1589 lines
40 KiB
C#
1589 lines
40 KiB
C#
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.Linq;
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namespace Rokojori
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{
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public class LODLerpingData
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{
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public Curve lowerLevelWeights = MathX.Curve( 0, 1 );
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public Curve higherLevelWeights = MathX.Curve( 0, 1 );
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public int lerpSteps = 3;
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public void Sample( float weight, ListView<int> source, List<int> output )
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{
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var numSamples = Mathf.Round( weight * source.Count );
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var sourceCopy = source.SubList();
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sourceCopy.Shuffle( 7 );
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sourceCopy.Shuffle( 3 );
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sourceCopy.Shuffle( 5 );
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sourceCopy.ShuffleMultiple( 5 );
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for ( int i = 0; i < numSamples; i++ )
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{
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output.Add( sourceCopy[ i ] );
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}
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}
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public float Sample( ListView<int> lower, ListView<int> higher, List<int> output, int step, float lowerSize, float higherSize )
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{
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var t = lerpSteps == 1 ? 0.5f : ( ( step + 1 )/ ( ( lerpSteps + 2 ) - 1f ) );
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// 4
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// 0 => ( 0 + 1 ) / ( ( 4 + 2 ) -1 ) => 1 / ( 5 ) => 0.2
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// 1 => ( 1 + 1 ) / ( ( 4 + 2 ) -1 ) => 2 / ( 5 ) => 0.4
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// 2 => ( 2 + 1 ) / ( ( 4 + 2 ) -1 ) => 3 / ( 5 ) => 0.6
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// 3 => ( 3 + 1 ) / ( ( 4 + 2 ) -1 ) => 4 / ( 5 ) => 0.8
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var lowerWeight = lowerLevelWeights.Sample( 1f - t );
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var higherWeight = higherLevelWeights.Sample( t );
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Sample( lowerWeight, lower, output );
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Sample( higherWeight, higher, output );
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return Mathf.Lerp( lowerSize, higherSize, t );
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}
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}
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public class CustomMeshAttributeList
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{
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protected int customIndex = 0;
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public int index => customIndex;
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protected ArrayMesh.ArrayCustomFormat customFormat;
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public ArrayMesh.ArrayCustomFormat format => customFormat;
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public CustomMeshAttributeList( int customIndex, ArrayMesh.ArrayCustomFormat customFormat )
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{
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this.customIndex = customIndex;
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this.customFormat = customFormat;
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}
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public Mesh.ArrayFormat GetFormatFlag()
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{
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var channel = GetChannelFormat();
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var shift = GetShift();
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return channel | (Mesh.ArrayFormat)( ( (long)customFormat ) << (int)shift );
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}
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public virtual CustomMeshAttributeList Clone()
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{
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return null;
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}
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public SurfaceTool.CustomFormat GetSurfaceToolFormat()
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{
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if ( ArrayMesh.ArrayCustomFormat.RgbaFloat == customFormat )
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{
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return SurfaceTool.CustomFormat.RgbaFloat;
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}
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if ( ArrayMesh.ArrayCustomFormat.RgbFloat == customFormat )
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{
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return SurfaceTool.CustomFormat.RgbFloat;
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}
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if ( ArrayMesh.ArrayCustomFormat.RgFloat == customFormat )
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{
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return SurfaceTool.CustomFormat.RgFloat;
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}
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if ( ArrayMesh.ArrayCustomFormat.RFloat == customFormat )
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{
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return SurfaceTool.CustomFormat.RFloat;
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}
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return SurfaceTool.CustomFormat.Max;
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}
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public ArrayMesh.ArrayType GetTypeSlot()
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{
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if ( customIndex == 0 )
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{
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return ArrayMesh.ArrayType.Custom0;
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}
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if ( customIndex == 1 )
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{
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return ArrayMesh.ArrayType.Custom1;
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}
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if ( customIndex == 2 )
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{
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return ArrayMesh.ArrayType.Custom2;
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}
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if ( customIndex == 3 )
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{
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return ArrayMesh.ArrayType.Custom3;
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}
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return ArrayMesh.ArrayType.Max;
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}
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public ArrayMesh.ArrayFormat GetChannelFormat()
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{
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if ( customIndex == 0 )
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{
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return ArrayMesh.ArrayFormat.FormatCustom0;
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}
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if ( customIndex == 1 )
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{
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return ArrayMesh.ArrayFormat.FormatCustom1;
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}
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if ( customIndex == 2 )
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{
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return ArrayMesh.ArrayFormat.FormatCustom2;
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}
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if ( customIndex == 3 )
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{
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return ArrayMesh.ArrayFormat.FormatCustom3;
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}
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return 0;
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}
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public long GetShift()
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{
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if ( customIndex == 0 )
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{
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return (long)ArrayMesh.ArrayFormat.FormatCustom0Shift;
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}
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if ( customIndex == 1 )
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{
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return (long)ArrayMesh.ArrayFormat.FormatCustom1Shift;
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}
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if ( customIndex == 2 )
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{
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return (long)ArrayMesh.ArrayFormat.FormatCustom2Shift;
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}
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if ( customIndex == 3 )
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{
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return (long)ArrayMesh.ArrayFormat.FormatCustom3Shift;
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}
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return 0;
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}
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public virtual void WriteData( Godot.Collections.Array array )
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{
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}
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public virtual void Write( SurfaceTool surfaceTool, int index )
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{
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}
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public virtual void AddTo( CustomMeshAttributeList list, int sourceIndex )
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{
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}
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}
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public abstract class CustomMeshAttributeList<T> : CustomMeshAttributeList
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{
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public List<T> values = new List<T>();
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public CustomMeshAttributeList( int customIndex, ArrayMesh.ArrayCustomFormat customFormat ):base( customIndex, customFormat )
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{}
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}
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public class MeshAttributeVector4List : CustomMeshAttributeList<Vector4>
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{
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public MeshAttributeVector4List( int customIndex ):base( customIndex, ArrayMesh.ArrayCustomFormat.RgbaFloat )
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{}
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public override CustomMeshAttributeList Clone()
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{
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var v4 = new MeshAttributeVector4List( customIndex );
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v4.values = Lists.Clone( values );
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return v4;
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}
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public override void WriteData( Godot.Collections.Array array )
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{
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var colors = new List<float>();
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values.ForEach(
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( v ) =>
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{
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colors.AddRange( new float[]{ v.X, v.Y, v.Z, v.W } );
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}
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);
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RJLog.Log( GetTypeSlot(), customFormat, colors.Count );
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array[ (int) GetTypeSlot() ] = colors.ToArray();
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}
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public override void Write( SurfaceTool tool, int index )
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{
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tool.SetCustom( this.index, new Color( values[ index ].X, values[ index ].Y, values[ index ].Z, values[ index ].W) );
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}
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public override void AddTo( CustomMeshAttributeList list, int sourceIndex )
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{
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var typeList = list as MeshAttributeVector4List;
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typeList.values.Add( values[ sourceIndex ] );
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}
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}
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public class MeshGeometry
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{
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public string name;
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public List<Vector3> vertices = new List<Vector3>();
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public int numVertices => Lists.Size( vertices );
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public List<int> indices = new List<int>();
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public List<Vector3> normals;
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public int numNormals => Lists.Size( normals );
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public List<Vector2> uvs;
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public int numUVs => Lists.Size( uvs );
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public List<Vector2> uv2s;
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public int numUV2s => Lists.Size( uv2s );
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public List<Color> colors;
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public int numColors => Lists.Size( colors );
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public float lodEdgeLength = 0;
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public List<CustomMeshAttributeList> customMeshAttributes = new List<CustomMeshAttributeList>();
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public int numTriangles => indices.Count / 3;
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public static MeshGeometry From( MeshInstance3D meshInstance3D )
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{
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return From( (ArrayMesh)meshInstance3D.Mesh, meshInstance3D.GlobalTransform );
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}
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public static MeshGeometry From( ArrayMesh mesh, Transform3D? trsf = null, int index = 0 )
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{
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var mg = new MeshGeometry();
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var arrays = mesh.SurfaceGetArrays( index );
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var vertices = arrays[ (int) Mesh.ArrayType.Vertex ];
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if ( Variant.Type.Nil != vertices.VariantType )
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{
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mg.vertices = new List<Vector3>( vertices.AsVector3Array() );
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}
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var normals = arrays[ (int) Mesh.ArrayType.Normal ];
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if ( Variant.Type.Nil != normals.VariantType )
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{
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mg.normals = new List<Vector3>( normals.AsVector3Array() );
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}
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var uvs = arrays[ (int) Mesh.ArrayType.TexUV ];
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if ( Variant.Type.Nil != uvs.VariantType )
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{
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mg.uvs = new List<Vector2>( uvs.AsVector2Array() );
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}
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var uv2s = arrays[ (int) Mesh.ArrayType.TexUV2 ];
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if ( Variant.Type.Nil != uv2s.VariantType )
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{
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mg.uv2s = new List<Vector2>( uv2s.AsVector2Array() );
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}
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var colors = arrays[ (int) Mesh.ArrayType.Color ];
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if ( Variant.Type.Nil != colors.VariantType )
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{
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mg.colors = new List<Color>( colors.AsColorArray() );
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}
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var indices = arrays[ (int) Mesh.ArrayType.Index ];
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if ( Variant.Type.Nil != indices.VariantType )
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{
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mg.indices = new List<int>( indices.AsInt32Array() );
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}
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if ( trsf != null )
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{
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mg.ApplyTransform( (Transform3D)trsf );
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}
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return mg;
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}
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public void ApplyTransform( Vector3 translation, Quaternion rotation, Vector3 scale, int start = 0, int length = -1 )
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{
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ApplyTransform( Math3D.TRS( translation, rotation, scale ), start, length );
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}
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public void ApplyTranslation( Vector3 translation, int start = 0, int length = -1 )
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{
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if ( start < 0 )
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{
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start = vertices.Count + start;
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}
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length = length < 0 ? ( vertices.Count - start ) : length;
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var end = start + length;
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for ( int i = start; i < end; i++ )
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{
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vertices[ i ] = vertices[ i ] + translation;
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}
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}
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public void ApplyUVTransform( Transform2D transform, int start = 0, int length = -1 )
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{
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if ( start < 0 )
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{
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start = vertices.Count + start;
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}
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length = length < 0 ? ( vertices.Count - start ) : length;
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var end = start + length;
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for ( int i = start; i < end; i++ )
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{
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uvs[ i ] = transform * uvs[ i ];
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}
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}
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public void ApplyTransform( Transform3D trsf, int start = 0, int length = -1 )
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{
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if ( start < 0 )
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{
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start = vertices.Count + start;
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}
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length = length < 0 ? ( vertices.Count - start ) : length;
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var end = start + length;
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for ( int i = start; i < end; i++ )
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{
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vertices[ i ] = trsf * vertices[ i ];
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normals[ i ] = trsf.Basis.GetRotationQuaternion() * normals[ i ];
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}
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}
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public void ApplyTransformWithPivot( Transform3D trsf, Vector3 pivot, int start = 0, int length = -1 )
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{
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if ( start < 0 )
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{
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start = vertices.Count + start;
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}
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length = length < 0 ? ( vertices.Count - start ) : length;
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var end = start + length;
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for ( int i = start; i < end; i++ )
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{
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vertices[ i ] = ( trsf * ( vertices[ i ] - pivot ) ) + pivot;
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normals[ i ] = trsf.Basis.GetRotationQuaternion() * normals[ i ];
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}
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}
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public void NormalsLookAt( Vector3 point, float amount )
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{
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for ( int i = 0; i < normals.Count; i++ )
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{
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var direction = ( vertices[ i ] - point ).Normalized();
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normals[ i ] = Math3D.BlendNormals( normals[ i ], direction, amount );
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}
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}
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public void BlendNormals( Vector3 direction, float amount )
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{
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if ( amount <= 0 )
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{
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return;
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}
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if ( amount >= 1 )
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{
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for ( int i = 0; i < normals.Count; i++ )
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{
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normals[ i ] = direction;
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}
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return;
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}
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for ( int i = 0; i < normals.Count; i++ )
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{
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normals[ i ] = Math3D.BlendNormals( normals[ i ], direction, amount );
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}
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}
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public Range GetRangeY()
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{
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var minY = float.MaxValue;
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var maxY = -float.MaxValue;
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for ( int i = 0; i < vertices.Count; i++ )
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{
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minY = Mathf.Min( minY, vertices[ i ].Y );
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maxY = Mathf.Max( maxY, vertices[ i ].Y );
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}
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return new Range( minY, maxY );
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}
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public void BlendNormalsOverY( Vector3 direction, float amount, float startY, float endY, Curve curve )
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{
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if ( amount <= 0 )
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{
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return;
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}
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for ( int i = 0; i < normals.Count; i++ )
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{
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var yPositionAmount = MathX.RemapClamped( vertices[ i ].Y, startY, endY, 0, 1 );
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var blendAmount = curve.Sample( yPositionAmount ) * amount;
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blendAmount = MathX.Clamp01( blendAmount );
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normals[ i ] = Math3D.BlendNormals( normals[ i ], direction, blendAmount );
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}
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}
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public void Offset( Vector3 offset )
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{
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for ( int i = 0; i < vertices.Count; i++ )
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{
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vertices[ i ] = vertices[ i ] + offset;
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}
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}
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public void ForEachTriangle( Action<int,int,int,int> callback )
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{
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var index = 0;
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for ( int i = 0; i < indices.Count; i += 3 )
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{
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var a = indices[ i + 0 ];
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var b = indices[ i + 1 ];
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var c = indices[ i + 2 ];
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callback( index, a, b, c );
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index ++;
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}
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}
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static int GetUVIndex( int u, int v, int segments )
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{
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return u * ( segments + 1 ) + v;
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}
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public static MeshGeometry CreateFromUVFunction( Func<Vector2,Pose> uv, int uSegments, int vSegments, bool fullUVQuads = false )
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{
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var mg = new MeshGeometry();
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if ( fullUVQuads )
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{
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var uv00 = new Vector2( 0, 0 );
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var uv10 = new Vector2( 1, 0 );
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var uv01 = new Vector2( 0, 1 );
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var uv11 = new Vector2( 1, 1 );
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for ( int i = 0; i < uSegments; i++ )
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{
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var u0 = (float)i / uSegments;
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var u1 = (float)(i + 1 ) / uSegments;
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for ( int j = 0; j < vSegments; j++ )
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{
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var v0 = (float)j / vSegments;
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var v1 = (float)(j + 1 ) / vSegments;
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var p00 = uv( new Vector2( u0, v0 ) );
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var p10 = uv( new Vector2( u1, v0 ) );
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var p01 = uv( new Vector2( u0, v1 ) );
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var p11 = uv( new Vector2( u1, v1 ) );
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var n = ( p00.up + p10.up + p01.up + p11.up ) / 4f;
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mg.AddQuad(
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p00.position, p10.position, p11.position, p01.position,
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n, n, n, n,
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uv00, uv10, uv11, uv01
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);
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}
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}
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return mg;
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}
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for ( int i = 0; i <= uSegments; i++ )
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{
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var uI = (float)i / uSegments;
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for ( int j = 0; j <= vSegments; j++ )
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{
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var vJ = (float)j / vSegments;
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var uvIJ = new Vector2( uI, vJ );
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var pose = uv( uvIJ );
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mg.vertices.Add( pose.position );
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mg.normals.Add( pose.up );
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mg.uvs.Add( uvIJ );
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}
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}
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for ( int i = 0; i < uSegments; i++ )
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{
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var u0 = i;
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var u1 = i + 1;
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for ( int j = 0; j < vSegments; j++ )
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{
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var v0 = j;
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var v1 = j + 1;
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var a = GetUVIndex( u0, v0, vSegments );
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var b = GetUVIndex( u1, v0, vSegments );
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var c = GetUVIndex( u1, v1, vSegments );
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var d = GetUVIndex( u0, v1, vSegments );
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mg.AddTriangle( a, b, d );
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mg.AddTriangle( b, c, d );
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// mg.AddTriangle( d, b, a );
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// mg.AddTriangle( d, c, b );
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}
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}
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return mg;
|
|
|
|
}
|
|
|
|
|
|
public MeshGeometry UniqueTriangles()
|
|
{
|
|
var mg = new MeshGeometry();
|
|
|
|
mg.Initialize( true, true, colors != null, uv2s != null );
|
|
|
|
if ( colors != null )
|
|
{
|
|
mg.colors = new List<Color>();
|
|
}
|
|
|
|
if ( uv2s != null )
|
|
{
|
|
mg.uv2s = new List<Vector2>();
|
|
}
|
|
|
|
ForEachTriangle(
|
|
( index, a, b, c )=>
|
|
{
|
|
var vA = vertices[ a ];
|
|
var vB = vertices[ b ];
|
|
var vC = vertices[ c ];
|
|
|
|
var uvA = uvs[ a ];
|
|
var uvB = uvs[ b ];
|
|
var uvC = uvs[ c ];
|
|
|
|
var nA = normals[ a ];
|
|
var nB = normals[ b ];
|
|
var nC = normals[ c ];
|
|
|
|
mg.AddTriangle(
|
|
vA, vB, vC,
|
|
nA, nB, nC,
|
|
uvA, uvB, uvC
|
|
);
|
|
|
|
if ( colors != null )
|
|
{
|
|
Lists.Add( mg.colors, colors[ a ], colors[ b ], colors[ c ] );
|
|
}
|
|
|
|
if ( uv2s != null )
|
|
{
|
|
Lists.Add( mg.uv2s, uv2s[ a ], uv2s[ b ], uv2s[ c ] );
|
|
}
|
|
|
|
}
|
|
);
|
|
|
|
return mg;
|
|
}
|
|
|
|
public void SetTriangleUVs( int triangleIndex, Vector2 uv )
|
|
{
|
|
var i = triangleIndex * 3;
|
|
|
|
var a = indices[ i + 0 ];
|
|
var b = indices[ i + 1 ];
|
|
var c = indices[ i + 2 ];
|
|
|
|
uvs[ a ] = uv;
|
|
uvs[ b ] = uv;
|
|
uvs[ c ] = uv;
|
|
}
|
|
|
|
public void SetTriangleNormal( int triangleIndex, Vector3 normal )
|
|
{
|
|
var i = triangleIndex * 3;
|
|
|
|
var a = indices[ i + 0 ];
|
|
var b = indices[ i + 1 ];
|
|
var c = indices[ i + 2 ];
|
|
|
|
normals[ a ] = normal;
|
|
normals[ b ] = normal;
|
|
normals[ c ] = normal;
|
|
}
|
|
|
|
public void SetTriangleColor( int triangleIndex, Color color )
|
|
{
|
|
var i = triangleIndex * 3;
|
|
|
|
var a = indices[ i + 0 ];
|
|
var b = indices[ i + 1 ];
|
|
var c = indices[ i + 2 ];
|
|
|
|
colors[ a ] = color;
|
|
colors[ b ] = color;
|
|
colors[ c ] = color;
|
|
}
|
|
|
|
public MeshGeometry( bool normals = true, bool uvs = true, bool colors = false, bool uvs2 = false )
|
|
{
|
|
Initialize( normals, uvs, colors, uvs2 );
|
|
}
|
|
|
|
public MeshGeometry( string name, bool normals = true, bool uvs = true, bool colors = false, bool uvs2 = false )
|
|
{
|
|
this.name = name;
|
|
Initialize( normals, uvs, colors, uvs2 );
|
|
}
|
|
|
|
public static MeshGeometry Combine( List<MeshGeometry> meshes )
|
|
{
|
|
var mg = new MeshGeometry();
|
|
meshes.ForEach( m => mg.Add( m ) );
|
|
return mg;
|
|
}
|
|
|
|
public static MeshGeometry BillboardQuad( float size = 1 )
|
|
{
|
|
var hs = size / 2f;
|
|
|
|
var mg = new MeshGeometry();
|
|
mg.AddQuad(
|
|
new Vector3( -hs, -hs, 0 ), new Vector3( hs, -hs, 0 ),
|
|
new Vector3( hs, hs, 0 ), new Vector3( -hs, hs, 0 ),
|
|
|
|
Vector3.Forward, Vector3.Forward, Vector3.Forward, Vector3.Forward,
|
|
|
|
new Vector2( 0, 0 ), new Vector2( 1, 0 ),
|
|
new Vector2( 1, 1 ), new Vector2( 0, 1 )
|
|
);
|
|
|
|
return mg;
|
|
}
|
|
|
|
public void Initialize( bool normals = true, bool uvs = true, bool colors = false, bool uvs2 = false )
|
|
{
|
|
this.normals = normals ? new List<Vector3>() : null;
|
|
this.uvs = uvs ? new List<Vector2>() : null;
|
|
this.uv2s = uvs2 ? new List<Vector2>() : null;
|
|
this.colors = colors ? new List<Color>() : null;
|
|
}
|
|
|
|
public Vector3 GetRawNormal( int triangleIndex )
|
|
{
|
|
var va = vertices[ indices[ triangleIndex * 3 ] ];
|
|
var vb = vertices[ indices[ triangleIndex * 3 + 1] ];
|
|
var vc = vertices[ indices[ triangleIndex * 3 + 2 ] ];
|
|
|
|
return Math3D.ComputeNormal( va, vb, vc );
|
|
}
|
|
|
|
public void ComputeNormals()
|
|
{
|
|
var dl = new MapList<int,Vector3>();
|
|
|
|
ForEachTriangle(
|
|
( t, va, vb, vc)=>
|
|
{
|
|
var normal = GetRawNormal( t );
|
|
|
|
dl.Add( va, normal );
|
|
dl.Add( vb, normal );
|
|
dl.Add( vc, normal );
|
|
}
|
|
);
|
|
|
|
foreach ( var e in dl )
|
|
{
|
|
var normalIndex = e.Key;
|
|
var normal = Math3D.Average( e.Value );
|
|
|
|
normals[ normalIndex ] = normal;
|
|
}
|
|
}
|
|
|
|
public MeshGeometry Clone()
|
|
{
|
|
var mg = new MeshGeometry();
|
|
|
|
mg.vertices = Lists.Clone( vertices );
|
|
mg.indices = Lists.Clone( indices );
|
|
mg.normals = Lists.Clone( normals );
|
|
|
|
mg.uvs = Lists.Clone( uvs );
|
|
mg.uv2s = Lists.Clone( uv2s );
|
|
mg.colors = Lists.Clone( colors );
|
|
|
|
mg.lodEdgeLength = lodEdgeLength;
|
|
|
|
if ( customMeshAttributes != null )
|
|
{
|
|
mg.customMeshAttributes = new List<CustomMeshAttributeList>();
|
|
customMeshAttributes.ForEach(
|
|
( m )=>
|
|
{
|
|
mg.customMeshAttributes.Add( m.Clone() );
|
|
}
|
|
);
|
|
}
|
|
|
|
return mg;
|
|
}
|
|
|
|
public void FlipNormalDirection()
|
|
{
|
|
for ( int i = 0; i < normals.Count; i++ )
|
|
{
|
|
normals[ i ] = -normals[ i ];
|
|
}
|
|
|
|
for ( int i = 0 ; i < indices.Count; i += 3 )
|
|
{
|
|
var b = indices[ i ];
|
|
indices[ i ] = indices[ i + 2 ];
|
|
indices[ i + 2 ] = b;
|
|
}
|
|
|
|
}
|
|
|
|
public void AddPoint( Vector3 position, Color color, Vector3 normal, int normalIndex )
|
|
{
|
|
vertices.Add( position );
|
|
colors.Add( color );
|
|
( (MeshAttributeVector4List) customMeshAttributes[ normalIndex ] ).values.Add( new Vector4( normal.X, normal.Y, normal.Z, 0.0f ) );
|
|
|
|
indices.Add( indices.Count );
|
|
}
|
|
|
|
public void AddPoint( Vector3 position, Color color, Vector3 normal, int normalIndex, Vector2 uv, int uvIndex )
|
|
{
|
|
vertices.Add( position );
|
|
colors.Add( color );
|
|
|
|
( (MeshAttributeVector4List) customMeshAttributes[ normalIndex ] ).values.Add( new Vector4( normal.X, normal.Y, normal.Z, 0.0f ) );
|
|
( (MeshAttributeVector4List) customMeshAttributes[ uvIndex ] ).values.Add( new Vector4( uv.X, uv.Y, 0.0f, 0.0f ) );
|
|
|
|
indices.Add( indices.Count );
|
|
}
|
|
|
|
|
|
public void Add( MeshGeometry sourceGeometry, Transform3D? optionalTransform = null, List<int> indicesTarget = null )
|
|
{
|
|
var mappedIndices = new Dictionary<int,int>();
|
|
|
|
var rotation = optionalTransform == null ? Quaternion.Identity : ( (Transform3D)optionalTransform ).Basis.GetRotationQuaternion();
|
|
var transform = optionalTransform == null ? Transform3D.Identity : (Transform3D)optionalTransform;
|
|
|
|
var outputIndices = indices;
|
|
|
|
if ( indicesTarget != null )
|
|
{
|
|
outputIndices = indicesTarget;
|
|
}
|
|
|
|
for ( int i = 0; i < sourceGeometry.indices.Count; i++ )
|
|
{
|
|
var sourceIndex = sourceGeometry.indices[ i ];
|
|
|
|
if ( ! mappedIndices.ContainsKey( sourceIndex ) )
|
|
{
|
|
var newIndex = vertices.Count;
|
|
|
|
if ( sourceIndex >= sourceGeometry.vertices.Count || sourceIndex < 0 )
|
|
{
|
|
RJLog.Log( "Out of range:", i, ">>", sourceIndex, sourceGeometry.vertices.Count, sourceGeometry.indices );
|
|
}
|
|
|
|
var v = sourceGeometry.vertices[ sourceIndex ];
|
|
|
|
if ( optionalTransform == null )
|
|
{
|
|
vertices.Add( v );
|
|
}
|
|
else
|
|
{
|
|
vertices.Add( transform * v );
|
|
}
|
|
|
|
if ( normals != null && sourceGeometry.numNormals > 0 )
|
|
{
|
|
if ( sourceIndex < 0 || sourceIndex >= sourceGeometry.normals.Count )
|
|
{
|
|
RJLog.Log( "Normals index bad:", sourceIndex, sourceGeometry.normals.Count );
|
|
}
|
|
|
|
if ( optionalTransform == null )
|
|
{
|
|
normals.Add( sourceGeometry.normals[ sourceIndex ] );
|
|
}
|
|
else
|
|
{
|
|
normals.Add( rotation * sourceGeometry.normals[ sourceIndex ] );
|
|
}
|
|
|
|
}
|
|
|
|
if ( uvs != null && sourceGeometry.numUVs > 0 )
|
|
{
|
|
uvs.Add( sourceGeometry.uvs[ sourceIndex ] );
|
|
}
|
|
|
|
if ( uv2s != null && sourceGeometry.numUV2s > 0 )
|
|
{
|
|
uv2s.Add( sourceGeometry.uv2s[ sourceIndex ] );
|
|
}
|
|
|
|
if ( colors != null && sourceGeometry.numColors > 0 )
|
|
{
|
|
colors.Add( sourceGeometry.colors[ sourceIndex ] );
|
|
}
|
|
|
|
|
|
if ( Lists.Size( customMeshAttributes ) == Lists.Size( sourceGeometry.customMeshAttributes ) )
|
|
{
|
|
for ( int j = 0; j < customMeshAttributes.Count; j++ )
|
|
{
|
|
var customList = customMeshAttributes[ j ];
|
|
var sourceCustomList = sourceGeometry.customMeshAttributes[ j ];
|
|
sourceCustomList.AddTo( customList, sourceIndex );
|
|
}
|
|
}
|
|
|
|
mappedIndices[ sourceIndex ] = newIndex;
|
|
}
|
|
|
|
outputIndices.Add( mappedIndices[ sourceIndex ] );
|
|
}
|
|
}
|
|
|
|
|
|
public void AddTriangle( int a, int b, int c, bool flip = false )
|
|
{
|
|
if ( flip )
|
|
{
|
|
Lists.Add( indices, c, b, a );
|
|
}
|
|
else
|
|
{
|
|
Lists.Add( indices, a, b, c );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
public void AddTriangle(
|
|
Vector3 va, Vector3 vb, Vector3 vc,
|
|
Vector3 na, Vector3 nb, Vector3 nc,
|
|
Vector2 uva, Vector2 uvb, Vector2 uvc
|
|
)
|
|
{
|
|
var index = vertices.Count;
|
|
|
|
Lists.Add( vertices, va, vb, vc );
|
|
Lists.Add( normals, na, nb, nc );
|
|
Lists.Add( uvs, uva, uvb, uvc );
|
|
Lists.Add( indices, index, index + 1, index + 2 );
|
|
}
|
|
|
|
|
|
|
|
public void AddTriangle(
|
|
Vector3 va, Vector3 vb, Vector3 vc,
|
|
Vector2 uva, Vector2 uvb, Vector2 uvc
|
|
)
|
|
{
|
|
var n = Vector3.Up;
|
|
|
|
AddTriangle( va, vb, vc,
|
|
n, n, n,
|
|
uva, uvb, uvc );
|
|
}
|
|
|
|
|
|
|
|
public void AddTriangle( Vector3 va, Vector3 vb, Vector3 vc )
|
|
{
|
|
var n = Vector3.Up;
|
|
var uv = Vector2.Zero;
|
|
|
|
AddTriangle( va, vb, vc, n, n, n, uv, uv, uv );
|
|
}
|
|
|
|
public void AddQuad(
|
|
VertexAttributes a,
|
|
VertexAttributes b,
|
|
VertexAttributes c,
|
|
VertexAttributes d
|
|
)
|
|
{
|
|
AddQuad(
|
|
a.position, b.position, c.position, d.position,
|
|
(Vector3) a.normal, (Vector3) b.normal, (Vector3) c.normal, (Vector3) d.normal,
|
|
(Vector2) a.uv, (Vector2) b.uv, (Vector2) c.uv, (Vector2) d.uv
|
|
);
|
|
|
|
}
|
|
|
|
public void AddQuad(
|
|
Vector3 va, Vector3 vb, Vector3 vc, Vector3 vd,
|
|
Vector3 na, Vector3 nb, Vector3 nc, Vector3 nd,
|
|
Vector2 uva, Vector2 uvb, Vector2 uvc, Vector2 uvd
|
|
)
|
|
{
|
|
|
|
/*
|
|
|
|
0:a -- 1:b
|
|
| |
|
|
2:c -- 3:d
|
|
|
|
faces:
|
|
1: 0 1 2
|
|
2: 2 3 0
|
|
|
|
*/
|
|
|
|
var index = vertices.Count;
|
|
|
|
Lists.Add( vertices, va, vb, vc, vd );
|
|
Lists.Add( normals, na, nb, nc, nd );
|
|
Lists.Add( uvs, uva, uvb, uvc, uvd );
|
|
|
|
Lists.Add( indices, index, index + 1, index + 2 );
|
|
Lists.Add( indices, index + 2, index + 3, index );
|
|
|
|
}
|
|
|
|
|
|
public void AddQuad( Quaternion rotation, float size, Box2 rectangle )
|
|
{
|
|
AddQuad( rotation, size, rectangle.min, rectangle.max );
|
|
}
|
|
|
|
|
|
public void DuplicateRange( int verticesStart, int verticesLength, int indexStart, int indicesLength )
|
|
{
|
|
for ( int i = verticesStart; i < verticesStart + verticesLength; i++ )
|
|
{
|
|
var v = vertices[ i ];
|
|
var n = normals[ i ];
|
|
var uv = uvs[ i ];
|
|
|
|
vertices.Add( v ) ;
|
|
normals.Add( n );
|
|
uvs.Add( uv );
|
|
}
|
|
|
|
for ( int i = indexStart; i < indexStart + indicesLength; i++ )
|
|
{
|
|
indices.Add( indices[ i ] );
|
|
}
|
|
}
|
|
|
|
public void AddQuadWithCustomDivisions( Quaternion rotation, float size, Vector2 uv00, Vector2 uv11, List<float> uDivisions, List<float> vDivisions )
|
|
{
|
|
if ( uDivisions.Count == 0 && vDivisions.Count == 0 )
|
|
{
|
|
AddQuad( rotation, size, uv00, uv11 );
|
|
return;
|
|
}
|
|
|
|
var l = size * 0.5f;
|
|
|
|
var normal = Vector3.Back * rotation;
|
|
var points = new List<Vector3>
|
|
{
|
|
new Vector3( l, -l, 0 ), new Vector3( -l, -l, 0 ),
|
|
new Vector3( -l, l, 0 ), new Vector3( l, l, 0 )
|
|
};
|
|
|
|
for ( int i = 0; i < points.Count; i++ )
|
|
{
|
|
points[ i ] = points[ i ] * rotation;
|
|
}
|
|
|
|
var uv10 = new Vector2( uv11.X, uv00.Y );
|
|
var uv01 = new Vector2( uv00.X, uv11.Y );
|
|
|
|
var v10 = VertexAttributes.Create( points[ 0 ], uv10, normal );
|
|
var v00 = VertexAttributes.Create( points[ 1 ], uv00, normal );
|
|
var v01 = VertexAttributes.Create( points[ 2 ], uv01, normal );
|
|
var v11 = VertexAttributes.Create( points[ 3 ], uv11, normal );
|
|
|
|
var uSegments = new List<float>();
|
|
uSegments.Add( 0 );
|
|
uSegments.AddRange( uDivisions );
|
|
uSegments.Add( 1 );
|
|
|
|
var vSegments = new List<float>();
|
|
vSegments.Add( 0 );
|
|
vSegments.AddRange( vDivisions );
|
|
vSegments.Add( 1 );
|
|
|
|
for ( int i = 0; i < ( uSegments.Count - 1 ); i++ )
|
|
{
|
|
var i0 = uSegments[ i ];
|
|
var i1 = uSegments[ i + 1 ];
|
|
|
|
var t0 = v10.Lerp( v00, i0 );
|
|
var t1 = v10.Lerp( v00, i1 );
|
|
|
|
var b0 = v01.Lerp( v11, i0 );
|
|
var b1 = v01.Lerp( v11, i1 );
|
|
|
|
|
|
for ( int j = 0; j < ( vSegments.Count - 1 ); j++ )
|
|
{
|
|
var j0 = vSegments[ j ];
|
|
var j1 = vSegments[ j + 1 ];
|
|
|
|
var tb00 = t0.Lerp( b0, j0 );
|
|
var tb10 = t1.Lerp( b1, j0 );
|
|
|
|
var tb01 = t0.Lerp( b0, j1 );
|
|
var tb11 = t1.Lerp( b1, j1 );
|
|
|
|
AddQuad( tb10, tb00, tb01, tb11 );
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
public void AddQuadSubdivided( Quaternion rotation, float size, Vector2 uv00, Vector2 uv11, int uDivisions = 0, int vDivisions = 0 )
|
|
{
|
|
uDivisions = Mathf.Max( 0, uDivisions );
|
|
vDivisions = Mathf.Max( 0, vDivisions );
|
|
|
|
if ( uDivisions == 0 && vDivisions == 0 )
|
|
{
|
|
AddQuad( rotation, size, uv00, uv11 );
|
|
return;
|
|
}
|
|
|
|
var mg = CreateFromUVFunction(
|
|
( uv ) =>
|
|
{
|
|
var xy = uv * size - Vector2.One * size / 2f;
|
|
|
|
var pose = new Pose();
|
|
pose.position = Math3D.XY( xy );
|
|
pose.rotation = rotation;
|
|
|
|
return pose;
|
|
|
|
},
|
|
|
|
uDivisions + 2, vDivisions + 2
|
|
);
|
|
|
|
var uvTransform = new Transform2D();
|
|
uvTransform.Origin = uv00;
|
|
uvTransform = uvTransform.ScaledLocal( uv11 - uv00 );
|
|
|
|
mg.ApplyUVTransform( uvTransform );
|
|
|
|
Add( mg );
|
|
}
|
|
|
|
public void AddQuad( Quaternion rotation, float size, Vector2 uv00, Vector2 uv11 )
|
|
{
|
|
var l = size * 0.5f;
|
|
|
|
var normal = Vector3.Back * rotation;
|
|
var points = new List<Vector3>
|
|
{
|
|
new Vector3( l, -l, 0 ), new Vector3( -l, -l, 0 ),
|
|
new Vector3( -l, l, 0 ), new Vector3( l, l, 0 )
|
|
};
|
|
|
|
for ( int i = 0; i < points.Count; i++ )
|
|
{
|
|
points[ i ] = points[ i ] * rotation;
|
|
}
|
|
|
|
var uv10 = new Vector2( uv11.X, uv00.Y );
|
|
var uv01 = new Vector2( uv00.X, uv11.Y );
|
|
|
|
AddQuad(
|
|
points[ 0 ], points[ 1 ], points[ 2 ], points[ 3 ],
|
|
normal, normal, normal, normal,
|
|
uv10, uv00, uv01, uv11
|
|
);
|
|
|
|
}
|
|
|
|
public void AddQuad( int lt, int rt, int lb, int rb, bool flip = false )
|
|
{
|
|
if ( flip )
|
|
{
|
|
AddQuad( rt, lt, rb, lb, false );
|
|
}
|
|
else
|
|
{
|
|
Lists.Add( indices, lb, rt, lt, rt, lb, rb );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
public void AddQuad(
|
|
Vector3 va, Vector3 vb, Vector3 vc, Vector3 vd,
|
|
Vector2 uva, Vector2 uvb, Vector2 uvc, Vector2 uvd
|
|
)
|
|
{
|
|
|
|
AddTriangle( va, vb, vc, uva, uvb, uvc );
|
|
AddTriangle( vc, vd, va, uvc, uvd, uva );
|
|
}
|
|
|
|
public void AddQuad( Vector3 va, Vector3 vb, Vector3 vc, Vector3 vd )
|
|
{
|
|
AddQuad(
|
|
va, vb, vc, vd,
|
|
new Vector2( 0, 0 ),
|
|
new Vector2( 0, 1 ),
|
|
new Vector2( 1, 1 ),
|
|
new Vector2( 1, 0 )
|
|
);
|
|
}
|
|
|
|
public void AddQuad( Vector3 offset, float size )
|
|
{
|
|
var center = new Vector3( 0.5f, 0.5f, 0 );
|
|
|
|
/*
|
|
|
|
[-0.5, -0.5] [0.5, -0.5 ]
|
|
[-0.5, 0.5] [0.5, 0.5 ]
|
|
|
|
*/
|
|
|
|
AddQuad(
|
|
new Vector3( -0.5f, -0.5f, 0 ) * size + offset ,
|
|
new Vector3( -0.5f, 0.5f, 0 ) * size + offset ,
|
|
new Vector3( 0.5f, 0.5f, 0 ) * size + offset ,
|
|
new Vector3( 0.5f, -0.5f, 0 ) * size + offset
|
|
);
|
|
}
|
|
|
|
public void AddConvex2( Convex2 convex )
|
|
{
|
|
var points = convex.points;
|
|
var tris = points.Count - 2;
|
|
|
|
for ( int i = 0; i < tris; i++ )
|
|
{
|
|
var p0 = Math3D.XYasXZ( points[ 0 ] );
|
|
var p1 = Math3D.XYasXZ( points[ i + 1 ] );
|
|
var p2 = Math3D.XYasXZ( points[ i + 2 ] );
|
|
|
|
AddTriangle( p0, p1, p2 );
|
|
}
|
|
}
|
|
|
|
public void Turbulence( float amount, Vector3 noiseScale, Vector3 noiseOffset )
|
|
{
|
|
for ( int i = 0; i < vertices.Count; i++ )
|
|
{
|
|
var v = vertices[ i ];
|
|
var offset = Noise.PerlinPolar3( v * noiseScale + noiseOffset ) * amount;
|
|
vertices[ i ] = v + offset;
|
|
}
|
|
}
|
|
|
|
public void RemapX( Curve curve )
|
|
{
|
|
for ( int i = 0; i < vertices.Count; i++ )
|
|
{
|
|
var v = vertices[ i ];
|
|
v.X = curve.Sample( v.X );
|
|
vertices[ i ] = v;
|
|
}
|
|
}
|
|
|
|
public void RemapY( Curve curve )
|
|
{
|
|
for ( int i = 0; i < vertices.Count; i++ )
|
|
{
|
|
var v = vertices[ i ];
|
|
v.Y = curve.Sample( v.Y );
|
|
vertices[ i ] = v;
|
|
}
|
|
}
|
|
|
|
public void RemapZ( Curve curve )
|
|
{
|
|
for ( int i = 0; i < vertices.Count; i++ )
|
|
{
|
|
var v = vertices[ i ];
|
|
v.Z = curve.Sample( v.Z );
|
|
vertices[ i ] = v;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
public void ScaleXForY( Curve curve )
|
|
{
|
|
for ( int i = 0; i < vertices.Count; i++ )
|
|
{
|
|
var v = vertices[ i ];
|
|
v.X = v.X * curve.Sample( v.Y );
|
|
vertices[ i ] = v;
|
|
}
|
|
}
|
|
|
|
public void ScaleZForY( Curve curve )
|
|
{
|
|
for ( int i = 0; i < vertices.Count; i++ )
|
|
{
|
|
var v = vertices[ i ];
|
|
v.Z = v.Z * curve.Sample( v.Y );
|
|
vertices[ i ] = v;
|
|
}
|
|
}
|
|
|
|
public void ScaleXZForY( Curve curve )
|
|
{
|
|
for ( int i = 0; i < vertices.Count; i++ )
|
|
{
|
|
var v = vertices[ i ];
|
|
var s = curve.Sample( v.Y );
|
|
vertices[ i ] = new Vector3( v.X * s, v.Y, v.Z * s );
|
|
}
|
|
}
|
|
|
|
public void CenterMesh( bool onX = true, bool onY = true, bool onZ = true, Box3 centerCalcluationBox = null )
|
|
{
|
|
var offset = new Vector3( 0, 0, 0 );
|
|
var numPoints = 0;
|
|
|
|
for ( int i = 0; i < vertices.Count; i++ )
|
|
{
|
|
if ( centerCalcluationBox != null && ! centerCalcluationBox.ContainsPoint( vertices[ i ] ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
offset += vertices[ i ];
|
|
numPoints ++;
|
|
}
|
|
|
|
offset /= numPoints;
|
|
|
|
if ( ! onX )
|
|
{
|
|
offset.X = 0;
|
|
}
|
|
|
|
if ( ! onY )
|
|
{
|
|
offset.Y = 0;
|
|
}
|
|
|
|
if ( ! onZ )
|
|
{
|
|
offset.Z = 0;
|
|
}
|
|
|
|
|
|
ApplyTranslation( - offset );
|
|
|
|
|
|
}
|
|
|
|
|
|
public static ArrayMesh GenerateLODMesh( List<MeshGeometry>
|
|
mgs, Mesh.PrimitiveType type = Mesh.PrimitiveType.Triangles, ArrayMesh arrayMesh = null,
|
|
bool generateTangents = true, LODLerpingData lerpingData = null )
|
|
{
|
|
return mgs[ 0 ].GenerateMesh( type, arrayMesh, generateTangents, mgs.Sub( 1 ), lerpingData );
|
|
}
|
|
|
|
public static ArrayMesh GeneratePointsLODMesh( List<MeshGeometry> mgs, LODLerpingData lerpingData = null, bool generateTangents = true )
|
|
{
|
|
return GenerateLODMesh( mgs, Mesh.PrimitiveType.Points, null, generateTangents, lerpingData );
|
|
}
|
|
|
|
public static ArrayMesh GenerateLinesLODMesh( List<MeshGeometry> mgs, LODLerpingData lerpingData = null, bool generateTangents = true )
|
|
{
|
|
return GenerateLODMesh( mgs, Mesh.PrimitiveType.Lines, null, generateTangents, lerpingData );
|
|
}
|
|
|
|
public static ArrayMesh GenerateTrianglesLODMesh( List<MeshGeometry> mgs, LODLerpingData lerpingData = null, bool generateTangents = true )
|
|
{
|
|
return GenerateLODMesh( mgs, Mesh.PrimitiveType.Triangles, null, generateTangents, lerpingData );
|
|
}
|
|
|
|
public ArrayMesh GenerateMesh(
|
|
Mesh.PrimitiveType type = Mesh.PrimitiveType.Triangles, ArrayMesh arrayMesh = null,
|
|
bool generateTangents = true, List<MeshGeometry> lods = null, LODLerpingData lerpingData = null )
|
|
{
|
|
if ( arrayMesh == null )
|
|
{
|
|
arrayMesh = new ArrayMesh();
|
|
}
|
|
|
|
var lodDictionary = new Godot.Collections.Dictionary();
|
|
|
|
|
|
_GenerateLODs( type, lods, lodDictionary, lerpingData );
|
|
|
|
var surfaceArray = new Godot.Collections.Array();
|
|
surfaceArray.Resize( (int) Mesh.ArrayType.Max );
|
|
|
|
var flags = Mesh.ArrayFormat.FormatVertex | Mesh.ArrayFormat.FormatIndex;
|
|
|
|
if ( vertices != null && vertices.Count != 0 )
|
|
{
|
|
surfaceArray[ (int) Mesh.ArrayType.Vertex ] = vertices.ToArray();
|
|
}
|
|
|
|
if ( normals != null && normals.Count != 0 )
|
|
{
|
|
surfaceArray[ (int) Mesh.ArrayType.Normal ] = normals.ToArray();
|
|
flags |= Mesh.ArrayFormat.FormatNormal;
|
|
}
|
|
|
|
if ( uvs != null && uvs.Count != 0 )
|
|
{
|
|
surfaceArray[ (int) Mesh.ArrayType.TexUV ] = uvs.ToArray();
|
|
flags |= Mesh.ArrayFormat.FormatTexUV;
|
|
}
|
|
|
|
if ( uv2s != null && uv2s.Count != 0 )
|
|
{
|
|
surfaceArray[ (int) Mesh.ArrayType.TexUV2 ] = uv2s.ToArray();
|
|
flags |= Mesh.ArrayFormat.FormatTexUV2;
|
|
}
|
|
|
|
if ( colors != null && colors.Count != 0 )
|
|
{
|
|
surfaceArray[ (int) Mesh.ArrayType.Color ] = colors.ToArray();
|
|
flags |= Mesh.ArrayFormat.FormatColor;
|
|
}
|
|
|
|
if ( indices != null && indices.Count != 0 )
|
|
{
|
|
surfaceArray[ (int) Mesh.ArrayType.Index ] = indices.ToArray();
|
|
flags |= Mesh.ArrayFormat.FormatIndex;
|
|
}
|
|
|
|
customMeshAttributes.ForEach(
|
|
c =>
|
|
{
|
|
flags |= c.GetFormatFlag();
|
|
c.WriteData( surfaceArray );
|
|
}
|
|
);
|
|
|
|
if ( lodDictionary != null && lodDictionary.Count > 0 )
|
|
{
|
|
var keys = Lists.From( lodDictionary.Keys );
|
|
RJLog.Log( "LODS:", keys );
|
|
}
|
|
|
|
RJLog.Log( "Flags:", flags );
|
|
arrayMesh.AddSurfaceFromArrays( type, surfaceArray, null, lodDictionary, flags );
|
|
|
|
if ( generateTangents )
|
|
{
|
|
arrayMesh.RegenNormalMaps();
|
|
}
|
|
|
|
return arrayMesh;
|
|
|
|
}
|
|
|
|
void _GenerateLODs( Mesh.PrimitiveType type, List<MeshGeometry> lods,
|
|
Godot.Collections.Dictionary lodDictionary, LODLerpingData lerpingData )
|
|
{
|
|
if ( lods == null )
|
|
{
|
|
return;
|
|
}
|
|
|
|
RJLog.Log( "Creating mesh with LODs", vertices.Count );
|
|
|
|
var higherIndices = indices;
|
|
var higherIndicesLength = indices.Count;
|
|
var higherEdgeLength = this.lodEdgeLength;
|
|
|
|
var primitiveLength = 3;
|
|
|
|
if ( Mesh.PrimitiveType.Lines == type )
|
|
{
|
|
primitiveLength = 2;
|
|
}
|
|
else if ( Mesh.PrimitiveType.Points == type )
|
|
{
|
|
primitiveLength = 1;
|
|
}
|
|
|
|
|
|
var lodIndex = -1;
|
|
lods.ForEach(
|
|
( lod )=>
|
|
{
|
|
lodIndex ++;
|
|
|
|
|
|
var lodIndices = new List<int>();
|
|
Add( lod, null, lodIndices );
|
|
|
|
if ( lerpingData != null )
|
|
{
|
|
var lowOffsetIndex = lodIndices.Count / primitiveLength;
|
|
var lowIndices = Lists.Create( lowOffsetIndex, i => i );
|
|
var highIndices = Lists.Create( higherIndicesLength / primitiveLength, i => i + lowOffsetIndex );
|
|
|
|
for ( int s = 0; s < lerpingData.lerpSteps; s ++ )
|
|
{
|
|
var i = ( lerpingData.lerpSteps - 1 ) - s;
|
|
var lerpedGenericOutput = new List<int>();
|
|
|
|
var lerpedEdgeLength = lerpingData.Sample( lowIndices.View(), highIndices.View(),
|
|
lerpedGenericOutput, i, lod.lodEdgeLength, higherEdgeLength );
|
|
|
|
var lerpedPrimitiveIndices = new List<int>();
|
|
|
|
var evaluatedJ = 0;
|
|
var evaluatedK = 0;
|
|
var isLow = false;
|
|
var offset = 0;
|
|
|
|
try
|
|
{
|
|
for ( int j = 0; j < lerpedGenericOutput.Count; j++ )
|
|
{
|
|
evaluatedJ = j;
|
|
var primitiveIndex = lerpedGenericOutput[ j ];
|
|
isLow = primitiveIndex < lowOffsetIndex;
|
|
|
|
if ( primitiveIndex < lowOffsetIndex )
|
|
{
|
|
offset = primitiveIndex * primitiveLength;
|
|
|
|
for ( int k = 0; k < primitiveLength; k ++ )
|
|
{
|
|
evaluatedK = k;
|
|
lerpedPrimitiveIndices.Add( lodIndices[ offset + k ] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
offset = ( primitiveIndex - lowOffsetIndex ) * primitiveLength;
|
|
|
|
for ( int k = 0; k < primitiveLength; k ++ )
|
|
{
|
|
evaluatedK = k;
|
|
lerpedPrimitiveIndices.Add( higherIndices[ offset + k ] );
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
catch ( System.Exception e )
|
|
{
|
|
RJLog.Log(
|
|
"LodIndex", lodIndex,
|
|
"Lerped Output Size:", lerpedGenericOutput.Count,
|
|
"j", evaluatedJ,
|
|
"k", evaluatedK,
|
|
"isLow", isLow,
|
|
"offset", offset,
|
|
"indices", indices.Count,
|
|
"indices", higherIndices.Count,
|
|
"primitiveLength", primitiveLength,
|
|
"lowOffsetIndex", lowOffsetIndex,
|
|
"Low Size", lodIndices.Count,
|
|
"High Size", higherIndicesLength
|
|
);
|
|
RJLog.Error( e );
|
|
}
|
|
|
|
RJLog.Log( "Adding lod", lods.IndexOf( lod ), i, "size:", lerpedEdgeLength, "verts:", lerpedPrimitiveIndices.Count );
|
|
lodDictionary[ lerpedEdgeLength ] = lerpedPrimitiveIndices.ToArray();
|
|
|
|
}
|
|
}
|
|
|
|
higherIndices = lodIndices;
|
|
higherIndicesLength = lodIndices.Count;
|
|
higherEdgeLength = lod.lodEdgeLength;
|
|
|
|
|
|
RJLog.Log( "Adding lod", lods.IndexOf( lod ), "full", "size:", lod.lodEdgeLength, "verts:", lodIndices.Count );
|
|
lodDictionary[ lod.lodEdgeLength ] = lodIndices.ToArray();
|
|
}
|
|
);
|
|
|
|
RJLog.Log( "Added vertices", vertices.Count );
|
|
}
|
|
|
|
|
|
}
|
|
} |