Slicing function now has multiple deferred stages.

This commit is contained in:
2026-10-01 11:42:21 -04:00
parent 223eaf2f32
commit 4fd24f03a1
9 changed files with 614 additions and 349 deletions
+53 -1
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@@ -1,8 +1,60 @@
/*
* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
* ©2026 Batty Bovine Productions, LLC. All Rights Reserved.
*
* If this source code makes it to the public internet, this software can be
* considered to be protected by the MIT licence. Have fun with it.
*/
#include "i_damageable.h"
#include "orng_macros.h"
#include "godot_cpp/classes/scene_tree.hpp"
#include "godot_cpp/classes/scene_tree_timer.hpp"
void IDamageable::_slice_meshes(Ref<MeshEditSliceInput> data)
{
this->_is_slicing = true;
this->_input_queue.emplace_back(data);
if (this->_slice_state_queue.empty())
this->_new_slice_loop();
}
void IDamageable::_new_slice_loop()
{
this->_slice_state_queue.emplace_back(MeshEditingLibrary::slice_mesh(this->_input_queue.front()));
this->_slice_loop();
}
void IDamageable::_slice_loop()
{
Ref<MeshSliceState> current_state = this->_slice_state_queue.front();
switch(current_state->current_stage)
{
case MeshEditingLibrary::MeshEditSliceStage::SLICE_STAGE_INIT:
MeshEditingLibrary::slice_mesh_init(current_state);
break;
case MeshEditingLibrary::MeshEditSliceStage::SLICE_STAGE_PLANE_SPLIT:
MeshEditingLibrary::slice_mesh_plane_split(current_state);
break;
case MeshEditingLibrary::MeshEditSliceStage::SLICE_STAGE_EDGE_SPLIT:
MeshEditingLibrary::slice_mesh_edge_split(current_state);
break;
case MeshEditingLibrary::MeshEditSliceStage::SLICE_STAGE_APPLY_CAP:
MeshEditingLibrary::slice_mesh_apply_cap(current_state);
break;
case MeshEditingLibrary::MeshEditSliceStage::SLICE_STAGE_COMPLETE:
this->_slice_complete(current_state->output);
this->_input_queue.erase(this->_input_queue.begin());
this->_slice_state_queue.erase(this->_slice_state_queue.begin());
if (!this->_input_queue.empty())
return this->_new_slice_loop();
break;
}
if (!this->_input_queue.empty())
CALL_NEXT_FRAME(callable_mp(this, &IDamageable::_slice_loop));
else
this->_is_slicing = false;
}
+25 -2
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@@ -1,5 +1,5 @@
/*
* ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
* ©2026 Batty Bovine Productions, LLC. All Rights Reserved.
*
* If this source code makes it to the public internet, this software can be
* considered to be protected by the MIT licence. Have fun with it.
@@ -7,9 +7,32 @@
#pragma once
#include "nodes/mesh_editing_library.h"
class IDamageable
#include "godot_cpp/classes/node.hpp"
using namespace godot;
class IDamageable : public Node3D
{
public:
virtual void take_damage(const struct HurtboxDamage &hit_data) = 0;
protected:
void _slice_meshes(Ref<MeshEditSliceInput> data);
virtual void _slice_complete(Ref<MeshEditSliceOutput> data) = 0;
private:
void _new_slice_loop();
void _slice_loop();
bool _is_slicing = false;
std::vector<Ref<MeshSliceState>> _slice_state_queue;
std::vector<Ref<MeshEditSliceInput>> _input_queue;
// Godot boilerplate below
protected:
static void _bind_methods() {}
};
@@ -42,8 +42,17 @@ void Character3D::set_meshes(TypedArray<ArrayMesh> m)
void Character3D::set_character_skeleton(CharacterSkeleton3D *cs)
{
this->character_skeleton = cs;
this->_rebuild_mesh_instances();
if (cs)
{
if (this->character_skeleton)
{
this->skeleton_set.erase(this->character_skeleton);
this->character_skeleton->queue_free();
}
this->character_skeleton = cs;
this->skeleton_set.emplace(this->character_skeleton);
this->_rebuild_mesh_instances();
}
}
@@ -66,58 +75,19 @@ void Character3D::_next_hurtbox_in_queue()
Skeleton3D *skeleton = character_skeleton->get_skeleton();
const Plane &local_slice_plane = skeleton->get_global_transform().inverse().xform(Plane(hit_data.global_hit_transform.get_basis().get_column(1), hit_data.global_hit_transform.origin));
std::vector<MeshInstance3D*> sliced_mesh_instances = character_skeleton->get_mesh_instances();
TypedArray<MeshInstance3D> sliced_mesh_instances = character_skeleton->get_mesh_instances();
const uint32_t num_mesh_instances = sliced_mesh_instances.size();
TypedArray<ArrayMesh> first_half_meshes_to_add;
TypedArray<ArrayMesh> other_half_meshes_to_add;
for (uint32_t i = 0; i < num_mesh_instances; i++)
{
Ref<MeshEditSliceInput> input; input.instantiate();
input->sliceable_mesh_instance = sliced_mesh_instances[i];
input->sliceable_skeleton = skeleton;
input->original_aabb = this->_full_aabb;
input->local_plane = local_slice_plane;
input->cap_option = MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS;
input->cap_materials = this->inner_materials;
Ref<MeshEditSliceOutput> output = MeshEditingLibrary::slice_mesh(input);
if (output->main_half->get_surface_count() <= 0 && output->secondary_half->get_surface_count() > 0)
{
Ref<ArrayMesh> temp = output->main_half;
output->main_half = output->secondary_half;
output->secondary_half = temp;
}
if (output->main_half->get_surface_count() > 0)
{
first_half_meshes_to_add.append(output->main_half);
}
if (output->secondary_half->get_surface_count() > 0)
{
other_half_meshes_to_add.append(output->secondary_half);
}
}
character_skeleton->set_meshes(first_half_meshes_to_add);
if (other_half_meshes_to_add.size() > 0)
{
RandomNumberGenerator *rng = memnew(RandomNumberGenerator);
const float random_x = rng->randf_range(-0.05f, 0.05f);
const float random_z = rng->randf_range(-0.05f, 0.05f);
CharacterSkeleton3D *new_character_skeleton = cast_to<CharacterSkeleton3D>(this->character_skeleton->duplicate());
this->character_skeleton->add_sibling(new_character_skeleton);
new_character_skeleton->set_position(Vector3(random_x, 0.0f, random_z));
PRINT_LOG(CHARACTER3D_TAG, "Adding new meshes:");
for (uint16_t i = 0; i < other_half_meshes_to_add.size(); i++)
{
const Ref<ArrayMesh> &new_array_mesh = other_half_meshes_to_add[i];
PRINT_LOG(CHARACTER3D_TAG, " Mesh ", i+1, " size: ", new_array_mesh->get_surface_count());
}
new_character_skeleton->set_meshes(other_half_meshes_to_add);
}
Ref<MeshEditSliceInput> input; input.instantiate();
input->mesh_instance = cast_to<MeshInstance3D>(sliced_mesh_instances[0]);
input->skeleton = skeleton;
input->full_aabb = this->_full_aabb;
input->local_plane = local_slice_plane;
input->cap_option = MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS;
input->cap_materials = this->inner_materials;
this->_slice_meshes(input);
}
else
{
@@ -128,6 +98,59 @@ void Character3D::_next_hurtbox_in_queue()
CALL_NEXT_FRAME(callable_mp(this, &Character3D::_next_hurtbox_in_queue));
}
void Character3D::_slice_complete(Ref<MeshEditSliceOutput> data)
{
if (data->main_half->get_surface_count() <= 0 && data->secondary_half->get_surface_count() > 0)
{
Ref<ArrayMesh> temp = data->main_half;
data->main_half = data->secondary_half;
data->secondary_half = temp;
}
TypedArray<ArrayMesh> first_half_meshes_to_add;
TypedArray<ArrayMesh> other_half_meshes_to_add;
if (data->main_half->get_surface_count() > 0)
{
first_half_meshes_to_add.append(data->main_half);
}
if (data->secondary_half->get_surface_count() > 0)
{
other_half_meshes_to_add.append(data->secondary_half);
}
for (CharacterSkeleton3D *skeleton : this->skeleton_set)
{
if (skeleton->get_skeleton() == data->original_skeleton)
{
skeleton->set_meshes(first_half_meshes_to_add);
break;
}
}
if (other_half_meshes_to_add.size() > 0)
{
RandomNumberGenerator *rng = memnew(RandomNumberGenerator);
const float random_x = rng->randf_range(-0.05f, 0.05f);
const float random_z = rng->randf_range(-0.05f, 0.05f);
CharacterSkeleton3D *new_character_skeleton = cast_to<CharacterSkeleton3D>(this->character_skeleton->duplicate());
this->character_skeleton->add_sibling(new_character_skeleton);
new_character_skeleton->set_position(Vector3(random_x, 0.0f, random_z));
PRINT_LOG(CHARACTER3D_TAG, "Adding new meshes:");
for (uint16_t i = 0; i < other_half_meshes_to_add.size(); i++)
{
const Ref<ArrayMesh> &new_array_mesh = other_half_meshes_to_add[i];
PRINT_LOG(CHARACTER3D_TAG, " Mesh ", i+1, " size: ", new_array_mesh->get_surface_count());
}
new_character_skeleton->set_meshes(other_half_meshes_to_add);
this->skeleton_set.emplace(new_character_skeleton);
}
}
void Character3D::_on_fell_out_of_world()
{
@@ -140,11 +163,13 @@ void Character3D::_rebuild_mesh_instances()
if (!this->character_skeleton || !this->is_node_ready())
return;
std::vector<MeshInstance3D*> mesh_instances = this->character_skeleton->set_meshes(this->meshes);
TypedArray<MeshInstance3D> mesh_instances = this->character_skeleton->set_meshes(this->meshes);
const uint32_t num_meshes = mesh_instances.size();
this->_full_aabb = AABB();
for (const MeshInstance3D *mesh_instance : mesh_instances)
for (uint32_t i = 0; i < num_meshes; i++)
{
const MeshInstance3D *mesh_instance = cast_to<MeshInstance3D>(mesh_instances[i]);
const Vector3 &full_aabb_position = this->_full_aabb.get_position();
const Vector3 &full_aabb_size = this->_full_aabb.get_size();
@@ -13,6 +13,8 @@
#include "nodes/character_nodes/character_skeleton3d.h"
#include <map>
#include <unordered_set>
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/material.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp>
@@ -23,9 +25,9 @@ using namespace godot;
#define CHARACTER3D_TAG "Character3D"
class Character3D : public CharacterBody3D, public IDamageable
class Character3D : public IDamageable
{
GDCLASS(Character3D, CharacterBody3D);
GDCLASS(Character3D, IDamageable);
public:
virtual void _ready() override;
@@ -49,9 +51,13 @@ private:
void _rebuild_mesh_instances();
void _next_hurtbox_in_queue();
virtual void _slice_complete(Ref<MeshEditSliceOutput> data) override;
TypedArray<ArrayMesh> meshes;
CharacterSkeleton3D *character_skeleton = nullptr;
std::unordered_set<CharacterSkeleton3D*> skeleton_set;
AABB _full_aabb;
TypedArray<Material> inner_materials;
@@ -16,21 +16,22 @@
using namespace godot;
std::vector<MeshInstance3D*> CharacterSkeleton3D::set_meshes(TypedArray<ArrayMesh> meshes)
TypedArray<MeshInstance3D> CharacterSkeleton3D::set_meshes(TypedArray<ArrayMesh> meshes)
{
if (this->skeleton)
{
this->_old_mesh_instances = this->_mesh_instances;
this->_old_mesh_instances = this->_mesh_instances.duplicate(true);
this->_mesh_instances.clear();
uint16_t num_new_meshes = meshes.size();
this->_mesh_instances.resize(num_new_meshes);
for (uint16_t i = 0; i < num_new_meshes; i++)
{
MeshInstance3D *mesh_instance = memnew(MeshInstance3D);
mesh_instance->set_mesh(meshes[i]);
mesh_instance->set_skeleton_path(this->skeleton->get_path());
this->skeleton->add_child(mesh_instance, false, Node::INTERNAL_MODE_BACK);
this->_mesh_instances.emplace_back(mesh_instance);
this->_mesh_instances[i] = mesh_instance;
}
CALL_NEXT_FRAME(callable_mp(this, &CharacterSkeleton3D::_delete_old_meshes));
@@ -40,8 +41,8 @@ std::vector<MeshInstance3D*> CharacterSkeleton3D::set_meshes(TypedArray<ArrayMes
}
void CharacterSkeleton3D::_delete_old_meshes()
{
for (MeshInstance3D *old_mesh : this->_old_mesh_instances)
old_mesh->queue_free();
for (uint16_t i = 0; i < this->_old_mesh_instances.size(); i++)
cast_to<MeshInstance3D>(this->_old_mesh_instances[i])->queue_free();
this->_old_mesh_instances.clear();
}
@@ -26,15 +26,15 @@ class CharacterSkeleton3D : public Node3D
GDCLASS(CharacterSkeleton3D, Node3D);
public:
std::vector<MeshInstance3D*> set_meshes(TypedArray<ArrayMesh> meshes);
TypedArray<MeshInstance3D> set_meshes(TypedArray<ArrayMesh> meshes);
Skeleton3D *get_skeleton() const { return this->skeleton; }
PhysicalBoneSimulator3D *get_physical_bone_simulator() const { return this->physical_bone_simulator; }
AnimationPlayer *get_animation_player() const { return this->animation_player; }
AnimationTree *get_animation_tree() const { return this->animation_tree; }
void replace_mesh_instance(const uint16_t index, Ref<ArrayMesh> new_mesh) { this->_mesh_instances[index]->set_mesh(new_mesh); }
std::vector<MeshInstance3D*> get_mesh_instances() const { return this->_mesh_instances; }
void replace_mesh_instance(const uint16_t index, Ref<ArrayMesh> new_mesh) { cast_to<MeshInstance3D>(this->_mesh_instances[index])->set_mesh(new_mesh); }
TypedArray<MeshInstance3D> get_mesh_instances() const { return this->_mesh_instances; }
protected:
void set_skeleton(Skeleton3D *s) { this->skeleton = s; }
@@ -53,8 +53,8 @@ private:
AnimationPlayer *animation_player = nullptr;
AnimationTree *animation_tree = nullptr;
std::vector<MeshInstance3D*> _mesh_instances;
std::vector<MeshInstance3D*> _old_mesh_instances;
TypedArray<MeshInstance3D> _mesh_instances;
TypedArray<MeshInstance3D> _old_mesh_instances;
// Godot boilerplate below
protected:
+317 -262
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@@ -9,8 +9,6 @@
#include "orng_macros.h"
#include "earcut.hpp"
#include <map>
#include "godot_cpp/classes/immediate_mesh.hpp"
#include "godot_cpp/classes/surface_tool.hpp"
#include "godot_cpp/classes/time.hpp"
@@ -18,277 +16,324 @@
using namespace godot;
Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceInput> input)
Ref<MeshSliceState> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceInput> input)
{
Ref<MeshEditSliceOutput> out; out.instantiate();
Ref<MeshSliceState> fresh_state;
fresh_state.instantiate();
Ref<ArrayMesh> first_half; first_half.instantiate();
Ref<ArrayMesh> other_half; other_half.instantiate();
fresh_state->input = input;
const Time *time = Time::get_singleton();
fresh_state->output.instantiate();
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Started slicing mesh at ", time->get_ticks_msec(), "ms");
fresh_state->first_half.instantiate();
fresh_state->other_half.instantiate();
const Ref<ArrayMesh> original_mesh = input->sliceable_mesh_instance->get_mesh();
const uint8_t num_surfaces = original_mesh->get_surface_count();
return fresh_state;
}
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Got skinned vertices at ", time->get_ticks_msec(), "ms");
void MeshEditingLibrary::slice_mesh_init(Ref<MeshSliceState> state)
{
{ // Initialise the state here
// const Time *time = Time::get_singleton();
std::vector<Array> surface_arrays_list; surface_arrays_list.resize(num_surfaces);
std::vector<SkinnedVertices> skinned_vertex_positions; skinned_vertex_positions.resize(num_surfaces);
std::vector<std::vector<Transform3D>> skinned_vertex_transforms; skinned_vertex_transforms.resize(num_surfaces);
// PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Started slicing mesh at ", time->get_ticks_msec(), "ms");
std::vector<bool> surface_has_normal; surface_has_normal.resize(num_surfaces);
std::vector<bool> surface_has_tangent; surface_has_tangent.resize(num_surfaces);
std::vector<bool> surface_has_uv; surface_has_uv.resize(num_surfaces);
std::vector<bool> surface_has_uv2; surface_has_uv2.resize(num_surfaces);
std::vector<bool> surface_has_colour; surface_has_colour.resize(num_surfaces);
std::vector<bool> surface_has_bone; surface_has_bone.resize(num_surfaces);
std::vector<bool> surface_has_weight; surface_has_weight.resize(num_surfaces);
std::vector<bool> surface_has_custom0; surface_has_custom0.resize(num_surfaces);
state->original_mesh = state->input->mesh_instance->get_mesh();
state->num_surfaces = state->original_mesh->get_surface_count();
std::vector<uint8_t> num_bones_per_vertex; num_bones_per_vertex.resize(num_surfaces);
std::vector<uint8_t> num_custom0_per_vertex; num_custom0_per_vertex.resize(num_surfaces);
// PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Got skinned vertices at ", time->get_ticks_msec(), "ms");
std::vector<PackedVector3Array> first_half_vertices; first_half_vertices.resize(num_surfaces);
std::vector<PackedVector3Array> first_half_normals; first_half_normals.resize(num_surfaces);
std::vector<PackedFloat32Array> first_half_tangents; first_half_tangents.resize(num_surfaces);
std::vector<PackedVector2Array> first_half_uvs; first_half_uvs.resize(num_surfaces);
std::vector<PackedVector2Array> first_half_uv2s; first_half_uv2s.resize(num_surfaces);
std::vector<PackedColorArray> first_half_colours; first_half_colours.resize(num_surfaces);
std::vector<PackedInt32Array> first_half_bones; first_half_bones.resize(num_surfaces);
std::vector<PackedFloat32Array> first_half_weights; first_half_weights.resize(num_surfaces);
std::vector<PackedFloat32Array> first_half_custom0; first_half_custom0.resize(num_surfaces);
state->surface_arrays_list.resize(state->num_surfaces);
state->skinned_vertex_positions.resize(state->num_surfaces);
state->skinned_vertex_transforms.resize(state->num_surfaces);
std::vector<PackedVector3Array> other_half_vertices; other_half_vertices.resize(num_surfaces);
std::vector<PackedVector3Array> other_half_normals; other_half_normals.resize(num_surfaces);
std::vector<PackedFloat32Array> other_half_tangents; other_half_tangents.resize(num_surfaces);
std::vector<PackedVector2Array> other_half_uvs; other_half_uvs.resize(num_surfaces);
std::vector<PackedVector2Array> other_half_uv2s; other_half_uv2s.resize(num_surfaces);
std::vector<PackedColorArray> other_half_colours; other_half_colours.resize(num_surfaces);
std::vector<PackedInt32Array> other_half_bones; other_half_bones.resize(num_surfaces);
std::vector<PackedFloat32Array> other_half_weights; other_half_weights.resize(num_surfaces);
std::vector<PackedFloat32Array> other_half_custom0; other_half_custom0.resize(num_surfaces);
state->has_normal.resize(state->num_surfaces);
state->has_tangent.resize(state->num_surfaces);
state->has_uv.resize(state->num_surfaces);
state->has_uv2.resize(state->num_surfaces);
state->has_colour.resize(state->num_surfaces);
state->has_bone.resize(state->num_surfaces);
state->has_weight.resize(state->num_surfaces);
state->has_custom0.resize(state->num_surfaces);
std::vector<PackedInt32Array> first_half_indices; first_half_indices.resize(num_surfaces);
std::vector<PackedInt32Array> other_half_indices; other_half_indices.resize(num_surfaces);
state->num_bones_per_vertex.resize(state->num_surfaces);
state->num_custom0_per_vertex.resize(state->num_surfaces);
std::vector<std::vector<float>> vertex_distances; vertex_distances.resize(num_surfaces);
state->first_half_vertices.resize(state->num_surfaces);
state->first_half_normals.resize(state->num_surfaces);
state->first_half_tangents.resize(state->num_surfaces);
state->first_half_uvs.resize(state->num_surfaces);
state->first_half_uv2s.resize(state->num_surfaces);
state->first_half_colours.resize(state->num_surfaces);
state->first_half_bones.resize(state->num_surfaces);
state->first_half_weights.resize(state->num_surfaces);
state->first_half_custom0.resize(state->num_surfaces);
std::vector<std::map<uint32_t, uint32_t>> base_to_first_sliced_vert_indices; base_to_first_sliced_vert_indices.resize(num_surfaces);
std::vector<std::map<uint32_t, uint32_t>> base_to_other_sliced_vert_indices; base_to_other_sliced_vert_indices.resize(num_surfaces);
state->other_half_vertices.resize(state->num_surfaces);
state->other_half_normals.resize(state->num_surfaces);
state->other_half_tangents.resize(state->num_surfaces);
state->other_half_uvs.resize(state->num_surfaces);
state->other_half_uv2s.resize(state->num_surfaces);
state->other_half_colours.resize(state->num_surfaces);
state->other_half_bones.resize(state->num_surfaces);
state->other_half_weights.resize(state->num_surfaces);
state->other_half_custom0.resize(state->num_surfaces);
uint32_t first_half_split_map = 0x00000000;
uint32_t other_half_split_map = 0x00000000;
state->first_half_indices.resize(state->num_surfaces);
state->other_half_indices.resize(state->num_surfaces);
std::vector<MeshEditEdge3D> clip_edges;
state->vertex_distances.resize(state->num_surfaces);
for (uint8_t surface = 0; surface < num_surfaces; surface++)
state->base_to_first_sliced_vert_indices.resize(state->num_surfaces);
state->base_to_other_sliced_vert_indices.resize(state->num_surfaces);
}
for (state->surface; state->surface < state->num_surfaces; state->surface++)
{
std::vector<Transform3D> surface_skinned_vertex_transforms;
const SkinnedVertices &surface_skinned_vertex_positions = MeshEditingLibrary::get_skinned_vertex_positions(surface, original_mesh, input->sliceable_skeleton, surface_skinned_vertex_transforms);
skinned_vertex_positions[surface] = surface_skinned_vertex_positions;
skinned_vertex_transforms[surface] = surface_skinned_vertex_transforms;
state->skinned_vertex_positions[state->surface] = MeshEditingLibrary::get_skinned_vertex_positions(state->surface, state->original_mesh, state->input->skeleton, state->skinned_vertex_transforms[state->surface]);
const Array &surface_arrays = original_mesh->surface_get_arrays(surface);
const PackedVector3Array &surface_vertex_array = surface_arrays[ArrayMesh::ARRAY_VERTEX];
const PackedVector3Array &surface_normal_array = surface_arrays[ArrayMesh::ARRAY_NORMAL];
const PackedFloat32Array &surface_tangent_array = surface_arrays[ArrayMesh::ARRAY_TANGENT];
const PackedVector2Array &surface_uv_array = surface_arrays[ArrayMesh::ARRAY_TEX_UV];
const PackedVector2Array &surface_uv2_array = surface_arrays[ArrayMesh::ARRAY_TEX_UV2];
const PackedColorArray &surface_colour_array = surface_arrays[ArrayMesh::ARRAY_COLOR];
const PackedInt32Array &surface_bone_array = surface_arrays[ArrayMesh::ARRAY_BONES];
const PackedFloat32Array &surface_weight_array = surface_arrays[ArrayMesh::ARRAY_WEIGHTS];
const PackedFloat32Array &surface_custom0_array = surface_arrays[ArrayMesh::ARRAY_CUSTOM0];
surface_arrays_list[surface] = surface_arrays;
state->surface_arrays_list[state->surface] = state->original_mesh->surface_get_arrays(state->surface);
const PackedVector3Array &surface_vertex_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_VERTEX];
const PackedVector3Array &surface_normal_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_NORMAL];
const PackedFloat32Array &surface_tangent_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_TANGENT];
const PackedVector2Array &surface_uv_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_TEX_UV];
const PackedVector2Array &surface_uv2_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_TEX_UV2];
const PackedColorArray &surface_colour_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_COLOR];
const PackedInt32Array &surface_bone_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_BONES];
const PackedFloat32Array &surface_weight_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_WEIGHTS];
const PackedFloat32Array &surface_custom0_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_CUSTOM0];
const Vector3 *surface_vertex_array_ptr = surface_vertex_array.ptr();
const uint32_t num_vertices = surface_vertex_array.size();
std::map<uint32_t, uint32_t> &base_to_first_sliced_vert_index = base_to_first_sliced_vert_indices[surface];
std::map<uint32_t, uint32_t> &base_to_other_sliced_vert_index = base_to_other_sliced_vert_indices[surface];
const int64_t &original_mesh_format_mask = (int64_t)state->original_mesh->surface_get_format(state->surface);
std::vector<float> &vertex_distance = vertex_distances[surface];
vertex_distance.resize(num_vertices);
const int64_t &original_mesh_format_mask = (int64_t)original_mesh->surface_get_format(surface);
const bool has_normal = surface_normal_array.size() >= num_vertices; surface_has_normal[surface] = has_normal;
const bool has_tangent = surface_tangent_array.size() >= num_vertices * 4; surface_has_tangent[surface] = has_tangent;
const bool has_uv = surface_uv_array.size() >= num_vertices; surface_has_uv[surface] = has_uv;
const bool has_uv2 = surface_uv2_array.size() >= num_vertices; surface_has_uv2[surface] = has_uv2;
const bool has_colour = surface_colour_array.size() >= num_vertices; surface_has_colour[surface] = has_colour;
const bool has_bone = original_mesh_format_mask & Mesh::ARRAY_FORMAT_BONES; surface_has_bone[surface] = has_bone;
const bool has_weight = original_mesh_format_mask & Mesh::ARRAY_FORMAT_WEIGHTS; surface_has_weight[surface] = has_weight;
const bool has_custom0 = original_mesh_format_mask & Mesh::ARRAY_FORMAT_CUSTOM0; surface_has_custom0[surface] = has_custom0;
const bool has_normal = surface_normal_array.size() >= num_vertices; state->has_normal[state->surface] = has_normal;
const bool has_tangent = surface_tangent_array.size() >= num_vertices * 4; state->has_tangent[state->surface] = has_tangent;
const bool has_uv = surface_uv_array.size() >= num_vertices; state->has_uv[state->surface] = has_uv;
const bool has_uv2 = surface_uv2_array.size() >= num_vertices; state->has_uv2[state->surface] = has_uv2;
const bool has_colour = surface_colour_array.size() >= num_vertices; state->has_colour[state->surface] = has_colour;
const bool has_bone = original_mesh_format_mask & Mesh::ARRAY_FORMAT_BONES; state->has_bone[state->surface] = has_bone;
const bool has_weight = original_mesh_format_mask & Mesh::ARRAY_FORMAT_WEIGHTS; state->has_weight[state->surface] = has_weight;
const bool has_custom0 = original_mesh_format_mask & Mesh::ARRAY_FORMAT_CUSTOM0; state->has_custom0[state->surface] = has_custom0;
const uint8_t surface_num_bones_per_vertex = (has_bone && has_weight) ? (
(original_mesh_format_mask & Mesh::ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4 ) : 0;
num_bones_per_vertex[surface] = surface_num_bones_per_vertex;
state->num_bones_per_vertex[state->surface] = surface_num_bones_per_vertex;
const uint8_t surface_num_custom0_per_vertex = has_custom0 ? (
((original_mesh_format_mask & (Mesh::ARRAY_FORMAT_CUSTOM_MASK << Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT)) ==
(Mesh::ARRAY_CUSTOM_RGBA_FLOAT << Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT)) ? 4 : 2 ) : 0;
num_custom0_per_vertex[surface] = surface_num_custom0_per_vertex;
state->num_custom0_per_vertex[state->surface] = surface_num_custom0_per_vertex;
for (uint32_t vertex = 0; vertex < num_vertices; vertex++)
state->vertex_distances[state->surface].resize(num_vertices);
}
state->surface = 0;
state->element = 0;
state->current_stage = MeshEditSliceStage::SLICE_STAGE_PLANE_SPLIT;
}
void MeshEditingLibrary::slice_mesh_plane_split(Ref<MeshSliceState> state)
{
for (state->surface; state->surface < state->num_surfaces; state->surface++)
{
const PackedVector3Array &surface_vertex_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_VERTEX];
const PackedVector3Array &surface_normal_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_NORMAL];
const PackedFloat32Array &surface_tangent_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_TANGENT];
const PackedVector2Array &surface_uv_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_TEX_UV];
const PackedVector2Array &surface_uv2_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_TEX_UV2];
const PackedColorArray &surface_colour_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_COLOR];
const PackedInt32Array &surface_bone_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_BONES];
const PackedFloat32Array &surface_weight_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_WEIGHTS];
const PackedFloat32Array &surface_custom0_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_CUSTOM0];
const bool &has_normal = state->has_normal[state->surface];
const bool &has_tangent = state->has_tangent[state->surface];
const bool &has_uv = state->has_uv[state->surface];
const bool &has_uv2 = state->has_uv2[state->surface];
const bool &has_colour = state->has_colour[state->surface];
const bool &has_bone = state->has_bone[state->surface];
const bool &has_weight = state->has_weight[state->surface];
const bool &has_custom0 = state->has_custom0[state->surface];
const Vector3 *surface_vertex_array_ptr = surface_vertex_array.ptr();
const uint32_t num_vertices = surface_vertex_array.size();
const uint8_t &surface_num_bones_per_vertex = state->num_bones_per_vertex[state->surface];
const uint8_t &surface_num_custom0_per_vertex = state->num_custom0_per_vertex[state->surface];
std::vector<float> &vertex_distances = state->vertex_distances[state->surface];
std::map<uint32_t, uint32_t> &base_to_first_sliced_vert_index = state->base_to_first_sliced_vert_indices[state->surface];
std::map<uint32_t, uint32_t> &base_to_other_sliced_vert_index = state->base_to_other_sliced_vert_indices[state->surface];
for (state->element; state->element < num_vertices; state->element++)
{
vertex_distance[vertex] = input->local_plane.distance_to(surface_skinned_vertex_positions[vertex]);
vertex_distances[state->element] = state->input->local_plane.distance_to(state->skinned_vertex_positions[state->surface][state->element]);
if (vertex_distance[vertex] >= 0.0f)
if (vertex_distances[state->element] >= 0.0f)
{
base_to_first_sliced_vert_index[vertex] = first_half_vertices[surface].size();
base_to_first_sliced_vert_index[state->element] = state->first_half_vertices[state->surface].size();
first_half_vertices[surface].append(surface_vertex_array_ptr[vertex]);
if (has_normal) { first_half_normals[surface].append(surface_normal_array.ptr()[vertex]); }
if (has_uv) { first_half_uvs[surface].append(surface_uv_array.ptr()[vertex]); }
if (has_uv2) { first_half_uv2s[surface].append(surface_uv2_array.ptr()[vertex]); }
if (has_colour) { first_half_colours[surface].append(surface_colour_array.ptr()[vertex]); }
state->first_half_vertices[state->surface].append(surface_vertex_array_ptr[state->element]);
if (has_normal) { state->first_half_normals[state->surface].append(surface_normal_array.ptr()[state->element]); }
if (has_uv) { state->first_half_uvs[state->surface].append(surface_uv_array.ptr()[state->element]); }
if (has_uv2) { state->first_half_uv2s[state->surface].append(surface_uv2_array.ptr()[state->element]); }
if (has_colour) { state->first_half_colours[state->surface].append(surface_colour_array.ptr()[state->element]); }
if (has_tangent)
{
first_half_tangents[surface].append(surface_tangent_array.ptr()[vertex * 4]);
first_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 1]);
first_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 2]);
first_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 3]);
state->first_half_tangents[state->surface].append(surface_tangent_array.ptr()[state->element * 4]);
state->first_half_tangents[state->surface].append(surface_tangent_array.ptr()[(state->element * 4) + 1]);
state->first_half_tangents[state->surface].append(surface_tangent_array.ptr()[(state->element * 4) + 2]);
state->first_half_tangents[state->surface].append(surface_tangent_array.ptr()[(state->element * 4) + 3]);
}
if (has_custom0)
{
float hit_grid[] = { 0.0f, 0.0f };
for (uint8_t i = 0; i < surface_num_custom0_per_vertex; i++)
{
const float value = surface_custom0_array.ptr()[(vertex * surface_num_custom0_per_vertex) + i];
first_half_custom0[surface].append(value);
const float value = surface_custom0_array.ptr()[(state->element * surface_num_custom0_per_vertex) + i];
state->first_half_custom0[state->surface].append(value);
hit_grid[i] = value;
}
first_half_split_map |= (0x00000001 << MeshEditingLibrary::uv_to_body_part_shift(hit_grid[0], hit_grid[1]));
state->first_half_split_map |= (0x00000001 << MeshEditingLibrary::uv_to_body_part_shift(hit_grid[0], hit_grid[1]));
}
if (has_bone)
{
for (uint8_t i = 0; i < surface_num_bones_per_vertex; i++)
{
first_half_bones[surface].append(surface_bone_array.ptr()[(vertex * surface_num_bones_per_vertex) + i]);
first_half_weights[surface].append(surface_weight_array.ptr()[(vertex * surface_num_bones_per_vertex) + i]);
state->first_half_bones[state->surface].append(surface_bone_array.ptr()[(state->element * surface_num_bones_per_vertex) + i]);
state->first_half_weights[state->surface].append(surface_weight_array.ptr()[(state->element * surface_num_bones_per_vertex) + i]);
}
}
}
else
{
base_to_other_sliced_vert_index[vertex] = other_half_vertices[surface].size();
base_to_other_sliced_vert_index[state->element] = state->other_half_vertices[state->surface].size();
other_half_vertices[surface].append(surface_vertex_array_ptr[vertex]);
if (has_normal) { other_half_normals[surface].append(surface_normal_array.ptr()[vertex]); }
if (has_uv) { other_half_uvs[surface].append(surface_uv_array.ptr()[vertex]); }
if (has_uv2) { other_half_uv2s[surface].append(surface_uv2_array.ptr()[vertex]); }
if (has_colour) { other_half_colours[surface].append(surface_colour_array.ptr()[vertex]); }
state->other_half_vertices[state->surface].append(surface_vertex_array_ptr[state->element]);
if (has_normal) { state->other_half_normals[state->surface].append(surface_normal_array.ptr()[state->element]); }
if (has_uv) { state->other_half_uvs[state->surface].append(surface_uv_array.ptr()[state->element]); }
if (has_uv2) { state->other_half_uv2s[state->surface].append(surface_uv2_array.ptr()[state->element]); }
if (has_colour) { state->other_half_colours[state->surface].append(surface_colour_array.ptr()[state->element]); }
if (has_tangent)
{
other_half_tangents[surface].append(surface_tangent_array.ptr()[vertex * 4]);
other_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 1]);
other_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 2]);
other_half_tangents[surface].append(surface_tangent_array.ptr()[(vertex * 4) + 3]);
state->other_half_tangents[state->surface].append(surface_tangent_array.ptr()[state->element * 4]);
state->other_half_tangents[state->surface].append(surface_tangent_array.ptr()[(state->element * 4) + 1]);
state->other_half_tangents[state->surface].append(surface_tangent_array.ptr()[(state->element * 4) + 2]);
state->other_half_tangents[state->surface].append(surface_tangent_array.ptr()[(state->element * 4) + 3]);
}
if (has_custom0)
{
float hit_grid[] = { 0.0f, 0.0f };
for (uint8_t i = 0; i < surface_num_custom0_per_vertex; i++)
{
const float value = surface_custom0_array.ptr()[(vertex * surface_num_custom0_per_vertex) + i];
other_half_custom0[surface].append(value);
const float value = surface_custom0_array.ptr()[(state->element * surface_num_custom0_per_vertex) + i];
state->other_half_custom0[state->surface].append(value);
hit_grid[i] = value;
}
other_half_split_map |= (0x00000001 << MeshEditingLibrary::uv_to_body_part_shift(hit_grid[0], hit_grid[1]));
state->other_half_split_map |= (0x00000001 << MeshEditingLibrary::uv_to_body_part_shift(hit_grid[0], hit_grid[1]));
}
if (has_bone)
{
for (uint8_t i = 0; i < surface_num_bones_per_vertex; i++)
{
other_half_bones[surface].append(surface_bone_array.ptr()[(vertex * surface_num_bones_per_vertex) + i]);
other_half_weights[surface].append(surface_weight_array.ptr()[(vertex * surface_num_bones_per_vertex) + i]);
state->other_half_bones[state->surface].append(surface_bone_array.ptr()[(state->element * surface_num_bones_per_vertex) + i]);
state->other_half_weights[state->surface].append(surface_weight_array.ptr()[(state->element * surface_num_bones_per_vertex) + i]);
}
}
}
}
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Surface ", surface, " sorted by plane distance at ", time->get_ticks_msec(), "ms");
// PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Surface ", surface, " sorted by plane distance at ", time->get_ticks_msec(), "ms");
state->element = 0;
}
out->hit_map = first_half_split_map & other_half_split_map;
state->output->hit_map = state->first_half_split_map & state->other_half_split_map;
for (uint8_t surface = 0; surface < num_surfaces; surface++)
state->surface = 0;
state->current_stage = MeshEditSliceStage::SLICE_STAGE_EDGE_SPLIT;
}
void MeshEditingLibrary::slice_mesh_edge_split(Ref<MeshSliceState> state)
{
for (state->surface; state->surface < state->num_surfaces; state->surface++)
{
Ref<Material> original_material = original_mesh->surface_get_material(surface);
Ref<Material> original_material = state->original_mesh->surface_get_material(state->surface);
const PackedVector3Array &surface_vertex_array = surface_arrays_list[surface][ArrayMesh::ARRAY_VERTEX];
const PackedVector3Array &surface_normal_array = surface_arrays_list[surface][ArrayMesh::ARRAY_NORMAL];
const PackedFloat32Array &surface_tangent_array = surface_arrays_list[surface][ArrayMesh::ARRAY_TANGENT];
const PackedVector2Array &surface_uv_array = surface_arrays_list[surface][ArrayMesh::ARRAY_TEX_UV];
const PackedVector2Array &surface_uv2_array = surface_arrays_list[surface][ArrayMesh::ARRAY_TEX_UV2];
const PackedColorArray &surface_colour_array = surface_arrays_list[surface][ArrayMesh::ARRAY_COLOR];
const PackedInt32Array &surface_bone_array = surface_arrays_list[surface][ArrayMesh::ARRAY_BONES];
const PackedFloat32Array &surface_weight_array = surface_arrays_list[surface][ArrayMesh::ARRAY_WEIGHTS];
const PackedFloat32Array &surface_custom0_array = surface_arrays_list[surface][ArrayMesh::ARRAY_CUSTOM0];
const PackedInt32Array &surface_index_array = surface_arrays_list[surface][ArrayMesh::ARRAY_INDEX];
const PackedVector3Array &surface_vertex_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_VERTEX];
const PackedVector3Array &surface_normal_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_NORMAL];
const PackedFloat32Array &surface_tangent_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_TANGENT];
const PackedVector2Array &surface_uv_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_TEX_UV];
const PackedVector2Array &surface_uv2_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_TEX_UV2];
const PackedColorArray &surface_colour_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_COLOR];
const PackedInt32Array &surface_bone_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_BONES];
const PackedFloat32Array &surface_weight_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_WEIGHTS];
const PackedFloat32Array &surface_custom0_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_CUSTOM0];
const PackedInt32Array &surface_index_array = state->surface_arrays_list[state->surface][ArrayMesh::ARRAY_INDEX];
SkinnedVertices &surface_skinned_vertex_positions = skinned_vertex_positions[surface];
std::vector<Transform3D> &surface_skinned_vertex_transforms = skinned_vertex_transforms[surface];
SkinnedVertices &surface_skinned_vertex_positions = state->skinned_vertex_positions[state->surface];
std::vector<Transform3D> &surface_skinned_vertex_transforms = state->skinned_vertex_transforms[state->surface];
const std::vector<float> &vertex_distance = vertex_distances[surface];
const std::vector<float> &vertex_distance = state->vertex_distances[state->surface];
const bool has_normal = surface_has_normal[surface];
const bool has_tangent = surface_has_tangent[surface];
const bool has_uv = surface_has_uv[surface];
const bool has_uv2 = surface_has_uv2[surface];
const bool has_colour = surface_has_colour[surface];
const bool has_bone = surface_has_bone[surface];
const bool has_weight = surface_has_weight[surface];
const bool has_custom0 = surface_has_custom0[surface];
const bool &has_normal = state->has_normal[state->surface];
const bool &has_tangent = state->has_tangent[state->surface];
const bool &has_uv = state->has_uv[state->surface];
const bool &has_uv2 = state->has_uv2[state->surface];
const bool &has_colour = state->has_colour[state->surface];
const bool &has_bone = state->has_bone[state->surface];
const bool &has_weight = state->has_weight[state->surface];
const bool &has_custom0 = state->has_custom0[state->surface];
const uint8_t &surface_num_bones_per_vertex = num_bones_per_vertex[surface];
const uint8_t &surface_num_custom0_per_vertex = num_custom0_per_vertex[surface];
const uint8_t &surface_num_bones_per_vertex = state->num_bones_per_vertex[state->surface];
const uint8_t &surface_num_custom0_per_vertex = state->num_custom0_per_vertex[state->surface];
if (!(first_half_vertices[surface].size() > 0 && other_half_vertices[surface].size() > 0))
if (!(state->first_half_vertices[state->surface].size() > 0 && state->other_half_vertices[state->surface].size() > 0))
{
if (first_half_vertices[surface].size() > 0)
if (state->first_half_vertices[state->surface].size() > 0)
{
first_half_indices[surface] = surface_index_array;
state->first_half_indices[state->surface] = surface_index_array;
}
else if (other_half_vertices[surface].size() > 0)
else if (state->other_half_vertices[state->surface].size() > 0)
{
other_half_indices[surface] = surface_index_array;
state->other_half_indices[state->surface] = surface_index_array;
}
}
else
{
const uint32_t num_triangles = surface_index_array.size();
for (uint32_t triangle_index = 0; triangle_index < num_triangles; triangle_index += 3)
for (state->element; state->element < num_triangles; state->element += 3)
{
uint32_t base_v[3];
std::map<uint32_t, uint32_t>::iterator sliced_v[3];
std::map<uint32_t, uint32_t>::iterator sliced_other_v[3];
const std::map<uint32_t, uint32_t>::iterator base_to_first_sliced_end = base_to_first_sliced_vert_indices[surface].end();
const std::map<uint32_t, uint32_t>::iterator base_to_other_sliced_end = base_to_other_sliced_vert_indices[surface].end();
const std::map<uint32_t, uint32_t>::iterator base_to_first_sliced_end = state->base_to_first_sliced_vert_indices[state->surface].end();
const std::map<uint32_t, uint32_t>::iterator base_to_other_sliced_end = state->base_to_other_sliced_vert_indices[state->surface].end();
for (uint32_t i = 0; i < 3; i++)
{
base_v[i] = surface_index_array.ptr()[triangle_index + i];
sliced_v[i] = base_to_first_sliced_vert_indices[surface].find(base_v[i]);
sliced_other_v[i] = base_to_other_sliced_vert_indices[surface].find(base_v[i]);
base_v[i] = surface_index_array.ptr()[state->element + i];
sliced_v[i] = state->base_to_first_sliced_vert_indices[state->surface].find(base_v[i]);
sliced_other_v[i] = state->base_to_other_sliced_vert_indices[state->surface].find(base_v[i]);
// All vertex indices must be represented by one of the two slice index maps.
assert((sliced_v[i] != base_to_first_sliced_vert_indices[surface].end()) != (sliced_other_v[i] != base_to_other_sliced_vert_indices[surface].end()));
assert((sliced_v[i] != state->base_to_first_sliced_vert_indices[state->surface].end()) != (sliced_other_v[i] != state->base_to_other_sliced_vert_indices[state->surface].end()));
}
if (sliced_v[0] != base_to_first_sliced_end && sliced_v[1] != base_to_first_sliced_end && sliced_v[2] != base_to_first_sliced_end)
{ // If the triangle is entirely in the first slice, send all the vertices to the first slice.
first_half_indices[surface].append(sliced_v[0]->second);
first_half_indices[surface].append(sliced_v[1]->second);
first_half_indices[surface].append(sliced_v[2]->second);
state->first_half_indices[state->surface].append(sliced_v[0]->second);
state->first_half_indices[state->surface].append(sliced_v[1]->second);
state->first_half_indices[state->surface].append(sliced_v[2]->second);
}
else if (sliced_other_v[0] != base_to_other_sliced_end && sliced_other_v[1] != base_to_other_sliced_end && sliced_other_v[2] != base_to_other_sliced_end)
{ // If the triangle is entirely in the second slice, send all the vertices to the second slice.
other_half_indices[surface].append(sliced_other_v[0]->second);
other_half_indices[surface].append(sliced_other_v[1]->second);
other_half_indices[surface].append(sliced_other_v[2]->second);
state->other_half_indices[state->surface].append(sliced_other_v[0]->second);
state->other_half_indices[state->surface].append(sliced_other_v[1]->second);
state->other_half_indices[state->surface].append(sliced_other_v[2]->second);
}
else
{ // If the triangle is split by the slice plane, then slice the overlapping edges.
@@ -328,15 +373,15 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
const Vector3 &interp_vert = surface_vertex_array[base_v[this_vert]].lerp(
surface_vertex_array[base_v[next_vert]], alpha);
final_verts[num_final_verts++] = first_half_vertices[surface].size();
other_final_verts[num_other_final_verts++] = other_half_vertices[surface].size();
final_verts[num_final_verts++] = state->first_half_vertices[state->surface].size();
other_final_verts[num_other_final_verts++] = state->other_half_vertices[state->surface].size();
const Vector3 &skinned_interp_vert = surface_skinned_vertex_positions[base_v[this_vert]].lerp(
surface_skinned_vertex_positions[base_v[next_vert]], alpha);
MeshEditVert3D edge_vertex;
edge_vertex.surface = surface;
edge_vertex.index = first_half_vertices[surface].size();
edge_vertex.surface = state->surface;
edge_vertex.index = state->first_half_vertices[state->surface].size();
edge_vertex.position = skinned_interp_vert;
if (clipped_edges == 0)
{
@@ -349,14 +394,14 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
clipped_edges++;
assert(clipped_edges <= 2);
first_half_vertices[surface].append(interp_vert);
other_half_vertices[surface].append(interp_vert);
state->first_half_vertices[state->surface].append(interp_vert);
state->other_half_vertices[state->surface].append(interp_vert);
if (has_normal)
{
const Vector3 interp_normal = surface_normal_array.ptr()[base_v[this_vert]].slerp(surface_normal_array.ptr()[base_v[next_vert]], alpha);
first_half_normals[surface].append(interp_normal);
other_half_normals[surface].append(interp_normal);
state->first_half_normals[state->surface].append(interp_normal);
state->other_half_normals[state->surface].append(interp_normal);
}
if (has_tangent)
@@ -371,29 +416,29 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
const Vector3 &interp_tangent = this_tangent.slerp(next_tangent, alpha);
const uint8_t &interp_binormal = UtilityFunctions::roundi(UtilityFunctions::lerpf(this_binormal, next_binormal, alpha));
first_half_tangents[surface].append(interp_tangent.x);
first_half_tangents[surface].append(interp_tangent.y);
first_half_tangents[surface].append(interp_tangent.z);
first_half_tangents[surface].append(interp_binormal);
state->first_half_tangents[state->surface].append(interp_tangent.x);
state->first_half_tangents[state->surface].append(interp_tangent.y);
state->first_half_tangents[state->surface].append(interp_tangent.z);
state->first_half_tangents[state->surface].append(interp_binormal);
other_half_tangents[surface].append(interp_tangent.x);
other_half_tangents[surface].append(interp_tangent.y);
other_half_tangents[surface].append(interp_tangent.z);
other_half_tangents[surface].append(interp_binormal);
state->other_half_tangents[state->surface].append(interp_tangent.x);
state->other_half_tangents[state->surface].append(interp_tangent.y);
state->other_half_tangents[state->surface].append(interp_tangent.z);
state->other_half_tangents[state->surface].append(interp_binormal);
}
if (has_uv)
{
const Vector2 &interp_uv = surface_uv_array.ptr()[base_v[this_vert]].lerp(surface_uv_array.ptr()[base_v[next_vert]], alpha);
first_half_uvs[surface].append(interp_uv);
other_half_uvs[surface].append(interp_uv);
state->first_half_uvs[state->surface].append(interp_uv);
state->other_half_uvs[state->surface].append(interp_uv);
}
if (has_uv2)
{
const Vector2 &interp_uv2 = surface_uv2_array.ptr()[base_v[this_vert]].lerp(surface_uv2_array.ptr()[base_v[next_vert]], alpha);
first_half_uv2s[surface].append(interp_uv2);
other_half_uv2s[surface].append(interp_uv2);
state->first_half_uv2s[state->surface].append(interp_uv2);
state->other_half_uv2s[state->surface].append(interp_uv2);
}
if (has_custom0)
@@ -404,16 +449,16 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
surface_custom0_array.ptr()[(base_v[this_vert] * surface_num_custom0_per_vertex) + i],
surface_custom0_array.ptr()[(base_v[next_vert] * surface_num_custom0_per_vertex) + i],
alpha);
first_half_custom0[surface].append(interp_custom0);
other_half_custom0[surface].append(interp_custom0);
state->first_half_custom0[state->surface].append(interp_custom0);
state->other_half_custom0[state->surface].append(interp_custom0);
}
}
if (has_colour)
{
const Color &interp_colour = surface_colour_array.ptr()[base_v[this_vert]].lerp(surface_colour_array.ptr()[base_v[next_vert]], alpha);
first_half_colours[surface].append(interp_colour);
other_half_colours[surface].append(interp_colour);
state->first_half_colours[state->surface].append(interp_colour);
state->other_half_colours[state->surface].append(interp_colour);
}
if (has_bone && has_weight)
@@ -481,17 +526,17 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
if (vertex_bone < bone_weight_pairs.size())
{
const float normalised_weight = bone_weight_pairs[vertex_bone].second / normalisation_value;
first_half_bones[surface].append(bone_weight_pairs[vertex_bone].first);
first_half_weights[surface].append(normalised_weight);
other_half_bones[surface].append(bone_weight_pairs[vertex_bone].first);
other_half_weights[surface].append(normalised_weight);
state->first_half_bones[state->surface].append(bone_weight_pairs[vertex_bone].first);
state->first_half_weights[state->surface].append(normalised_weight);
state->other_half_bones[state->surface].append(bone_weight_pairs[vertex_bone].first);
state->other_half_weights[state->surface].append(normalised_weight);
}
else
{
first_half_bones[surface].append(0);
first_half_weights[surface].append(0.0f);
other_half_bones[surface].append(0);
other_half_weights[surface].append(0.0f);
state->first_half_bones[state->surface].append(0);
state->first_half_weights[state->surface].append(0.0f);
state->other_half_bones[state->surface].append(0);
state->other_half_weights[state->surface].append(0.0f);
}
}
}
@@ -504,23 +549,25 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
// There should always be exactly two sliced edges per triangle
assert(clipped_edges == 2);
clip_edges.emplace_back(new_clip_edge);
state->clip_edges.emplace_back(new_clip_edge);
for (uint32_t vertex_index = 2; vertex_index < num_final_verts; vertex_index++)
{
first_half_indices[surface].append(final_verts[0]);
first_half_indices[surface].append(final_verts[vertex_index - 1]);
first_half_indices[surface].append(final_verts[vertex_index]);
state->first_half_indices[state->surface].append(final_verts[0]);
state->first_half_indices[state->surface].append(final_verts[vertex_index - 1]);
state->first_half_indices[state->surface].append(final_verts[vertex_index]);
}
for (uint32_t vertex_index = 2; vertex_index < num_other_final_verts; vertex_index++)
{
other_half_indices[surface].append(other_final_verts[0]);
other_half_indices[surface].append(other_final_verts[vertex_index - 1]);
other_half_indices[surface].append(other_final_verts[vertex_index]);
state->other_half_indices[state->surface].append(other_final_verts[0]);
state->other_half_indices[state->surface].append(other_final_verts[vertex_index - 1]);
state->other_half_indices[state->surface].append(other_final_verts[vertex_index]);
}
}
}
state->element = 0;
}
int64_t array_format_bit_mask = Mesh::ARRAY_FORMAT_VERTEX;
@@ -534,57 +581,60 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
if (has_custom0) array_format_bit_mask |= (Mesh::ARRAY_FORMAT_CUSTOM0 | (Mesh::ARRAY_CUSTOM_RG_FLOAT << Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT));
BitField<Mesh::ArrayFormat> array_format(array_format_bit_mask);
if (first_half_vertices[surface].size() > 0 && first_half_indices[surface].size() > 0)
if (state->first_half_vertices[state->surface].size() > 0 && state->first_half_indices[state->surface].size() > 0)
{
Array first_half_section;
first_half_section.resize(ArrayMesh::ARRAY_MAX);
first_half_section[ArrayMesh::ARRAY_VERTEX] = first_half_vertices[surface];
if (has_normal) first_half_section[ArrayMesh::ARRAY_NORMAL] = first_half_normals[surface];
if (has_tangent) first_half_section[ArrayMesh::ARRAY_TANGENT] = first_half_tangents[surface];
if (has_uv) first_half_section[ArrayMesh::ARRAY_TEX_UV] = first_half_uvs[surface];
if (has_uv2) first_half_section[ArrayMesh::ARRAY_TEX_UV2] = first_half_uv2s[surface];
if (has_colour) first_half_section[ArrayMesh::ARRAY_COLOR] = first_half_colours[surface];
if (has_bone) first_half_section[ArrayMesh::ARRAY_BONES] = first_half_bones[surface];
if (has_weight) first_half_section[ArrayMesh::ARRAY_WEIGHTS] = first_half_weights[surface];
if (has_custom0) first_half_section[ArrayMesh::ARRAY_CUSTOM0] = first_half_custom0[surface];
first_half_section[ArrayMesh::ARRAY_INDEX] = first_half_indices[surface];
first_half_section[ArrayMesh::ARRAY_VERTEX] = state->first_half_vertices[state->surface];
if (has_normal) first_half_section[ArrayMesh::ARRAY_NORMAL] = state->first_half_normals[state->surface];
if (has_tangent) first_half_section[ArrayMesh::ARRAY_TANGENT] = state->first_half_tangents[state->surface];
if (has_uv) first_half_section[ArrayMesh::ARRAY_TEX_UV] = state->first_half_uvs[state->surface];
if (has_uv2) first_half_section[ArrayMesh::ARRAY_TEX_UV2] = state->first_half_uv2s[state->surface];
if (has_colour) first_half_section[ArrayMesh::ARRAY_COLOR] = state->first_half_colours[state->surface];
if (has_bone) first_half_section[ArrayMesh::ARRAY_BONES] = state->first_half_bones[state->surface];
if (has_weight) first_half_section[ArrayMesh::ARRAY_WEIGHTS] = state->first_half_weights[state->surface];
if (has_custom0) first_half_section[ArrayMesh::ARRAY_CUSTOM0] = state->first_half_custom0[state->surface];
first_half_section[ArrayMesh::ARRAY_INDEX] = state->first_half_indices[state->surface];
const uint16_t next_surface = first_half->get_surface_count();
first_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, first_half_section, Array(), Dictionary(), array_format_bit_mask);
first_half->surface_set_material(next_surface, original_material);
const uint16_t next_surface = state->first_half->get_surface_count();
state->first_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, first_half_section, Array(), Dictionary(), array_format_bit_mask);
state->first_half->surface_set_material(next_surface, original_material);
}
if (other_half_vertices[surface].size() > 0 && other_half_indices[surface].size() > 0)
if (state->other_half_vertices[state->surface].size() > 0 && state->other_half_indices[state->surface].size() > 0)
{
Array other_half_section;
other_half_section.resize(ArrayMesh::ARRAY_MAX);
other_half_section[ArrayMesh::ARRAY_VERTEX] = other_half_vertices[surface];
if (has_normal) other_half_section[ArrayMesh::ARRAY_NORMAL] = other_half_normals[surface];
if (has_tangent) other_half_section[ArrayMesh::ARRAY_TANGENT] = other_half_tangents[surface];
if (has_uv) other_half_section[ArrayMesh::ARRAY_TEX_UV] = other_half_uvs[surface];
if (has_uv2) other_half_section[ArrayMesh::ARRAY_TEX_UV2] = other_half_uv2s[surface];
if (has_colour) other_half_section[ArrayMesh::ARRAY_COLOR] = other_half_colours[surface];
if (has_bone) other_half_section[ArrayMesh::ARRAY_BONES] = other_half_bones[surface];
if (has_weight) other_half_section[ArrayMesh::ARRAY_WEIGHTS] = other_half_weights[surface];
if (has_custom0) other_half_section[ArrayMesh::ARRAY_CUSTOM0] = other_half_custom0[surface];
other_half_section[ArrayMesh::ARRAY_INDEX] = other_half_indices[surface];
other_half_section[ArrayMesh::ARRAY_VERTEX] = state->other_half_vertices[state->surface];
if (has_normal) other_half_section[ArrayMesh::ARRAY_NORMAL] = state->other_half_normals[state->surface];
if (has_tangent) other_half_section[ArrayMesh::ARRAY_TANGENT] = state->other_half_tangents[state->surface];
if (has_uv) other_half_section[ArrayMesh::ARRAY_TEX_UV] = state->other_half_uvs[state->surface];
if (has_uv2) other_half_section[ArrayMesh::ARRAY_TEX_UV2] = state->other_half_uv2s[state->surface];
if (has_colour) other_half_section[ArrayMesh::ARRAY_COLOR] = state->other_half_colours[state->surface];
if (has_bone) other_half_section[ArrayMesh::ARRAY_BONES] = state->other_half_bones[state->surface];
if (has_weight) other_half_section[ArrayMesh::ARRAY_WEIGHTS] = state->other_half_weights[state->surface];
if (has_custom0) other_half_section[ArrayMesh::ARRAY_CUSTOM0] = state->other_half_custom0[state->surface];
other_half_section[ArrayMesh::ARRAY_INDEX] = state->other_half_indices[state->surface];
const uint16_t next_surface = other_half->get_surface_count();
other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, other_half_section, Array(), Dictionary(), array_format_bit_mask);
other_half->surface_set_material(next_surface, original_material);
const uint16_t next_surface = state->other_half->get_surface_count();
state->other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, other_half_section, Array(), Dictionary(), array_format_bit_mask);
state->other_half->surface_set_material(next_surface, original_material);
}
skinned_vertex_transforms.emplace_back(surface_skinned_vertex_transforms);
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Surface ", surface, " split edges at ", time->get_ticks_msec(), "ms");
// PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Surface ", surface, " split edges at ", time->get_ticks_msec(), "ms");
}
state->surface = 0;
state->current_stage = MeshEditSliceStage::SLICE_STAGE_APPLY_CAP;
}
if (clip_edges.size() > 0)
void MeshEditingLibrary::slice_mesh_apply_cap(Ref<MeshSliceState> state)
{
if (state->clip_edges.size() > 0)
{
MeshSlicePlaneOrientation uv_plane = MeshSlicePlaneOrientation::Z;
const Basis &mesh_instance_basis = input->sliceable_mesh_instance->get_basis();
const Vector3 &local_plane_normal = input->local_plane.get_normal();
const Basis &mesh_instance_basis = state->input->mesh_instance->get_basis();
const Vector3 &local_plane_normal = state->input->local_plane.get_normal();
if (UtilityFunctions::absf(local_plane_normal.dot(mesh_instance_basis.xform(Vector3(0.0f, 1.0f, 0.0f)))) > 0.5f)
{
uv_plane = MeshSlicePlaneOrientation::Y;
@@ -606,14 +656,14 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
std::vector<MeshEditEdge2D> edges_2d;
std::vector<MeshEditPolygon2D> polygon_set;
std::vector<MeshEditPolygon2D> error_polygons;
const Transform3D &plane_inverse_transform = MeshEditingLibrary::project_edges(edges_2d, clip_edges, input->local_plane);
const Transform3D &plane_inverse_transform = MeshEditingLibrary::project_edges(edges_2d, state->clip_edges, state->input->local_plane);
MeshEditingLibrary::build_2d_polygons_from_edges(polygon_set, edges_2d, error_polygons);
MeshEditingLibrary::draw_debug_polygons(input->sliceable_mesh_instance, error_polygons, plane_inverse_transform, Color(1.0f, 0.0f, 0.0f, 1.0f));
MeshEditingLibrary::draw_debug_polygons(state->input->mesh_instance, error_polygons, plane_inverse_transform, Color(1.0f, 0.0f, 0.0f, 1.0f));
const Vector3 &mesh_bounds = input->original_aabb.get_size();
const Vector3 &mesh_bounds = state->input->full_aabb.get_size();
const uint32_t num_polygons = polygon_set.size();
uint32_t polygon_vertex_base = 0;
for (uint32_t polygon_index = 0; polygon_index < num_polygons; polygon_index++)
for (state->element; state->element < num_polygons; state->element++)
{
using Point = std::array<float,2>;
using Polygon = std::vector<std::vector<Point>>;
@@ -624,47 +674,47 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
Vector3 polygon_centroid;
uint32_t polygon_vertex_counter = 0;
for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
for (const MeshEditVert2D &vertex : polygon_set[state->element].vertices)
{
const Vector3 &position = first_half_vertices[vertex.surface][vertex.index];
const Vector3 &position = state->first_half_vertices[vertex.surface][vertex.index];
const Transform3D &skinned_vertex_transform = skinned_vertex_transforms[vertex.surface][vertex.index];
const Transform3D &skinned_vertex_transform = state->skinned_vertex_transforms[vertex.surface][vertex.index];
const Vector2 &uv = MeshEditingLibrary::calculate_planar_uv(position, mesh_bounds, uv_plane);
surface_tool_first_half->set_uv(uv);
surface_tool_other_half->set_uv(uv);
if (surface_has_uv2[vertex.surface])
if (state->has_uv2[vertex.surface])
{
surface_tool_first_half->set_uv2(uv);
surface_tool_other_half->set_uv2(uv);
}
if (surface_has_custom0[vertex.surface])
if (state->has_custom0[vertex.surface])
{
const Color &custom_uv3 = Color(
first_half_custom0[vertex.surface][(vertex.index * 2)],
first_half_custom0[vertex.surface][(vertex.index * 2) + 1],
state->first_half_custom0[vertex.surface][(vertex.index * 2)],
state->first_half_custom0[vertex.surface][(vertex.index * 2) + 1],
0.0f, 0.0f);
surface_tool_first_half->set_custom(0, custom_uv3);
surface_tool_other_half->set_custom(0, custom_uv3);
}
if (surface_has_colour[vertex.surface])
if (state->has_colour[vertex.surface])
{
const Color &colour = first_half_colours[vertex.surface][vertex.index];
const Color &colour = state->first_half_colours[vertex.surface][vertex.index];
surface_tool_first_half->set_color(colour);
surface_tool_other_half->set_color(colour);
}
if (surface_has_bone[vertex.surface] && surface_has_weight[vertex.surface])
if (state->has_bone[vertex.surface] && state->has_weight[vertex.surface])
{
PackedInt32Array bones; bones.resize(4);
PackedFloat32Array weights; weights.resize(4);
for (uint8_t i = 0; i < num_bones_per_vertex[vertex.surface] && i < 4; i++)
for (uint8_t i = 0; i < state->num_bones_per_vertex[vertex.surface] && i < 4; i++)
{
bones[i] = first_half_bones[vertex.surface][(vertex.index * num_bones_per_vertex[vertex.surface]) + i];
weights[i] = first_half_weights[vertex.surface][(vertex.index * num_bones_per_vertex[vertex.surface]) + i];
bones[i] = state->first_half_bones[vertex.surface][(vertex.index * state->num_bones_per_vertex[vertex.surface]) + i];
weights[i] = state->first_half_weights[vertex.surface][(vertex.index * state->num_bones_per_vertex[vertex.surface]) + i];
}
surface_tool_first_half->set_bones(bones);
@@ -683,8 +733,8 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
polygon_vertex_counter++;
}
polygon_centroid /= polygon_set[polygon_index].vertices.size();
out->impact_points.append(polygon_centroid);
polygon_centroid /= polygon_set[state->element].vertices.size();
state->output->impact_points.append(polygon_centroid);
earcut_polygon.push_back(sub_polygon);
std::vector<uint32_t> indices = mapbox::earcut<uint32_t>(earcut_polygon);
@@ -712,23 +762,28 @@ Ref<MeshEditSliceOutput> MeshEditingLibrary::slice_mesh(const Ref<MeshEditSliceI
surface_tool_first_half->generate_tangents();
surface_tool_other_half->generate_tangents();
surface_tool_first_half->set_material(input->cap_materials[uv_plane]);
surface_tool_other_half->set_material(input->cap_materials[uv_plane]);
surface_tool_first_half->set_material(state->input->cap_materials[uv_plane]);
surface_tool_other_half->set_material(state->input->cap_materials[uv_plane]);
first_half = surface_tool_first_half->commit(first_half);
other_half = surface_tool_other_half->commit(other_half);
state->first_half = surface_tool_first_half->commit(state->first_half);
state->other_half = surface_tool_other_half->commit(state->other_half);
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Created cap surfaces at ", time->get_ticks_msec(), "ms");
memdelete(surface_tool_first_half);
memdelete(surface_tool_other_half);
// PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Created cap surfaces at ", time->get_ticks_msec(), "ms");
}
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Generated final cap surface at ", time->get_ticks_msec(), "ms");
// PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Generated final cap surface at ", time->get_ticks_msec(), "ms");
out->main_half = first_half;
out->secondary_half = other_half;
state->output->original_skeleton = state->input->skeleton;
state->output->main_half = state->first_half;
state->output->secondary_half = state->other_half;
return out;
state->current_stage = MeshEditSliceStage::SLICE_STAGE_COMPLETE;
}
SkinnedVertices MeshEditingLibrary::get_skinned_vertex_positions(const uint8_t surface, const Ref<ArrayMesh> mesh, const Skeleton3D *skeleton, std::vector<Transform3D> &vertex_transforms)
{
const uint8_t num_surfaces = mesh->get_surface_count();
+108 -6
View File
@@ -15,6 +15,7 @@
#include <godot_cpp/variant/vector3.hpp>
using namespace godot;
#include <map>
#include <vector>
#define MESH_EDITING_LIBRARY_TAG "MeshEditingLibrary"
@@ -55,6 +56,11 @@ struct MeshEditPolygon2D
};
class MeshEditSliceInput;
class MeshEditSliceOutput;
class MeshSliceState;
class MeshEditingLibrary : public Node
{
GDCLASS(MeshEditingLibrary, Node);
@@ -63,6 +69,15 @@ public:
MeshEditingLibrary(){}
~MeshEditingLibrary(){}
enum MeshEditSliceStage
{
SLICE_STAGE_INIT,
SLICE_STAGE_PLANE_SPLIT,
SLICE_STAGE_EDGE_SPLIT,
SLICE_STAGE_APPLY_CAP,
SLICE_STAGE_COMPLETE
};
enum MeshEditCapUV
{
CAP_UV_FILL_MESH_BOUNDS,
@@ -70,7 +85,12 @@ public:
CAP_UV_TILED
};
static Ref<class MeshEditSliceOutput> slice_mesh(const Ref<class MeshEditSliceInput> input);
static Ref<class MeshSliceState> slice_mesh(const Ref<class MeshEditSliceInput> input);
static void slice_mesh_init(Ref<class MeshSliceState> state);
static void slice_mesh_plane_split(Ref<class MeshSliceState> state);
static void slice_mesh_edge_split(Ref<class MeshSliceState> state);
static void slice_mesh_apply_cap(Ref<class MeshSliceState> state);
protected:
enum MeshSlicePlaneOrientation
@@ -100,21 +120,30 @@ protected:
{
ClassDB::bind_static_method("MeshEditingLibrary", D_METHOD("slice_mesh", "input"), &MeshEditingLibrary::slice_mesh);
BIND_ENUM_CONSTANT(SLICE_STAGE_INIT);
BIND_ENUM_CONSTANT(SLICE_STAGE_PLANE_SPLIT);
BIND_ENUM_CONSTANT(SLICE_STAGE_EDGE_SPLIT);
BIND_ENUM_CONSTANT(SLICE_STAGE_APPLY_CAP);
BIND_ENUM_CONSTANT(SLICE_STAGE_COMPLETE);
BIND_ENUM_CONSTANT(CAP_UV_FILL_MESH_BOUNDS);
BIND_ENUM_CONSTANT(CAP_UV_FILL_CAP_BOUNDS);
BIND_ENUM_CONSTANT(CAP_UV_TILED);
}
};
VARIANT_ENUM_CAST(MeshEditingLibrary::MeshEditSliceStage);
VARIANT_ENUM_CAST(MeshEditingLibrary::MeshEditCapUV);
class MeshEditSliceInput : public RefCounted
{
GDCLASS(MeshEditSliceInput, RefCounted);
public:
MeshInstance3D *sliceable_mesh_instance = nullptr;
const Skeleton3D *sliceable_skeleton = nullptr;
AABB original_aabb;
MeshInstance3D *mesh_instance = nullptr;
const Skeleton3D *skeleton = nullptr;
AABB full_aabb;
Plane local_plane;
uint32_t hit_mask = 0b1111111111111111111111111;
@@ -131,8 +160,8 @@ class MeshEditSliceOutput : public RefCounted
GDCLASS(MeshEditSliceOutput, RefCounted);
public:
const Skeleton3D *original_skeleton = nullptr;
Ref<ArrayMesh> main_half;
Ref<ArrayMesh> secondary_half;
PackedVector3Array impact_points;
@@ -142,4 +171,77 @@ protected:
static void _bind_methods(){}
};
VARIANT_ENUM_CAST(MeshEditingLibrary::MeshEditCapUV);
class MeshSliceState : public RefCounted
{
GDCLASS(MeshSliceState, RefCounted);
public:
MeshEditingLibrary::MeshEditSliceStage current_stage = MeshEditingLibrary::MeshEditSliceStage::SLICE_STAGE_INIT;
MeshInstance3D *current_mesh = nullptr;
Ref<MeshEditSliceInput> input;
uint8_t surface = 0;
uint32_t element = 0;
Ref<ArrayMesh> first_half;
Ref<ArrayMesh> other_half;
Ref<ArrayMesh> original_mesh;
uint8_t num_surfaces;
std::vector<Array> surface_arrays_list;
std::vector<SkinnedVertices> skinned_vertex_positions;
std::vector<std::vector<Transform3D>> skinned_vertex_transforms;
std::vector<bool> has_normal;
std::vector<bool> has_tangent;
std::vector<bool> has_uv;
std::vector<bool> has_uv2;
std::vector<bool> has_colour;
std::vector<bool> has_bone;
std::vector<bool> has_weight;
std::vector<bool> has_custom0;
std::vector<uint8_t> num_bones_per_vertex;
std::vector<uint8_t> num_custom0_per_vertex;
std::vector<PackedVector3Array> first_half_vertices;
std::vector<PackedVector3Array> first_half_normals;
std::vector<PackedFloat32Array> first_half_tangents;
std::vector<PackedVector2Array> first_half_uvs;
std::vector<PackedVector2Array> first_half_uv2s;
std::vector<PackedColorArray> first_half_colours;
std::vector<PackedInt32Array> first_half_bones;
std::vector<PackedFloat32Array> first_half_weights;
std::vector<PackedFloat32Array> first_half_custom0;
std::vector<PackedVector3Array> other_half_vertices;
std::vector<PackedVector3Array> other_half_normals;
std::vector<PackedFloat32Array> other_half_tangents;
std::vector<PackedVector2Array> other_half_uvs;
std::vector<PackedVector2Array> other_half_uv2s;
std::vector<PackedColorArray> other_half_colours;
std::vector<PackedInt32Array> other_half_bones;
std::vector<PackedFloat32Array> other_half_weights;
std::vector<PackedFloat32Array> other_half_custom0;
std::vector<PackedInt32Array> first_half_indices;
std::vector<PackedInt32Array> other_half_indices;
std::vector<std::vector<float>> vertex_distances;
std::vector<std::map<uint32_t, uint32_t>> base_to_first_sliced_vert_indices;
std::vector<std::map<uint32_t, uint32_t>> base_to_other_sliced_vert_indices;
uint32_t first_half_split_map = 0x00000000;
uint32_t other_half_split_map = 0x00000000;
std::vector<MeshEditEdge3D> clip_edges;
Ref<MeshEditSliceOutput> output;
protected:
static void _bind_methods(){}
};
+1
View File
@@ -80,6 +80,7 @@ void initialize_orng_module(ModuleInitializationLevel p_level) {
ClassDB::register_class<MeshEditingLibrary>();
ClassDB::register_class<MeshEditSliceInput>();
ClassDB::register_class<MeshEditSliceOutput>();
ClassDB::register_class<MeshSliceState>();
GDSINGLETON_REGISTER_CLASS(InputHandler, _input_handler_singleton);
GDSINGLETON_REGISTER_CLASS(SaveManager, _save_manager_singleton);