private void Generate() { if (!_initialized) { return; } _surfaceTool.Clear(); _meshDataTool.Clear(); _surfaceTool.CreateFrom(_meshInstance.Mesh, 0); _meshDataTool.CreateFromSurface(_surfaceTool.Commit(), 0); int numVertices = _meshDataTool.GetVertexCount(); _data = new float[numVertices]; for (int i = 0; i < numVertices; i++) { Vector3 vertex = _meshDataTool.GetVertex(i); _data[i] = Amplitude * _noise.GetNoise2d(vertex.x, vertex.z); _meshDataTool.SetVertex(i, new Vector3(vertex.x, _data[i], vertex.z)); _meshDataTool.SetVertexNormal(i, Vector3.Up); } for (int i = 0; i < numVertices - _resX; i++) { Vector3 a = _meshDataTool.GetVertex(i); Vector3 b = _meshDataTool.GetVertex(i + 1); Vector3 c = _meshDataTool.GetVertex(i + _resX); Vector3 normal = (c - a).Cross(b - a); for (int j = i; j < i + 3; j++) { _meshDataTool.SetVertexNormal(j, _meshDataTool.GetVertexNormal(j) + normal); } } for (int i = 0; i < numVertices; i++) { _meshDataTool.SetVertexNormal(i, _meshDataTool.GetVertexNormal(i).Normalized()); } ArrayMesh newMesh = new ArrayMesh(); _meshDataTool.CommitToSurface(newMesh); _meshInstance.Mesh = newMesh; _meshInstance.RemoveChild(_meshInstance.GetChild(0)); _meshInstance.CreateTrimeshCollision(); }
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> /// cyberality's technique. needs some optimization for use with big meshes. /// </summary> /// <param name="sortedVerts"></param> /// <param name="colorChoices"></param> /// <param name="mdt"></param> private static void _CYBERREALITY(List <VertexInfo> sortedVerts, Color[] colorChoices, MeshDataTool mdt) { var done = new Dictionary <int, bool>(); //vertidx/isDone var bary = new Dictionary <int, Color>(); //vertidx/color var rand = new Random(0); var rand_color = new Color((float)rand.NextDouble(), (float)rand.NextDouble(), (float)rand.NextDouble()); var nors = new Dictionary <int, (Vector3 normal, Color color)>(); //normalIdx/normal for (var j = 0; j < mdt.GetFaceCount(); j++) { var fid = mdt.GetFaceVertex(j, 0); var nor = mdt.GetVertexNormal(fid); var coords = new List <Color>() { Colors.Red, Colors.Green, Colors.Blue }; foreach (var n in nors.Keys) { var dot = nor.Dot(nors[n].normal); if (dot == 1) { rand_color = nors[n].color; } else { rand_color = new Color((float)rand.NextDouble(), (float)rand.NextDouble(), (float)rand.NextDouble()); } } nors[fid] = (normal : nor, color : rand_color); for (var k = 0; k < 3; k++) { var vid = mdt.GetFaceVertex(j, k); if (bary.ContainsKey(vid)) { coords.Remove(bary[vid]); } } for (var i = 0; i < 3; i++) { var vid = mdt.GetFaceVertex(j, i); if (!done.ContainsKey(vid) || done[vid] != true) { done[vid] = true; var removal = Colors.Black; var vert_0 = mdt.GetFaceVertex(j, 0); var vert_1 = mdt.GetFaceVertex(j, 1); var vert_2 = mdt.GetFaceVertex(j, 2); var edge_a = mdt.GetVertex(vert_2).DirectionTo(mdt.GetVertex(vert_0)); var edge_b = mdt.GetVertex(vert_0).DirectionTo(mdt.GetVertex(vert_1)); var edge_c = mdt.GetVertex(vert_1).DirectionTo(mdt.GetVertex(vert_2)); if ((edge_a > edge_b) && (edge_a > edge_c)) { removal.g = 1; } else if ((edge_b > edge_c) && (edge_b > edge_a)) { removal.r = 1; } else { removal.b = 1; } if (coords.Count > 0) { var next = coords[0]; coords.RemoveAt(0); bary[vid] = next + removal; } else { var coords2 = new List <Color>() { Colors.Red, Colors.Green, Colors.Blue }; for (var m = 0; m < 3; m++) { if (m == i) { continue; } var vid2 = mdt.GetFaceVertex(j, m); if (bary.ContainsKey(vid2)) { coords2.Remove(bary[vid2]); } bary[vid] = coords2[0] + removal; //BUG? coords was checked to not have any.... maybe means coords2 coords2.RemoveAt(0); } } mdt.SetVertexColor(vid, bary[vid]); } } } }
/// <summary> /// my edited version of Cyberality's technique. /// faster performance, about as good coverage as "greedy" algo. /// </summary> /// <param name="sortedVerts"></param> /// <param name="_colorChoices"></param> /// <param name="mdt"></param> private static void _CYBERREALITY_EDIT(List <VertexInfo> sortedVerts, Color[] _colorChoices, MeshDataTool mdt) { var done = new Dictionary <int, bool>(); //vertidx/isDone var vertColorStorage = new Dictionary <int, Color>(); //vertidx/color var rand = new Random(0); var rand_color = new Color((float)rand.NextDouble(), (float)rand.NextDouble(), (float)rand.NextDouble()); var faceVert0MetaInfo = new Dictionary <int, (Vector3 normal, Color color)>(); //normalIdx/normal for (var faceIdx = 0; faceIdx < mdt.GetFaceCount(); faceIdx++) { var faceVert0Idx = mdt.GetFaceVertex(faceIdx, 0); var faceVert0Norm = mdt.GetVertexNormal(faceVert0Idx); var colorChoices = new List <Color>() { Colors.Red, Colors.Green, Colors.Blue }; //////JASON CLEANUP: this code block isn't actually used in the algo... ////foreach (var n in faceVert0MetaInfo.Keys) ////{ //// var dot = faceVert0Norm.Dot(faceVert0MetaInfo[n].normal); //// if (dot == 1) //// { //// rand_color = faceVert0MetaInfo[n].color; //// } //// else //// { //// rand_color = new Color((float)rand.NextDouble(), (float)rand.NextDouble(), (float)rand.NextDouble()); //// } ////} ////faceVert0MetaInfo[faceVert0Idx] = (normal: faceVert0Norm, color: rand_color); //loop through all verts for the face, and remove colors from our colorChoices if a vert is already using it for (var faceVertId = 0; faceVertId < 3; faceVertId++) { var vertIdx = mdt.GetFaceVertex(faceIdx, faceVertId); if (vertColorStorage.ContainsKey(vertIdx)) { colorChoices.Remove(vertColorStorage[vertIdx]); } } for (var faceVertId = 0; faceVertId < 3; faceVertId++) { var vertIdx = mdt.GetFaceVertex(faceIdx, faceVertId); if (!done.ContainsKey(vertIdx) || done[vertIdx] != true) { done[vertIdx] = true; var removal = Colors.Black; var vert_0 = mdt.GetFaceVertex(faceIdx, 0); var vert_1 = mdt.GetFaceVertex(faceIdx, 1); var vert_2 = mdt.GetFaceVertex(faceIdx, 2); var edge_a = mdt.GetVertex(vert_2).DirectionTo(mdt.GetVertex(vert_0)); var edge_b = mdt.GetVertex(vert_0).DirectionTo(mdt.GetVertex(vert_1)); var edge_c = mdt.GetVertex(vert_1).DirectionTo(mdt.GetVertex(vert_2)); if ((edge_a > edge_b) && (edge_a > edge_c)) { removal.g = 1; } else if ((edge_b > edge_c) && (edge_b > edge_a)) { removal.r = 1; } else { removal.b = 1; } if (colorChoices.Count > 0) { var next = colorChoices[0]; colorChoices.RemoveAt(0); vertColorStorage[vertIdx] = next + removal; } //JASON CLEANUP: this else will never trigger, as there are only 3 verticies else { GD.Print("in else!"); var coords2 = new List <Color>() { Colors.Red, Colors.Green, Colors.Blue }; for (var m = 0; m < 3; m++) { if (m == faceVertId) { continue; } var vid2 = mdt.GetFaceVertex(faceIdx, m); if (vertColorStorage.ContainsKey(vid2)) { coords2.Remove(vertColorStorage[vid2]); } vertColorStorage[vertIdx] = coords2[0] + removal; //BUG? coords was checked to not have any.... maybe means coords2 coords2.RemoveAt(0); } } mdt.SetVertexColor(vertIdx, vertColorStorage[vertIdx]); } } } }