, bool before, bool closed )
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{
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var splinePoint = splinePoints[ index ];
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@ -124,12 +256,22 @@ namespace Rokojori
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var point = splinePoint.GlobalPosition;
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var position = splinePoint.GlobalPosition;
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var overshootPrevention = splinePoint.overshootPrevention;
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var tangentScale = splinePoint.tangentScale;
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var symmetricTangentLength = splinePoint.symmetricTangentLength;
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return GetTangentPosition( position, previousPosition, nextPosition, before, overshootPrevention, tangentScale, symmetricTangentLength );
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}
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public static Vector3 GetTangentPosition( Vector3 point, Vector3 previousPosition, Vector3 nextPosition, bool before,
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float overshootPrevention = 0, float tangentScale = 1, float symmetricTangentLength = 0 )
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{
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if ( overshootPrevention > 0 )
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{
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var previousDirection = ( previousPosition - point ) ;
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@ -179,9 +321,6 @@ namespace Rokojori
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return point + direction.Normalized() * length * 0.33333f * tangentScale;
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}
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}
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}
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@ -53,7 +53,7 @@ namespace Rokojori
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[ExportGroup( "Blade Triangles")]
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[Export( PropertyHint.Range, "1,20")]
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[Export( PropertyHint.Range, "1,256")]
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public int bladeSegments = 3;
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[Export]
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@ -82,6 +82,13 @@ namespace Rokojori
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[Export]
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public Curve uvSegmentWeightsFar = null;
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[Export( PropertyHint.Range, "0,1" )]
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public float uvSegmentDistortion = 0.5f;
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[Export( PropertyHint.Range, "0,0.5" )]
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public float uvSegmentMaxRange = 0.3f;
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[ExportGroup( "Blade Shape")]
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[Export]
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public Curve bladeScale = MathX.Curve( 1f );
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@ -104,6 +111,23 @@ namespace Rokojori
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[Export]
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public Curve bladeBending2 = null;
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[Export]
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public Curve bladeArching = MathX.Curve( 0f );
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[Export]
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public Curve bladeArching2 = null;
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[Export]
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public Curve bladeTwisting = null;
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[Export]
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public Curve bladeTwisting2 = null;
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[Export]
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public Curve rolling = MathX.Curve( 0f );
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[ExportGroup( "Blade Offset & Scale")]
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[Export]
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@ -134,6 +158,9 @@ namespace Rokojori
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[Export]
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public Curve normalBlending = MathX.Curve( 0.5f );
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[Export]
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public Curve normalBlendingAmountOverY = MathX.Curve( 1f );
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[Export]
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public Vector3 normalBlendingDirection = Vector3.Up;
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@ -239,6 +266,8 @@ namespace Rokojori
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var allBladesX = bladesX + blades;
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var allBladesZ = bladesZ + blades;
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var numDebugs = 0;
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for ( int i = 0; i < allBladesX; i++ )
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{
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var x = ( i + 0.5f ) * cellSizeX;
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@ -268,6 +297,9 @@ namespace Rokojori
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worldPosition
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);
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debugBlade = X_numBlades < 10;
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var bladeMG = CreateBlade( random, worldPosition );
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if ( filterValue > filterTreshold )
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@ -296,7 +328,10 @@ namespace Rokojori
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clonedBladeMG = bladeMG.Clone();
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}
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bladeMG.BlendNormals( normalBlendingDirection, normalBlendingAmount );
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var yRange = bladeMG.GetRangeY();
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// bladeMG.BlendNormals( normalBlendingDirection, normalBlendingAmount );
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bladeMG.BlendNormalsOverY( normalBlendingDirection, normalBlendingAmount, yRange.min, yRange.max, normalBlendingAmountOverY );
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mg.Add( bladeMG );
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@ -304,7 +339,8 @@ namespace Rokojori
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{
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clonedBladeMG.FlipNormalDirection();
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clonedBladeMG.BlendNormals( normalBlendingDirection, normalBlendingAmount );
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// clonedBladeMG.BlendNormals( normalBlendingDirection, normalBlendingAmount );
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clonedBladeMG.BlendNormalsOverY( normalBlendingDirection, normalBlendingAmount, yRange.min, yRange.max, normalBlendingAmountOverY );
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mg.Add( clonedBladeMG );
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}
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@ -318,9 +354,15 @@ namespace Rokojori
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output.Mesh = mg.GenerateMesh();
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}
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bool debugBlade = false;
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MeshGeometry CreateBlade( RandomEngine random, Vector3 position )
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{
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// if ( debugBlade )
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// {
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// this.LogInfo( "Blade:", X_numBlades );
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// }
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var bladeSegments = this.bladeSegments;
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var currentLodLevel = Mathf.Clamp( currentLODLevel, -1, lodLevels.Length - 1 );
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@ -407,7 +449,6 @@ namespace Rokojori
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}
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for ( int i = 0; i <= bladeSegments; i++ )
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{
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var t = (float)i / bladeSegments;
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@ -421,11 +462,15 @@ namespace Rokojori
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var width = Mathf.Lerp( bladeWidth.Sample( v ), bw2.Sample( v ), bladeWidthLerp );
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width *= scaling * bladeWidthMultiplier;
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var bending = Mathf.Lerp( bladeBending.Sample( v ), bb2.Sample( v ), bladeBendLerp ) * Vector3.Forward.Z * scaling;
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var bendingNormalAngle = Mathf.LerpAngle( MathX.CurveAngle( bladeBending, v ), MathX.CurveAngle( bb2, v ), bladeBendLerp );
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var bendingNormal = Math3D.NormalAngle( bendingNormalAngle );
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// var bending = Mathf.Lerp( bladeBending.Sample( v ), bb2.Sample( v ), bladeBendLerp ) * Vector3.Forward.Z * scaling;
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// var bendingNormalAngle = Mathf.LerpAngle( MathX.CurveAngle( bladeBending, v ), MathX.CurveAngle( bb2, v ), bladeBendLerp );
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// var bendingNormal = Math3D.NormalAngle( bendingNormalAngle );
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var bending = 0;
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var bendingNormal = Vector3.Back;
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if ( endingTriangles && width < 0.005f && ( i == 0 || ( i == bladeSegments - 1 )) )
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{
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bmg.vertices.Add( new Vector3( 0, y, bending ) );
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@ -443,11 +488,27 @@ namespace Rokojori
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bmg.normals.Add( bendingNormal );
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bmg.normals.Add( bendingNormal );
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bmg.uvs.Add( MapUV( new Vector2( -width / _maxWidth, v ), uvMin, uvMax ) );
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bmg.uvs.Add( MapUV( new Vector2( width / _maxWidth, v ), uvMin, uvMax ) );
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var uvCoord = width / _maxWidth;
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uvCoord = Mathf.Lerp( uvCoord, 1f, uvSegmentDistortion );
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uvCoord *= uvSegmentMaxRange;
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var uvL = MapUV( new Vector2( -uvCoord + 0.5f, v ), uvMin, uvMax );
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var uvR = MapUV( new Vector2( uvCoord + 0.5f, v ), uvMin, uvMax );
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bmg.uvs.Add( uvL );
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bmg.uvs.Add( uvR );
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// if ( debugBlade )
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// {
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// this.LogInfo( i, ">>", uvL, uvR );
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// }
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}
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}
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for ( int i = 0; i < bladeSegments; i++ )
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{
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var index = i * 2;
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@ -471,9 +532,83 @@ namespace Rokojori
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}
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}
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var yStart = size * 0f - inGround;
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var yEnd = size * 1f - inGround;
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var startPosition = new Vector3( 0, yStart, 0 );
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var endPosition = new Vector3( 0, yEnd, 0 );
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var inputList = new List<Vector3>(){ startPosition, endPosition };
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var inputSpline = new SplineCurveCreator().Create( inputList );
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inputSpline.AutoOrientateByTangents( Vector3.Back );
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var outputList = new List<Vector3>();
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var numPoints = Mathf.Max( 2, bladeSegments * 2 );
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for ( int i = 0; i < numPoints ; i++ )
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{
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var t = (float)i / ( numPoints - 1f );
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var y = size * t - inGround;
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var bb2 = bladeBending2 == null ? bladeBending : bladeBending2;
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var v = 1f - t;
|
||||
var bending = Mathf.Lerp( bladeBending.Sample( v ), bb2.Sample( v ), bladeBendLerp ) * Vector3.Forward.Z * scaling;
|
||||
|
||||
var p = new Vector3( 0, y, bending );
|
||||
|
||||
outputList.Add( p );
|
||||
}
|
||||
|
||||
var outputSpline = new SplineCurveCreator().Create( outputList );
|
||||
|
||||
|
||||
var outputPoints = outputSpline.points;
|
||||
|
||||
if ( bladeTwisting != null )
|
||||
{
|
||||
for ( int i = 0; i < outputPoints.Count; i++ )
|
||||
{
|
||||
var t = (float)i / ( numPoints - 1f );
|
||||
var v = 1f - t;
|
||||
|
||||
var bt2 = bladeTwisting2 == null ? bladeTwisting : bladeTwisting2;
|
||||
var tw = Mathf.Lerp( bladeTwisting.Sample( v ), bt2.Sample( v ), bladeBendLerp );
|
||||
var p = outputPoints[ i ];
|
||||
p.twist = tw;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
outputSpline.AutoOrientateByTangents( Vector3.Back );
|
||||
|
||||
for ( int i = 0; i < outputPoints.Count - 1; i++ )
|
||||
{
|
||||
var t = i / (float)( outputPoints.Count - 2 );
|
||||
var rotation = rolling.Sample( t );
|
||||
RollSpline( outputPoints, i, rotation );
|
||||
}
|
||||
|
||||
var modifier = new SplinesDeformModifier();
|
||||
modifier.sourceSplines = new SplineCurve[]{ inputSpline };
|
||||
modifier.targetSplines = new SplineCurve[]{ outputSpline };
|
||||
modifier.settings = new SplinesDeformerSettings();
|
||||
|
||||
bmg = modifier.Modify( bmg );
|
||||
|
||||
|
||||
return bmg;
|
||||
}
|
||||
|
||||
void RollSpline( List<SplineCurvePoint> points, int start, float amount )
|
||||
{
|
||||
var pivot = points[ start ].position;
|
||||
var rotation = Math3D.RotateX( MathX.DegreesToRadians * amount / (float) points.Count ).Normalized();
|
||||
|
||||
for ( int i = start + 1; i < points.Count; i++ )
|
||||
{
|
||||
points[ i ].RotateAround( rotation, pivot );
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 MapUV( Vector2 uv, Vector2 min, Vector2 max )
|
||||
{
|
||||
|
|
|
@ -0,0 +1,80 @@
|
|||
// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D.
|
||||
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
|
||||
|
||||
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
|
||||
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Transform.gdshaderinc"
|
||||
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc"
|
||||
|
||||
|
||||
uniform vec4 albedo : source_color;
|
||||
uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable;
|
||||
|
||||
uniform float roughness : hint_range(0.0, 1.0);
|
||||
uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable;
|
||||
uniform vec4 metallic_texture_channel;
|
||||
uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable;
|
||||
|
||||
uniform float specular : hint_range(0.0, 1.0, 0.01);
|
||||
uniform float metallic : hint_range(0.0, 1.0, 0.01);
|
||||
|
||||
uniform sampler2D texture_normal : hint_roughness_normal, filter_linear_mipmap, repeat_enable;
|
||||
uniform float normal_scale : hint_range(-16.0, 16.0);
|
||||
|
||||
uniform sampler2D texture_ambient_occlusion : hint_default_white, filter_linear_mipmap, repeat_enable;
|
||||
uniform vec4 ao_texture_channel;
|
||||
uniform float ao_light_affect : hint_range(0.0, 1.0, 0.01);
|
||||
|
||||
uniform vec3 uv1_scale;
|
||||
uniform vec3 uv1_offset;
|
||||
|
||||
uniform float windStrength = 0;
|
||||
uniform vec2 windSpeed = vec2(1,1);
|
||||
uniform float windScale = 1;
|
||||
uniform sampler2D windNoise;
|
||||
uniform vec2 windNoiseAngleOffset;
|
||||
uniform vec2 windNoiseStrengthOffset;
|
||||
uniform float windStart = 0;
|
||||
uniform float windEnd = 1;
|
||||
uniform float windWeightCurve:hint_range(0,1) = 0.5f;
|
||||
uniform float windHeightCompensation :hint_range(0,1) = 0.5f;
|
||||
|
||||
void vertex()
|
||||
{
|
||||
UV = UV * uv1_scale.xy + uv1_offset.xy;
|
||||
|
||||
float windAmount = normalizeToRange01( VERTEX.y, windStart, windEnd );
|
||||
float rawWindAmount = windAmount;
|
||||
windAmount = mix( windAmount, windAmount * windAmount, windWeightCurve );
|
||||
vec3 worldVertex = localToWorld( VERTEX, MODEL_MATRIX ).xyz;
|
||||
vec2 windUV = TIME * windSpeed + worldVertex.xz * windScale;
|
||||
float angle = texture( windNoise, windUV + windNoiseAngleOffset).r * PI * 2.0;
|
||||
float strength = texture( windNoise, windUV + windNoiseStrengthOffset ).r * windStrength;
|
||||
vec2 circle = onCircle( angle ) * strength;
|
||||
VERTEX = worldToLocal( worldVertex + vec3( circle.x, 0, circle.y ) * windAmount, MODEL_MATRIX );
|
||||
VERTEX.y = mix( VERTEX.y, max( 0, VERTEX.y - strength * windAmount), windHeightCompensation * 2.0f );
|
||||
|
||||
}
|
||||
|
||||
void fragment()
|
||||
{
|
||||
vec2 base_uv = UV;
|
||||
|
||||
vec4 albedo_tex = texture(texture_albedo, base_uv);
|
||||
ALBEDO = albedo.rgb * albedo_tex.rgb;
|
||||
|
||||
float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel);
|
||||
METALLIC = metallic_tex * metallic;
|
||||
SPECULAR = specular;
|
||||
|
||||
vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel);
|
||||
ROUGHNESS = roughness_tex * roughness;
|
||||
|
||||
NORMAL_MAP = texture(texture_normal, base_uv).rgb;
|
||||
NORMAL_MAP_DEPTH = normal_scale;
|
||||
|
||||
AO = dot(texture(texture_ambient_occlusion, base_uv), ao_texture_channel);
|
||||
AO_LIGHT_AFFECT = ao_light_affect;
|
||||
}
|
|
@ -181,6 +181,36 @@ namespace Rokojori
|
|||
}
|
||||
}
|
||||
|
||||
public Range GetRangeY()
|
||||
{
|
||||
var minY = float.MaxValue;
|
||||
var maxY = -float.MaxValue;
|
||||
|
||||
for ( int i = 0; i < vertices.Count; i++ )
|
||||
{
|
||||
minY = Mathf.Min( minY, vertices[ i ].Y );
|
||||
maxY = Mathf.Max( maxY, vertices[ i ].Y );
|
||||
}
|
||||
|
||||
return new Range( minY, maxY );
|
||||
}
|
||||
|
||||
public void BlendNormalsOverY( Vector3 direction, float amount, float startY, float endY, Curve curve )
|
||||
{
|
||||
if ( amount <= 0 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for ( int i = 0; i < normals.Count; i++ )
|
||||
{
|
||||
var yPositionAmount = MathX.RemapClamped( vertices[ i ].Y, startY, endY, 0, 1 );
|
||||
var blendAmount = curve.Sample( yPositionAmount ) * amount;
|
||||
blendAmount = MathX.Clamp01( blendAmount );
|
||||
normals[ i ] = Math3D.BlendNormals( normals[ i ], direction, blendAmount );
|
||||
}
|
||||
}
|
||||
|
||||
public void Offset( Vector3 offset )
|
||||
{
|
||||
for ( int i = 0; i < vertices.Count; i++ )
|
||||
|
|
|
@ -0,0 +1,15 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
|
||||
|
||||
namespace Rokojori
|
||||
{
|
||||
public class MeshGeometryModifier
|
||||
{
|
||||
public MeshGeometry Modify( MeshGeometry mg ){ return mg; }
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,129 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
|
||||
|
||||
namespace Rokojori
|
||||
{
|
||||
public class SplinesDeformerMappingData
|
||||
{
|
||||
public Vector3 localPosition;
|
||||
public Vector3 localNormal;
|
||||
public float normalizedSplineParameter;
|
||||
public float weight;
|
||||
}
|
||||
|
||||
public class SplinesDeformModifier
|
||||
{
|
||||
public SplineCurve[] sourceSplines;
|
||||
public SplineCurve[] targetSplines;
|
||||
|
||||
public SplinesDeformerSettings settings;
|
||||
|
||||
|
||||
|
||||
public MeshGeometry Modify( MeshGeometry mg )
|
||||
{
|
||||
var mappings = CreateSourceMappings( mg );
|
||||
return CreateDeformed( mg, mappings );
|
||||
}
|
||||
|
||||
SplinesDeformerMappingData CreateSourceMapping( SplineCurve curve, Vector3 worldPosition, Vector3 worldNormal )
|
||||
{
|
||||
var closestParameter = curve.GetClosestParameterTo( worldPosition, settings.splineMappingResolution, settings.splineMappingDepth );
|
||||
var pointIndex = curve.NormalizedToPointIndex( closestParameter );
|
||||
var pose = curve.GetPoseByPointIndex( pointIndex );
|
||||
|
||||
var localPosition = pose.ApplyInverse( worldPosition );
|
||||
var localNormal = pose.rotation.Inverse() * worldNormal;
|
||||
|
||||
var mappingData = new SplinesDeformerMappingData();
|
||||
|
||||
mappingData.localPosition = localPosition;
|
||||
mappingData.localNormal = localNormal;
|
||||
mappingData.normalizedSplineParameter = closestParameter;
|
||||
mappingData.weight = 0;
|
||||
|
||||
return mappingData;
|
||||
}
|
||||
|
||||
SplinesDeformerMappingData[] CreateSourceMappings( MeshGeometry meshGeometry)
|
||||
{
|
||||
var mappingSize = meshGeometry.vertices.Count * sourceSplines.Length;
|
||||
|
||||
var deformerMappings = new SplinesDeformerMappingData[ mappingSize];
|
||||
|
||||
for ( int i = 0; i < meshGeometry.vertices.Count; i++ )
|
||||
{
|
||||
var weights = 0f;
|
||||
|
||||
for ( int j = 0; j < sourceSplines.Length; j++ )
|
||||
{
|
||||
var vertex = meshGeometry.vertices[ i ];
|
||||
var normal = meshGeometry.normals[ i ];
|
||||
var curve = sourceSplines[ j ];
|
||||
var mapping = CreateSourceMapping( curve, vertex, normal );
|
||||
|
||||
var distance = curve.PositionAt( mapping.normalizedSplineParameter ) - vertex;
|
||||
var inverseWeight = MathX.NormalizeClamped( distance.Length(), settings.splineMinDistance, settings.splineMaxDistance );
|
||||
mapping.weight = 1f - inverseWeight;
|
||||
weights += mapping.weight;
|
||||
deformerMappings[ i * sourceSplines.Length + j ] = mapping;
|
||||
}
|
||||
|
||||
if ( weights > 0 && weights != 1f )
|
||||
{
|
||||
for ( int j = 0; j < sourceSplines.Length; j++ )
|
||||
{
|
||||
var mapping = deformerMappings[ i * sourceSplines.Length + j ];
|
||||
mapping.weight /= weights;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return deformerMappings;
|
||||
}
|
||||
|
||||
MeshGeometry CreateDeformed( MeshGeometry meshGeometry, SplinesDeformerMappingData[] mappingData )
|
||||
{
|
||||
var cloned = meshGeometry.Clone();
|
||||
|
||||
for ( int i = 0; i < cloned.vertices.Count; i++ )
|
||||
{
|
||||
var vertex = Vector3.Zero;
|
||||
var normal = Vector3.Zero;
|
||||
|
||||
for ( int j = 0; j < targetSplines.Length; j++ )
|
||||
{
|
||||
var mapping = mappingData[ i * targetSplines.Length + j ];
|
||||
var curve = targetSplines[ j ];
|
||||
|
||||
if ( settings.targetSmoothing > 0 )
|
||||
{
|
||||
var pose = curve.SmoothedPoseAt( mapping.normalizedSplineParameter, settings.targetSmoothing * 0.5f, 2, settings.targetSmoothing );
|
||||
pose.ApplyTwist( curve.TwistAt( mapping.normalizedSplineParameter ) );
|
||||
vertex += pose.Apply( mapping.localPosition ) * mapping.weight;
|
||||
normal += pose.rotation * mapping.localNormal * mapping.weight;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
var pose = curve.PoseAt( mapping.normalizedSplineParameter );
|
||||
pose.ApplyTwist( curve.TwistAt( mapping.normalizedSplineParameter ) );
|
||||
vertex += pose.Apply( mapping.localPosition ) * mapping.weight;
|
||||
normal += pose.rotation * mapping.localNormal * mapping.weight;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
cloned.vertices[ i ] = vertex;
|
||||
cloned.normals[ i ] = normal.Normalized();
|
||||
}
|
||||
|
||||
return cloned;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,30 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
|
||||
|
||||
namespace Rokojori
|
||||
{
|
||||
[GlobalClass,Tool]
|
||||
public partial class SplinesDeformerSettings:Resource
|
||||
{
|
||||
[Export( PropertyHint.Range, "0,1")]
|
||||
public float targetSmoothing = 0f;
|
||||
|
||||
[ExportGroup( "Spline Settings")]
|
||||
|
||||
[Export]
|
||||
public float splineMaxDistance = 1000f;
|
||||
|
||||
[Export]
|
||||
public float splineMinDistance = 0f;
|
||||
|
||||
[Export]
|
||||
public int splineMappingResolution = 40;
|
||||
|
||||
[Export]
|
||||
public int splineMappingDepth = 3;
|
||||
}
|
||||
}
|
|
@ -14,7 +14,7 @@ namespace Rokojori
|
|||
#endif
|
||||
|
||||
{
|
||||
public class MappingData
|
||||
public class DeformerMappingData
|
||||
{
|
||||
public Vector3 localPosition;
|
||||
public Vector3 localNormal;
|
||||
|
@ -72,10 +72,10 @@ namespace Rokojori
|
|||
|
||||
|
||||
|
||||
MappingData[] deformerMappings;
|
||||
DeformerMappingData[] deformerMappings;
|
||||
MeshGeometry meshGeometry;
|
||||
|
||||
MappingData CreateSourceMapping( Spline s, Vector3 worldPosition, Vector3 worldNormal )
|
||||
DeformerMappingData CreateSourceMapping( Spline s, Vector3 worldPosition, Vector3 worldNormal )
|
||||
{
|
||||
var curve = s.GetCurve();
|
||||
var closestParameter = curve.GetClosestParameterTo( worldPosition, splineMappingResolution, splineMappingDepth );
|
||||
|
@ -85,7 +85,7 @@ namespace Rokojori
|
|||
var localPosition = pose.ApplyInverse( worldPosition );
|
||||
var localNormal = pose.rotation.Inverse() * worldNormal;
|
||||
|
||||
var mappingData = new MappingData();
|
||||
var mappingData = new DeformerMappingData();
|
||||
|
||||
mappingData.localPosition = localPosition;
|
||||
mappingData.localNormal = localNormal;
|
||||
|
@ -103,7 +103,7 @@ namespace Rokojori
|
|||
|
||||
if ( deformerMappings == null || deformerMappings.Length != mappingSize )
|
||||
{
|
||||
deformerMappings = new MappingData[ mappingSize];
|
||||
deformerMappings = new DeformerMappingData[ mappingSize];
|
||||
}
|
||||
|
||||
this.LogInfo( "Mappings:", deformerMappings.Length, meshGeometry );
|
||||
|
|
|
@ -46,7 +46,7 @@ namespace Rokojori
|
|||
}
|
||||
else if ( node is CsgPrimitive3D )
|
||||
{
|
||||
return ReflectionHelper.GetMemberValue( node, "material" ) as M;
|
||||
return ReflectionHelper.GetDataMemberValue<M>( node, "material" );
|
||||
}
|
||||
|
||||
else if ( node is GpuParticles3D gp)
|
||||
|
@ -99,7 +99,7 @@ namespace Rokojori
|
|||
|
||||
if ( node is CsgPrimitive3D csg )
|
||||
{
|
||||
ReflectionHelper.SetMemberValue( node, "material", material );
|
||||
ReflectionHelper.SetDataMemberValue( node, "material", material );
|
||||
|
||||
if ( csg.MaterialOverride != null )
|
||||
{
|
||||
|
|
|
@ -260,7 +260,7 @@ namespace Rokojori
|
|||
|
||||
void SetMemberValue( object instance, string name, object value )
|
||||
{
|
||||
ReflectionHelper.SetMemberValue( instance, name, value );
|
||||
ReflectionHelper.SetDataMemberValue( instance, name, value );
|
||||
}
|
||||
|
||||
void SetListValue( IList list, int index, object value )
|
||||
|
|
|
@ -105,7 +105,7 @@ namespace Rokojori
|
|||
}
|
||||
else
|
||||
{
|
||||
ReflectionHelper.SetMemberValue( target, name, value );
|
||||
ReflectionHelper.SetDataMemberValue( target, name, value );
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -187,6 +187,7 @@ namespace Rokojori
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
public static FieldInfo GetFieldInfo( object instance, string memberName )
|
||||
{
|
||||
var type = instance.GetType();
|
||||
|
@ -205,58 +206,87 @@ namespace Rokojori
|
|||
return index == -1 ? null : fields[ index ];
|
||||
}
|
||||
|
||||
public static bool HasMember( object instance, string memberName )
|
||||
/*public static bool HasMember( object instance, string memberName )
|
||||
{
|
||||
return GetFieldInfo( instance, memberName ) != null;
|
||||
}*/
|
||||
|
||||
public static MemberInfo GetDataMemberInfo( object instance, string memberName, BindingFlags flags = BindingFlags.Public | BindingFlags.Instance )
|
||||
{
|
||||
var type = instance.GetType();
|
||||
var fieldInfo = type.GetField( memberName, flags );
|
||||
|
||||
if ( fieldInfo != null )
|
||||
{
|
||||
return fieldInfo;
|
||||
}
|
||||
|
||||
public static object GetMemberValue( object instance, string memberName )
|
||||
{
|
||||
try
|
||||
{
|
||||
var field = ReflectionHelper.GetFieldInfo( instance, memberName );
|
||||
|
||||
if ( field == null )
|
||||
{
|
||||
RJLog.Log(instance, "GetValue: member not found with name ", "'" + memberName + "'" );
|
||||
|
||||
return null;
|
||||
return type.GetProperty( memberName, flags );
|
||||
}
|
||||
|
||||
return field.GetValue( instance );
|
||||
public const BindingFlags defaultBindings = BindingFlags.Public |
|
||||
BindingFlags.NonPublic |
|
||||
BindingFlags.Instance |
|
||||
BindingFlags.Static;
|
||||
|
||||
}
|
||||
catch( System.Exception e )
|
||||
public static bool HasDataMember( object instance, string memberName, BindingFlags flags = ReflectionHelper.defaultBindings )
|
||||
{
|
||||
RJLog.Log(e );
|
||||
return GetDataMemberInfo( instance, memberName, flags ) != null;
|
||||
}
|
||||
|
||||
return null;
|
||||
public static T GetDataMemberValue<T>( object instance, string memberName, BindingFlags flags = ReflectionHelper.defaultBindings )
|
||||
{
|
||||
var info = GetDataMemberInfo( instance, memberName, flags );
|
||||
|
||||
if ( info == null )
|
||||
{
|
||||
return default(T);
|
||||
}
|
||||
|
||||
public static void SetMemberValue( object instance, string memberName, object value )
|
||||
if ( info is FieldInfo fieldInfo )
|
||||
{
|
||||
try
|
||||
{
|
||||
var field = ReflectionHelper.GetFieldInfo( instance, memberName );
|
||||
return (T) fieldInfo.GetValue( instance );
|
||||
}
|
||||
|
||||
if ( field == null )
|
||||
if ( info is PropertyInfo propertyInfo )
|
||||
{
|
||||
RJLog.Log(instance, "SetValue: member not found with name ", "'" + memberName + "'" );
|
||||
return (T) propertyInfo.GetValue( instance );
|
||||
}
|
||||
|
||||
return default(T);
|
||||
|
||||
}
|
||||
|
||||
public static void SetDataMemberValue( object instance, string memberName, object value, BindingFlags flags = ReflectionHelper.defaultBindings )
|
||||
{
|
||||
var info = GetDataMemberInfo( instance, memberName, flags );
|
||||
|
||||
if ( info == null )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
field.SetValue( instance, value );
|
||||
|
||||
}
|
||||
catch( System.Exception e )
|
||||
if ( info is FieldInfo fieldInfo )
|
||||
{
|
||||
RJLog.Log(e );
|
||||
fieldInfo.SetValue( instance, value );
|
||||
}
|
||||
|
||||
if ( info is PropertyInfo propertyInfo )
|
||||
{
|
||||
propertyInfo.SetValue( instance, value );
|
||||
}
|
||||
}
|
||||
|
||||
public static void CopyDataMembersFromTo( object source, object target, List<string> dataMembers )
|
||||
{
|
||||
dataMembers.ForEach(
|
||||
dm =>
|
||||
{
|
||||
var value = GetDataMemberValue<object>( source, dm );
|
||||
SetDataMemberValue( target, dm, value );
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue