示例#1
0
    public void Generate()
    {
        planeMesh                = new PlaneMesh();
        planeMesh.Size           = new Vector2(chunkSize, chunkSize);
        planeMesh.SubdivideDepth = Mathf.RoundToInt(chunkSize * 0.5f);
        planeMesh.SubdivideWidth = Mathf.RoundToInt(chunkSize * 0.5f);

        surfaceTool  = new SurfaceTool();
        meshDataTool = new MeshDataTool();
        surfaceTool.CreateFrom(planeMesh, 0);
        arrayPlane = surfaceTool.Commit();
        meshDataTool.CreateFromSurface(arrayPlane, 0);

        for (int i = 0; i < meshDataTool.GetVertexCount(); i++)
        {
            Vector3 vertex = meshDataTool.GetVertex(i);
            vertex.y = noise.GetNoise3d(
                vertex.x + position.x,
                vertex.y,
                vertex.z + position.z) * References.steepness;

            meshDataTool.SetVertex(i, vertex);
            avgHeight += vertex.y;
        }
        avgHeight /= meshDataTool.GetVertexCount();

        for (int i = 0; i < arrayPlane.GetSurfaceCount(); i++)
        {
            arrayPlane.SurfaceRemove(i);
        }

        for (int i = 0; i < meshDataTool.GetFaceCount(); i++)
        {
            Vector3 A      = meshDataTool.GetVertex(meshDataTool.GetFaceVertex(i, 0));
            Vector3 B      = meshDataTool.GetVertex(meshDataTool.GetFaceVertex(i, 1));
            Vector3 C      = meshDataTool.GetVertex(meshDataTool.GetFaceVertex(i, 2));
            Vector3 face   = (A + B + C) / 3 + position;
            Vector3 normal = meshDataTool.GetFaceNormal(i);
            slope += Maths.Angle(Vector3.Up, normal);
        }
        slope /= meshDataTool.GetFaceCount();

        meshDataTool.CommitToSurface(arrayPlane);
        surfaceTool.Begin(Mesh.PrimitiveType.Triangles);
        surfaceTool.CreateFrom(arrayPlane, 0);
        surfaceTool.GenerateNormals();

        meshInstance      = new MeshInstance();
        meshInstance.Mesh = surfaceTool.Commit();
        meshInstance.SetSurfaceMaterial(0, (Material)ResourceLoader.Load("res://Assets/Shader/Terrain.material"));
        meshInstance.CreateTrimeshCollision();
        meshInstance.CastShadow = GeometryInstance.ShadowCastingSetting.On;
        AddChild(meshInstance);
    }
示例#2
0
    // Declare member variables here. Examples:
    // private int a = 2;
    // private string b = "text";

    // Called when the node enters the scene tree for the first time.
    public override void _Ready()
    {
        var orig   = GetNode <MeshInstance>("orig");
        var tights = GetNode <MeshInstance>("tights");
        var result = GetNode <MeshInstance>("result");

        var tmpMesh     = new ArrayMesh();
        var surfaceTool = new SurfaceTool();

        surfaceTool.Begin(Mesh.PrimitiveType.Triangles);

        var tool = new MeshDataTool();

        tool.CreateFromSurface((ArrayMesh)tights.Mesh, 0);

        var tool2 = new MeshDataTool();

        tool2.CreateFromSurface((ArrayMesh)orig.Mesh, 0);

        List <Vector3> vertices = new List <Vector3>();

        for (int v = 0; v < tool2.GetVertexCount(); v++)
        {
            vertices.Add(tool2.GetVertex(v));
        }

        for (int v = 0; v < tool.GetVertexCount(); v++)
        {
            //  surfaceTool.AddNormal(tool.GetVertexNormal(v));
            //  surfaceTool.AddColor(tool.GetVertexColor(v));
            // surfaceTool.AddUv(tool.GetVertexUv(v));
            //  surfaceTool.AddUv2(tool.GetVertexUv2(v));
            //  surfaceTool.AddTangent(tool.GetVertexTangent(v));

            var newVer  = tool.GetVertex(v);
            var replace = vertices.OrderBy(df => newVer.DistanceTo(df)).FirstOrDefault();

            if (replace != null && replace != Vector3.Zero && replace.DistanceTo(newVer) > 0.03f)
            {
                GD.Print("replace" + newVer + " by dist " + replace.DistanceTo(newVer));
                surfaceTool.AddVertex(replace);
            }
            else
            {
                surfaceTool.AddVertex(newVer);
            }
        }

        for (int fc = 0; fc < tool.GetFaceCount(); fc++)
        {
            for (var i = 0; i <= 2; i++)
            {
                var ind = tool.GetFaceVertex(fc, i);
                surfaceTool.AddIndex(ind);
            }
        }


        surfaceTool.Commit(tmpMesh);
        result.Mesh = tmpMesh;
    }
        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());
        }
示例#4
0
    /// <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]);
                }
            }
        }
    }
示例#5
0
    /// <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]);
                }
            }
        }
    }
示例#6
0
    /// <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);
        //}
    }