/// <summary> /// will set the color if our vertex color is black (IE: not already set), and no adjacent verticies are using that color /// if color already set to the same color, will also return true /// </summary> /// <param name="c"></param> /// <returns></returns> public bool TrySetAvailableColor(Color c, bool force = false) { if (force == true) { mdt.SetVertexColor(vertIdx, c); return(true); } var currentColor = mdt.GetVertexColor(vertIdx); if (currentColor == c) { return(true); } // if (currentColor != Colors.Transparent) { return(false); } foreach (var adjIdx in adjacentVerticies) { var adjColor = mdt.GetVertexColor(adjIdx); if (adjColor == c) { return(false); } } mdt.SetVertexColor(vertIdx, c); return(true); }
private Godot.Collections.Array createSurfaceByBones(ArrayMesh mesh, int surface, Skin newSkin, List <UMAReciepeBindPose> origBindPoses) { var mdt = new MeshDataTool(); mdt.CreateFromSurface(mesh, surface); var st = new SurfaceTool(); st.Begin(Mesh.PrimitiveType.Triangles); var newBindPoses = new List <UMAReciepeBindPose>(); if (newSkin != null) { for (int i = 0; i < newSkin.GetBindCount(); i++) { newBindPoses.Add(new UMAReciepeBindPose { boneName = newSkin.GetBindName(i), transform = newSkin.GetBindPose(i), boneIndex = newSkin.GetBindBone(i) }); } } var boneAmount = 0; for (int i = 0; i < mdt.GetVertexCount(); i++) { var oldVer = mdt.GetVertex(i); var oldNorm = mdt.GetVertexNormal(i); var newVer = new Vector3(); var newNorm = new Vector3(); var indexes = mdt.GetVertexBones(i); // st.AddTangent(mdt.GetVertexTangent(i)); st.AddBones(mdt.GetVertexBones(i)); st.AddWeights(mdt.GetVertexWeights(i)); int boneId = 0; foreach (var weight in mdt.GetVertexWeights(i)) { if (newBindPoses.Count >= indexes[boneId] && origBindPoses.Count >= indexes[boneId]) { var restBoneNew = newBindPoses[indexes[boneId]]; var restBoneTemplate = origBindPoses[indexes[boneId]]; var dataup = restBoneNew.transform.Xform(Vector3.Up); var dataright = restBoneNew.transform.Xform(Vector3.Right); var templateup = restBoneTemplate.transform.Xform(Vector3.Up); var templateright = restBoneTemplate.transform.Xform(Vector3.Right); if (Mathf.Abs(dataup.AngleTo(templateup)) > 1 || Mathf.Abs(dataright.AngleTo(templateright)) > 1) { Transform convertMatrix = restBoneTemplate.transform.Inverse() * restBoneNew.transform; newVer += convertMatrix.Xform(oldVer) * weight; newNorm += convertMatrix.basis.Xform(oldNorm) * weight; } else { newVer += oldVer * weight; newNorm += oldNorm * weight; } } else { newVer += oldVer * weight; newNorm += oldNorm * weight; } boneId++; } st.AddUv(mdt.GetVertexUv(i)); if (mdt.GetVertexColor(i) != null) { st.AddColor(mdt.GetVertexColor(i)); } if (mdt.GetVertexUv2(i) != null) { st.AddUv2(mdt.GetVertexUv2(i)); } st.AddNormal(newNorm); st.AddVertex(newVer); boneAmount += mdt.GetVertexBones(i).Length; } //creating indexes for (int face = 0; face < mdt.GetFaceCount(); face++) { for (int faceI = 0; faceI < 3; faceI++) { var ind = mdt.GetFaceVertex(face, faceI); st.AddIndex(ind); } } st.GenerateTangents(); return(st.CommitToArrays()); }
/// <summary> /// /// </summary> /// <param name="sortedVerts"></param> /// <param name="colorChoices"></param> /// <param name="mdt"></param> private static void _WELSH_POWELL_ADJUSTED(List <VertexInfo> sortedVerts, Color[] colorChoices, MeshDataTool mdt) { for (var h = 0; h < colorChoices.Length; h++) { var color = colorChoices[h]; //enumerate in reverse so we inspect our verticies with highest degree first (most edges) //and also lets us remove from the list directly for (int i = sortedVerts.Count - 1; i >= 0; i--) { //if we remove too many, reset our index. this means we might invoke this loop on an element more than once. //but that's ok as it doesn't have negative consiquences. if (i >= sortedVerts.Count) { i = sortedVerts.Count - 1; } var vertInfo = sortedVerts[i]; if (vertInfo.TrySetAvailableColor(color)) { sortedVerts.RemoveAt(i); //preemptively try to set adjacent and adjadj with related colors foreach (var adj0Vert in vertInfo.GetAdjacentVertInfo()) { //JASON OPTIMIZATION: reduces non-colored by aprox 8% on sibnek 100k vert mesh. foreach (var adj1Vert in adj0Vert.GetAdjacentVertInfo()) { if (adj1Vert.adjacentVerticies.Length > vertInfo.adjacentVerticies.Length * 0.75) { adj1Vert.TrySetAvailableColor(color); } } } } } } //any remaining verts are uncolored! bad. GD.Print($"Done building mesh. Verticies uncolored count={sortedVerts.Count} / {mdt.GetVertexCount()}"); //loop through all faces, finding the vertex for the longest edge, //and encode that into green channel = 0.1; //may be used by the shader to remove interrior edges var faceCount = mdt.GetFaceCount(); for (var faceIdx = 0; faceIdx < faceCount; faceIdx++) { var vertIdx0 = mdt.GetFaceVertex(faceIdx, 0); var vertIdx1 = mdt.GetFaceVertex(faceIdx, 1); var vertIdx2 = mdt.GetFaceVertex(faceIdx, 2); var vert0 = mdt.GetVertex(vertIdx0); var vert1 = mdt.GetVertex(vertIdx1); var vert2 = mdt.GetVertex(vertIdx2); var edgeLen1 = vert0.DistanceTo(vert1); var edgeLen2 = vert0.DistanceTo(vert2); var edgeLen3 = vert1.DistanceTo(vert2); int longestEdgeVertIdx = -1; if (edgeLen1 > edgeLen2 && edgeLen1 > edgeLen3) { longestEdgeVertIdx = vertIdx2; } if (edgeLen2 > edgeLen1 && edgeLen2 > edgeLen3) { longestEdgeVertIdx = vertIdx1; } if (edgeLen3 > edgeLen1 && edgeLen3 > edgeLen2) { longestEdgeVertIdx = vertIdx0; } if (longestEdgeVertIdx != -1) { var curCol = mdt.GetVertexColor(longestEdgeVertIdx); //encode that this vertext has longest edge (used in shader code) curCol.g += 0.1f; mdt.SetVertexColor(longestEdgeVertIdx, curCol); } } ////for any remaining verticies color alpha //var alphaBlack = new Color(0, 0, 0, 0); //for (int i = sortedVerts.Count - 1; i >= 0; i--) //{ // var vertInfo = sortedVerts[i]; // mdt.SetVertexColor(vertInfo.vertIdx, alphaBlack); // //vertInfo.TrySetAvailableColor(Colors.White, true); //} }