Started adding mesh editing functions to liborng.
This commit is contained in:
+2
-1
@@ -24,6 +24,7 @@
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*.la
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*.a
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*.lib
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*.ilk
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# Executables
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*.exe
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@@ -34,4 +35,4 @@
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# ---> Platform Files
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*.sh
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*.*.dblite
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*.dblite
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/*
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* ©2026 Batty Bovine Productions, LLC. All Rights Reserved.
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*
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* If this source code makes it to the public internet, this software can be
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* considered to be protected by the MIT licence. Have fun with it.
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*/
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#include "mesh_editing_library.h"
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#include "orng_macros.h"
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#include "earcut.hpp"
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#include <map>
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#include "godot_cpp/variant/utility_functions.hpp"
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using namespace godot;
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MeshEditingLibrary::MeshEditingLibrary()
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{
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}
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MeshEditingLibrary::~MeshEditingLibrary()
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{
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}
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TypedArray<PackedVector3Array> MeshEditingLibrary::get_skinned_vertex_positions(const Skeleton3D *skeleton, const Mesh *mesh)
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{
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TypedArray<PackedVector3Array> skinned_vertex_surfaces;
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for (uint32_t surface = 0; surface < mesh->get_surface_count(); surface++)
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{
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Array mesh_arrays = mesh->surface_get_arrays(surface);
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const PackedVector3Array &mesh_vertex_array = mesh_arrays[ArrayMesh::ARRAY_VERTEX];
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const PackedInt32Array &mesh_bones_array = mesh_arrays[ArrayMesh::ARRAY_BONES];
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const PackedFloat32Array &mesh_weights_array = mesh_arrays[ArrayMesh::ARRAY_WEIGHTS];
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const uint8_t num_bones_per_vertex = mesh_bones_array.size() / mesh_vertex_array.size();
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const uint32_t mesh_vertex_array_size = mesh_vertex_array.size();
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PackedVector3Array skinned_vertex_array;
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skinned_vertex_array.resize(mesh_vertex_array_size);
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for (uint32_t vertex_index = 0; vertex_index < mesh_vertex_array_size; vertex_index++)
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{
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const Vector3 &vertex = mesh_vertex_array[vertex_index];
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Transform3D *transforms = new Transform3D[num_bones_per_vertex];
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const uint32_t bone_index_start = (vertex_index * num_bones_per_vertex);
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for (uint8_t bone_index_offset = 0; bone_index_offset < num_bones_per_vertex; bone_index_offset++)
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{
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const uint32_t bone = mesh_bones_array[bone_index_start + bone_index_offset];
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const float weight = mesh_weights_array[bone_index_start + bone_index_offset];
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transforms[bone_index_offset] = skeleton->get_bone_global_pose(bone) * skeleton->get_bone_global_rest(bone).inverse() * weight;
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}
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Vector3 x_basis, y_basis, z_basis, origin;
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for (uint8_t transform = 0; transform < num_bones_per_vertex; transform++)
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{
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x_basis += transforms[transform].basis.rows[0];
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y_basis += transforms[transform].basis.rows[1];
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z_basis += transforms[transform].basis.rows[2];
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origin += transforms[transform].origin;
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}
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skinned_vertex_array[vertex_index] = Transform3D(x_basis, y_basis, z_basis, origin).xform(vertex);
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}
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skinned_vertex_surfaces.append(skinned_vertex_array);
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}
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return skinned_vertex_surfaces;
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}
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PackedVector3Array MeshEditingLibrary::slice_mesh(const MeshInstance3D *original_mesh_instance, const Plane &local_plane, ArrayMesh *out_first_half, ArrayMesh *out_other_half, const MeshEditCapUV cap_option, const Ref<StandardMaterial3D> cap_material)
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{
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const Mesh *original_mesh = original_mesh_instance->get_mesh().ptr();
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const uint8_t num_surfaces = original_mesh->get_surface_count();
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PackedVector3Array impact_points;
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PackedVector3Array cap_section_vertices;
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PackedVector3Array cap_section_normals;
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PackedVector3Array cap_section_flipped_normals;
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PackedFloat32Array cap_section_tangents;
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PackedVector2Array cap_section_uvs;
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PackedVector2Array cap_section_uv2s;
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PackedColorArray cap_section_colours;
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PackedInt32Array cap_section_bones;
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PackedFloat32Array cap_section_weights;
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PackedInt32Array cap_section_indices;
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for (uint8_t surface = 0; surface < num_surfaces; surface++)
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{
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const Array &surface_arrays = original_mesh->surface_get_arrays(surface);
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const PackedVector3Array &surface_vertex_array = surface_arrays[ArrayMesh::ARRAY_VERTEX];
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const PackedVector3Array &surface_normal_array = surface_arrays[ArrayMesh::ARRAY_NORMAL];
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const PackedFloat32Array &surface_tangent_array = surface_arrays[ArrayMesh::ARRAY_TANGENT];
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const PackedVector2Array &surface_uv_array = surface_arrays[ArrayMesh::ARRAY_TEX_UV];
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const PackedVector2Array &surface_uv2_array = surface_arrays[ArrayMesh::ARRAY_TEX_UV2];
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const PackedColorArray &surface_colour_array = surface_arrays[ArrayMesh::ARRAY_COLOR];
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const PackedInt32Array &surface_bone_array = surface_arrays[ArrayMesh::ARRAY_BONES];
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const PackedFloat32Array &surface_weight_array = surface_arrays[ArrayMesh::ARRAY_WEIGHTS];
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const Vector3 *surface_vertex_array_ptr = surface_vertex_array.ptr();
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const uint32_t num_vertices = surface_vertex_array.size();
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std::vector<float> vertex_distance;
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vertex_distance.resize(num_vertices);
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std::map<uint32_t, uint32_t> base_to_sliced_vert_index;
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std::map<uint32_t, uint32_t> base_to_other_sliced_vert_index;
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const bool has_normal = surface_normal_array.size() >= num_vertices;
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const bool has_tangent = surface_tangent_array.size() >= num_vertices * 4;
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const bool has_uv = surface_uv_array.size() >= num_vertices;
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const bool has_uv2 = surface_uv2_array.size() >= num_vertices;
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const bool has_colour = surface_colour_array.size() >= num_vertices;
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const bool has_bone = surface_bone_array.size() >= num_vertices * 4;
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const bool has_weight = surface_weight_array.size() >= num_vertices * 4;
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const uint32_t bone_array_size = surface_bone_array.size();
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const uint8_t num_bones_per_vertex = bone_array_size / num_vertices;
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PackedVector3Array first_half_section_vertices;
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PackedVector3Array first_half_section_normals;
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PackedFloat32Array first_half_section_tangents;
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PackedVector2Array first_half_section_uvs;
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PackedVector2Array first_half_section_uv2s;
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PackedColorArray first_half_section_colours;
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PackedInt32Array first_half_section_bones;
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PackedFloat32Array first_half_section_weights;
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PackedVector3Array other_half_section_vertices;
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PackedVector3Array other_half_section_normals;
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PackedFloat32Array other_half_section_tangents;
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PackedVector2Array other_half_section_uvs;
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PackedVector2Array other_half_section_uv2s;
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PackedColorArray other_half_section_colours;
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PackedInt32Array other_half_section_bones;
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PackedFloat32Array other_half_section_weights;
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std::vector<MeshEditEdge3D> clip_edges;
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for (uint32_t vertex = 0; vertex < num_vertices; vertex++)
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{
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vertex_distance[vertex] = local_plane.distance_to(surface_vertex_array_ptr[vertex]);
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if (vertex_distance[vertex] >= 0.0f)
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{
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base_to_sliced_vert_index[vertex] = first_half_section_vertices.size();
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first_half_section_vertices.append(surface_vertex_array_ptr[vertex]);
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if (has_normal) { first_half_section_normals.append(surface_normal_array.ptr()[vertex]); }
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if (has_uv) { first_half_section_uvs.append(surface_uv_array.ptr()[vertex]); }
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if (has_uv2) { first_half_section_uv2s.append(surface_uv2_array.ptr()[vertex]); }
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if (has_colour) { first_half_section_colours.append(surface_colour_array.ptr()[vertex]); }
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if (has_tangent)
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{
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first_half_section_tangents.append(surface_tangent_array.ptr()[vertex * 4]);
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first_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 1]);
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first_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 2]);
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first_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 3]);
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}
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if (has_bone)
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{
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for (uint8_t i = 0; i < num_bones_per_vertex; i++)
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{
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first_half_section_bones.append(surface_bone_array.ptr()[(vertex * num_bones_per_vertex) + i]);
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first_half_section_weights.append(surface_weight_array.ptr()[(vertex * num_bones_per_vertex) + i]);
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}
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}
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}
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else
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{
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base_to_other_sliced_vert_index[vertex] = other_half_section_vertices.size();
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other_half_section_vertices.append(surface_vertex_array_ptr[vertex]);
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if (has_normal) { other_half_section_normals.append(surface_normal_array.ptr()[vertex]); }
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if (has_uv) { other_half_section_uvs.append(surface_uv_array.ptr()[vertex]); }
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if (has_uv2) { other_half_section_uv2s.append(surface_uv2_array.ptr()[vertex]); }
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if (has_colour) { other_half_section_colours.append(surface_colour_array.ptr()[vertex]); }
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if (has_tangent)
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{
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other_half_section_tangents.append(surface_tangent_array.ptr()[vertex * 4]);
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other_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 1]);
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other_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 2]);
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other_half_section_tangents.append(surface_tangent_array.ptr()[(vertex * 4) + 3]);
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}
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if (has_bone)
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{
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for (uint8_t i = 0; i < num_bones_per_vertex; i++)
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{
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other_half_section_bones.append(surface_bone_array.ptr()[(vertex * num_bones_per_vertex) + i]);
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other_half_section_weights.append(surface_weight_array.ptr()[(vertex * num_bones_per_vertex) + i]);
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}
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}
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}
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}
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PackedInt32Array first_half_section_indices;
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PackedInt32Array other_half_section_indices;
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const PackedInt32Array &surface_index_array = surface_arrays[ArrayMesh::ARRAY_INDEX];
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if (!(first_half_section_vertices.size() > 0 && other_half_section_vertices.size() > 0))
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{
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if (first_half_section_vertices.size() > 0)
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{
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first_half_section_indices = surface_index_array;
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}
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else if (other_half_section_vertices.size() > 0)
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{
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other_half_section_indices = surface_index_array;
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}
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}
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else
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{
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const uint32_t num_triangles = surface_index_array.size();
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for (uint32_t triangle_index = 0; triangle_index < num_triangles; triangle_index += 3)
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{
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uint32_t base_v[3];
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std::map<uint32_t, uint32_t>::iterator sliced_v[3];
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std::map<uint32_t, uint32_t>::iterator sliced_other_v[3];
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const std::map<uint32_t, uint32_t>::iterator base_to_sliced_end = base_to_sliced_vert_index.end();
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const std::map<uint32_t, uint32_t>::iterator base_to_other_sliced_end = base_to_other_sliced_vert_index.end();
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for (uint32_t i = 0; i < 3; i++)
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{
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base_v[i] = surface_index_array.ptr()[triangle_index + i];
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sliced_v[i] = base_to_sliced_vert_index.find(base_v[i]);
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sliced_other_v[i] = base_to_other_sliced_vert_index.find(base_v[i]);
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// All vertex indices must be represented by one of the two slice index maps.
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assert((sliced_v[i] != base_to_sliced_vert_index.end()) != (sliced_other_v[i] != base_to_other_sliced_vert_index.end()));
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}
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if (sliced_v[0] != base_to_sliced_end && sliced_v[1] != base_to_sliced_end && sliced_v[2] != base_to_sliced_end)
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{ // If the triangle is entirely in the first slice, send all the vertices to the first slice.
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first_half_section_indices.append(sliced_v[0]->second);
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first_half_section_indices.append(sliced_v[1]->second);
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first_half_section_indices.append(sliced_v[2]->second);
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}
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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)
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{ // If the triangle is entirely in the second slice, send all the vertices to the second slice.
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other_half_section_indices.append(sliced_other_v[0]->second);
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other_half_section_indices.append(sliced_other_v[1]->second);
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other_half_section_indices.append(sliced_other_v[2]->second);
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}
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else
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{ // If the triangle is split by the slice plane, then slice the overlapping edges.
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uint32_t final_verts[4] = { 0, 0, 0, 0 };
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uint8_t num_final_verts = 0;
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uint32_t other_final_verts[4] = { 0, 0, 0, 0 };
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uint8_t num_other_final_verts = 0;
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MeshEditEdge3D new_clip_edge;
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uint8_t clipped_edges = 0;
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float plane_distance[3] = {
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vertex_distance[base_v[0]],
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vertex_distance[base_v[1]],
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vertex_distance[base_v[2]]
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};
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for (uint32_t this_vert = 0; this_vert < 3; this_vert++)
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{
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if (sliced_v[this_vert] != base_to_sliced_end)
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{
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final_verts[num_final_verts] = sliced_v[this_vert]->second;
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num_final_verts++;
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}
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else
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{
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other_final_verts[num_other_final_verts] = sliced_other_v[this_vert]->second;
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num_other_final_verts++;
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}
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uint32_t next_vert = (this_vert + 1) % 3;
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if ((sliced_v[this_vert] == base_to_sliced_end) != (sliced_v[next_vert] == base_to_sliced_end))
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{
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float alpha = UtilityFunctions::clampf(-plane_distance[this_vert] / (plane_distance[next_vert] - plane_distance[this_vert]), 0.0f, 1.0f);
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const Vector3 interp_vert = surface_vertex_array_ptr[base_v[this_vert]].lerp(
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surface_vertex_array_ptr[base_v[next_vert]], alpha);
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final_verts[num_final_verts++] = first_half_section_vertices.size();
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other_final_verts[num_other_final_verts++] = other_half_section_vertices.size();
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// Lerp the skinned vertex position here; it's necessary for projecting vertices to a 2D plane correctly.
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// This part needs to be finished once we can get the skinned vertex positions.
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// DON'T FORGET TO DO THAT
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const Vector3 skinned_lerp = interp_vert;
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MeshEditVert3D edge_vertex;
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edge_vertex.index = first_half_section_vertices.size();
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edge_vertex.position = skinned_lerp;
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if (clipped_edges == 0)
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{
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new_clip_edge.v0 = edge_vertex;
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}
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else
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{
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new_clip_edge.v1 = edge_vertex;
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}
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clipped_edges++;
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assert(clipped_edges <= 2);
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first_half_section_vertices.append(interp_vert);
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other_half_section_vertices.append(interp_vert);
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if (has_normal)
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{
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const Vector3 interp_normal = surface_normal_array.ptr()[base_v[this_vert]].slerp(surface_normal_array.ptr()[base_v[next_vert]], alpha);
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first_half_section_normals.append(interp_normal);
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other_half_section_normals.append(interp_normal);
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}
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if (has_tangent)
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{
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const float *this_tangent_start = (surface_tangent_array.ptr() + (base_v[this_vert] * 4));
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const float *next_tangent_start = (surface_tangent_array.ptr() + (base_v[next_vert] * 4));
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const Vector3 &this_tangent = Vector3(*this_tangent_start, *(this_tangent_start + 1), *(this_tangent_start + 2));
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const Vector3 &next_tangent = Vector3(*next_tangent_start, *(next_tangent_start + 1), *(next_tangent_start + 2));
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const float this_binormal = *(this_tangent_start + 3);
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const float next_binormal = *(next_tangent_start + 3);
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const Vector3 &interp_tangent = this_tangent.slerp(next_tangent, alpha);
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const uint8_t &interp_binormal = UtilityFunctions::roundi(UtilityFunctions::lerpf(this_binormal, next_binormal, alpha));
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first_half_section_tangents.append(interp_tangent.x);
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first_half_section_tangents.append(interp_tangent.y);
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first_half_section_tangents.append(interp_tangent.z);
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first_half_section_tangents.append(interp_binormal);
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other_half_section_tangents.append(interp_tangent.x);
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other_half_section_tangents.append(interp_tangent.y);
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other_half_section_tangents.append(interp_tangent.z);
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other_half_section_tangents.append(interp_binormal);
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}
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||||
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if (has_uv)
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{
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const Vector2 &interp_uv = surface_uv_array.ptr()[base_v[this_vert]].lerp(surface_uv_array.ptr()[base_v[next_vert]], alpha);
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||||
first_half_section_uvs.append(interp_uv);
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other_half_section_uvs.append(interp_uv);
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||||
}
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||||
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if (has_uv2)
|
||||
{
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const Vector2 &interp_uv2 = surface_uv2_array.ptr()[base_v[this_vert]].lerp(surface_uv2_array.ptr()[base_v[next_vert]], alpha);
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||||
first_half_section_uv2s.append(interp_uv2);
|
||||
other_half_section_uv2s.append(interp_uv2);
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||||
}
|
||||
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||||
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_section_colours.append(interp_colour);
|
||||
other_half_section_colours.append(interp_colour);
|
||||
}
|
||||
|
||||
if (has_bone && has_weight)
|
||||
{
|
||||
const int32_t *bone_pointer = surface_bone_array.ptr();
|
||||
const float *weight_pointer = surface_weight_array.ptr();
|
||||
std::vector<std::pair<int32_t, float>> interp_bones_and_weights;
|
||||
|
||||
// First pack all bones and weights into a list of pairs
|
||||
uint8_t i = 0;
|
||||
for (i = 0; i < num_bones_per_vertex; i++)
|
||||
{
|
||||
interp_bones_and_weights.emplace_back(std::pair<int32_t,float>(
|
||||
*(bone_pointer + (base_v[this_vert] * num_bones_per_vertex) + i),
|
||||
*(weight_pointer + (base_v[this_vert] * num_bones_per_vertex) + i)
|
||||
));
|
||||
}
|
||||
|
||||
// Next, find each first half bone that matches one in the second half, and interpolate between them.
|
||||
// If the second half has a unique bone, interpolate a new value from 0 for it.
|
||||
for (uint32_t other_bone_index = 0; other_bone_index < num_bones_per_vertex; other_bone_index++)
|
||||
{
|
||||
const uint32_t other_bone = *(bone_pointer + (base_v[next_vert] * num_bones_per_vertex) + other_bone_index);
|
||||
const float other_weight = *(weight_pointer + (base_v[next_vert] * num_bones_per_vertex) + other_bone_index);
|
||||
int8_t matching_bone_index = -1;
|
||||
for (uint8_t i = 0; i < interp_bones_and_weights.size(); i++)
|
||||
{
|
||||
if (interp_bones_and_weights[i].first == other_bone)
|
||||
{
|
||||
matching_bone_index = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (matching_bone_index != -1)
|
||||
{
|
||||
interp_bones_and_weights[matching_bone_index].second = UtilityFunctions::lerpf(
|
||||
interp_bones_and_weights[matching_bone_index].second, other_weight, alpha);
|
||||
}
|
||||
else
|
||||
{
|
||||
interp_bones_and_weights.emplace_back(std::pair<int32_t,float>(
|
||||
other_bone, (float)UtilityFunctions::lerpf(0.0f, other_weight, alpha)));
|
||||
}
|
||||
}
|
||||
|
||||
// Sort the list of bones and weights from highest weight to lowest weight
|
||||
std::sort(interp_bones_and_weights.begin(), interp_bones_and_weights.end(),
|
||||
[=](std::pair<int32_t, float>&a, std::pair<int32_t, float>&b)
|
||||
{ return a.second > b.second; });
|
||||
|
||||
// Finally, add all our new interpolated bones and weights to the arrays
|
||||
for (i = 0; i < num_bones_per_vertex; i++)
|
||||
{
|
||||
first_half_section_bones.append(interp_bones_and_weights[i].first);
|
||||
first_half_section_weights.append(interp_bones_and_weights[i].second);
|
||||
|
||||
other_half_section_bones.append(interp_bones_and_weights[i].first);
|
||||
other_half_section_weights.append(interp_bones_and_weights[i].second);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// There should always be exactly two sliced edges per triangle
|
||||
assert(clipped_edges == 2);
|
||||
clip_edges.emplace_back(new_clip_edge);
|
||||
|
||||
for (uint32_t vertex_index = 2; vertex_index < num_final_verts; vertex_index++)
|
||||
{
|
||||
first_half_section_indices.append(final_verts[0]);
|
||||
first_half_section_indices.append(final_verts[vertex_index - 1]);
|
||||
first_half_section_indices.append(final_verts[vertex_index]);
|
||||
}
|
||||
|
||||
for (uint32_t vertex_index = 2; vertex_index < num_other_final_verts; vertex_index++)
|
||||
{
|
||||
other_half_section_indices.append(other_final_verts[0]);
|
||||
other_half_section_indices.append(other_final_verts[vertex_index - 1]);
|
||||
other_half_section_indices.append(other_final_verts[vertex_index]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (first_half_section_vertices.size() > 0 && first_half_section_indices.size() > 0)
|
||||
{
|
||||
Array first_half_section;
|
||||
first_half_section.resize(ArrayMesh::ARRAY_MAX);
|
||||
first_half_section[ArrayMesh::ARRAY_VERTEX] = first_half_section_vertices;
|
||||
if (has_normal) first_half_section[ArrayMesh::ARRAY_NORMAL] = first_half_section_normals;
|
||||
if (has_tangent) first_half_section[ArrayMesh::ARRAY_TANGENT] = first_half_section_tangents;
|
||||
if (has_uv) first_half_section[ArrayMesh::ARRAY_TEX_UV] = first_half_section_uvs;
|
||||
if (has_uv2) first_half_section[ArrayMesh::ARRAY_TEX_UV2] = first_half_section_uv2s;
|
||||
if (has_colour) first_half_section[ArrayMesh::ARRAY_COLOR] = first_half_section_colours;
|
||||
// if (has_bone) first_half_section[ArrayMesh::ARRAY_BONES] = first_half_section_bones;
|
||||
// if (has_weight) first_half_section[ArrayMesh::ARRAY_WEIGHTS] = first_half_section_weights;
|
||||
first_half_section[ArrayMesh::ARRAY_INDEX] = first_half_section_indices;
|
||||
|
||||
out_first_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, first_half_section);
|
||||
out_first_half->surface_set_material(surface, original_mesh->surface_get_material(surface));
|
||||
}
|
||||
|
||||
if (other_half_section_vertices.size() > 0 && other_half_section_indices.size() > 0)
|
||||
{
|
||||
Array other_half_section;
|
||||
other_half_section.resize(ArrayMesh::ARRAY_MAX);
|
||||
other_half_section[ArrayMesh::ARRAY_VERTEX] = other_half_section_vertices;
|
||||
if (has_normal) other_half_section[ArrayMesh::ARRAY_NORMAL] = other_half_section_normals;
|
||||
if (has_tangent) other_half_section[ArrayMesh::ARRAY_TANGENT] = other_half_section_tangents;
|
||||
if (has_uv) other_half_section[ArrayMesh::ARRAY_TEX_UV] = other_half_section_uvs;
|
||||
if (has_uv2) other_half_section[ArrayMesh::ARRAY_TEX_UV2] = other_half_section_uv2s;
|
||||
if (has_colour) other_half_section[ArrayMesh::ARRAY_COLOR] = other_half_section_colours;
|
||||
// if (has_bone) other_half_section[ArrayMesh::ARRAY_BONES] = other_half_section_bones;
|
||||
// if (has_weight) other_half_section[ArrayMesh::ARRAY_WEIGHTS] = other_half_section_weights;
|
||||
other_half_section[ArrayMesh::ARRAY_INDEX] = other_half_section_indices;
|
||||
|
||||
out_other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, other_half_section);
|
||||
out_other_half->surface_set_material(surface, original_mesh->surface_get_material(surface));
|
||||
}
|
||||
|
||||
if (clip_edges.size() > 0)
|
||||
{
|
||||
std::vector<MeshEditEdge2D> edges_2d;
|
||||
std::vector<MeshEditPolygon2D> polygon_set;
|
||||
std::vector<MeshEditPolygon2D> error_polygons;
|
||||
MeshEditingLibrary::project_edges(edges_2d, original_mesh_instance->get_transform(), clip_edges, local_plane);
|
||||
MeshEditingLibrary::build_2d_polygons_from_edges(polygon_set, edges_2d, error_polygons);
|
||||
|
||||
MeshSlicePlaneOrientation uv_plane = MeshSlicePlaneOrientation::Z;
|
||||
const Basis &mesh_instance_basis = original_mesh_instance->get_basis();
|
||||
const Vector3 &local_plane_normal = 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;
|
||||
}
|
||||
else if (UtilityFunctions::absf(local_plane_normal.dot(mesh_instance_basis.xform(Vector3(1.0f, 0.0f, 0.0f)))) > 0.5f)
|
||||
{
|
||||
uv_plane = MeshSlicePlaneOrientation::X;
|
||||
}
|
||||
|
||||
const Vector3 &mesh_bounds = original_mesh->get_aabb().get_size();
|
||||
const uint32_t num_polygons = polygon_set.size();
|
||||
for (uint32_t polygon_index = 0; polygon_index < num_polygons; polygon_index++)
|
||||
{
|
||||
using Point = std::array<float,2>;
|
||||
using Polygon = std::vector<std::vector<Point>>;
|
||||
|
||||
Polygon earcut_polygon;
|
||||
std::vector<Point> sub_polygon;
|
||||
|
||||
Vector3 polygon_centroid;
|
||||
|
||||
const uint32_t polygon_vertex_base = cap_section_vertices.size();
|
||||
for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
|
||||
{
|
||||
const Vector3 &position = first_half_section_vertices[vertex.index];
|
||||
|
||||
cap_section_vertices.append(position);
|
||||
if (has_normal) { cap_section_normals.append(local_plane_normal * -1.0f); cap_section_flipped_normals.append(local_plane_normal); }
|
||||
// if (has_tangent) { for (uint8_t i = 0; i < 4; i++) { cap_section_tangents.append(first_half_section_tangents[(vertex.index * 4) + i]); } }
|
||||
if (has_colour) { cap_section_colours.append(first_half_section_colours[vertex.index]); }
|
||||
if (has_uv) { cap_section_uvs.append(MeshEditingLibrary::calculate_planar_uv(position, mesh_bounds, uv_plane)); }
|
||||
if (has_uv2) { cap_section_uv2s.append(first_half_section_uv2s[vertex.index]); }
|
||||
if (has_bone) { for (uint8_t i = 0; i < num_bones_per_vertex; i++) { cap_section_bones.append(first_half_section_bones[(vertex.index * num_bones_per_vertex) + i]); } }
|
||||
if (has_weight) { for (uint8_t i = 0; i < num_bones_per_vertex; i++) { cap_section_bones.append(first_half_section_weights[(vertex.index * num_bones_per_vertex) + i]); } }
|
||||
|
||||
sub_polygon.push_back({vertex.position.x, vertex.position.y});
|
||||
polygon_centroid += position;
|
||||
}
|
||||
|
||||
earcut_polygon.push_back(sub_polygon);
|
||||
std::vector<uint32_t> indices = mapbox::earcut<uint32_t>(earcut_polygon);
|
||||
for (uint32_t i = 0; (i+2) < indices.size(); i += 3)
|
||||
{
|
||||
cap_section_indices.append(indices[i+1] + polygon_vertex_base);
|
||||
cap_section_indices.append(indices[i] + polygon_vertex_base);
|
||||
cap_section_indices.append(indices[i+2] + polygon_vertex_base);
|
||||
}
|
||||
|
||||
polygon_centroid /= polygon_set[polygon_index].vertices.size();
|
||||
impact_points.append(polygon_centroid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (cap_section_vertices.size() > 0 && cap_section_indices.size() > 0)
|
||||
{
|
||||
Array cap_mesh_section;
|
||||
cap_mesh_section.resize(ArrayMesh::ARRAY_MAX);
|
||||
cap_mesh_section[ArrayMesh::ARRAY_VERTEX] = cap_section_vertices;
|
||||
cap_mesh_section[ArrayMesh::ARRAY_INDEX] = cap_section_indices;
|
||||
if (cap_section_normals.size()) cap_mesh_section[ArrayMesh::ARRAY_NORMAL] = cap_section_normals;
|
||||
// if (cap_section_tangents.size()) cap_mesh_section[ArrayMesh::ARRAY_TANGENT] = cap_section_tangents;
|
||||
if (cap_section_colours.size()) cap_mesh_section[ArrayMesh::ARRAY_COLOR] = cap_section_colours;
|
||||
if (cap_section_uvs.size()) cap_mesh_section[ArrayMesh::ARRAY_TEX_UV] = cap_section_uvs;
|
||||
if (cap_section_uv2s.size()) cap_mesh_section[ArrayMesh::ARRAY_TEX_UV2] = cap_section_uv2s;
|
||||
if (cap_section_bones.size()) cap_mesh_section[ArrayMesh::ARRAY_BONES] = cap_section_bones;
|
||||
if (cap_section_weights.size()) cap_mesh_section[ArrayMesh::ARRAY_WEIGHTS] = cap_section_weights;
|
||||
out_first_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, cap_mesh_section);
|
||||
out_first_half->surface_set_material(out_first_half->get_surface_count()-1, cap_material);
|
||||
|
||||
const uint32_t num_cap_triangles = cap_section_indices.size();
|
||||
for (uint32_t i = 0; i < num_cap_triangles; i += 3)
|
||||
{
|
||||
const int32_t old_index = cap_section_indices[i];
|
||||
cap_section_indices[i] = cap_section_indices[i+1];
|
||||
cap_section_indices[i+1] = old_index;
|
||||
}
|
||||
|
||||
Array cap_other_mesh_section;
|
||||
cap_other_mesh_section.resize(ArrayMesh::ARRAY_MAX);
|
||||
cap_other_mesh_section[ArrayMesh::ARRAY_VERTEX] = cap_section_vertices;
|
||||
cap_other_mesh_section[ArrayMesh::ARRAY_INDEX] = cap_section_indices;
|
||||
if (cap_section_normals.size()) cap_other_mesh_section[ArrayMesh::ARRAY_NORMAL] = cap_section_flipped_normals;
|
||||
// if (cap_section_tangents.size()) cap_other_mesh_section[ArrayMesh::ARRAY_TANGENT] = cap_section_flipped_tangents;
|
||||
if (cap_section_colours.size()) cap_other_mesh_section[ArrayMesh::ARRAY_COLOR] = cap_section_colours;
|
||||
if (cap_section_uvs.size()) cap_other_mesh_section[ArrayMesh::ARRAY_TEX_UV] = cap_section_uvs;
|
||||
if (cap_section_uv2s.size()) cap_other_mesh_section[ArrayMesh::ARRAY_TEX_UV2] = cap_section_uv2s;
|
||||
if (cap_section_bones.size()) cap_other_mesh_section[ArrayMesh::ARRAY_BONES] = cap_section_bones;
|
||||
if (cap_section_weights.size()) cap_other_mesh_section[ArrayMesh::ARRAY_WEIGHTS] = cap_section_weights;
|
||||
out_other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, cap_other_mesh_section);
|
||||
out_other_half->surface_set_material(out_other_half->get_surface_count()-1, cap_material);
|
||||
}
|
||||
|
||||
return impact_points;
|
||||
}
|
||||
|
||||
void MeshEditingLibrary::project_edges(std::vector<MeshEditEdge2D> &out_2d_edges, const Transform3D &to_node_space, const std::vector<MeshEditEdge3D> &in_3d_edges, const Plane &plane)
|
||||
{
|
||||
out_2d_edges.resize(in_3d_edges.size());
|
||||
|
||||
const Transform3D &plane_inverse_transform = Transform3D(Basis::looking_at(plane.get_normal()), plane.center()).inverse();
|
||||
|
||||
for (uint32_t i = 0; i < in_3d_edges.size(); i++)
|
||||
{
|
||||
MeshEditVert2D v0;
|
||||
Vector3 p = plane_inverse_transform.xform(in_3d_edges[i].v0.position);
|
||||
v0.index = in_3d_edges[i].v0.index;
|
||||
v0.position.x = p.x;
|
||||
v0.position.y = p.y;
|
||||
|
||||
MeshEditVert2D v1;
|
||||
p = plane_inverse_transform.xform(in_3d_edges[i].v1.position);
|
||||
v1.index = in_3d_edges[i].v1.index;
|
||||
v1.position.x = p.x;
|
||||
v1.position.y = p.y;
|
||||
|
||||
out_2d_edges[i].v0 = v0;
|
||||
out_2d_edges[i].v1 = v1;
|
||||
}
|
||||
}
|
||||
|
||||
void MeshEditingLibrary::build_2d_polygons_from_edges(std::vector<MeshEditPolygon2D> &out_polygons, const std::vector<MeshEditEdge2D> &in_edges, std::vector<MeshEditPolygon2D> &error_polygons)
|
||||
{
|
||||
std::vector<MeshEditEdge2D> edge_set = in_edges;
|
||||
|
||||
while (edge_set.size() > 0)
|
||||
{
|
||||
MeshEditPolygon2D new_polygon;
|
||||
const MeshEditEdge2D &first_edge = edge_set.back();
|
||||
edge_set.pop_back();
|
||||
|
||||
new_polygon.vertices.emplace_back(first_edge.v0);
|
||||
new_polygon.vertices.emplace_back(first_edge.v1);
|
||||
|
||||
MeshEditVert2D &polygon_end = new_polygon.vertices.back();
|
||||
MeshEditEdge2D next_edge;
|
||||
while (MeshEditingLibrary::find_next_edge(next_edge, edge_set, polygon_end))
|
||||
{
|
||||
new_polygon.vertices.emplace_back(next_edge.v1);
|
||||
polygon_end = new_polygon.vertices.back();
|
||||
}
|
||||
|
||||
if (new_polygon.vertices.size() >= 4 && (new_polygon.vertices.front().position - new_polygon.vertices.back().position).length_squared() < PRETTY_SMALL_NUMBER)
|
||||
{
|
||||
new_polygon.vertices.pop_back();
|
||||
MeshEditingLibrary::fix_polygon_winding(new_polygon);
|
||||
out_polygons.emplace_back(new_polygon);
|
||||
}
|
||||
else
|
||||
{
|
||||
error_polygons.emplace_back(new_polygon);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool MeshEditingLibrary::find_next_edge(MeshEditEdge2D &out_next_edge, std::vector<MeshEditEdge2D> &in_edge_set, const MeshEditVert2D &start)
|
||||
{
|
||||
float closest_squared_distance = FLT_MAX;
|
||||
int32_t out_edge_index = -1;
|
||||
|
||||
// Search the edges for one that starts closest to the starting point
|
||||
uint32_t num_in_edges = in_edge_set.size();
|
||||
for (uint32_t i = 0; i < num_in_edges; i++)
|
||||
{
|
||||
float distance_squared = (in_edge_set[i].v0.position - start.position).length_squared();
|
||||
if (distance_squared < closest_squared_distance)
|
||||
{
|
||||
closest_squared_distance = distance_squared;
|
||||
out_next_edge = in_edge_set[i];
|
||||
out_edge_index = i;
|
||||
}
|
||||
|
||||
distance_squared = (in_edge_set[i].v1.position - start.position).length_squared();
|
||||
if (distance_squared < closest_squared_distance)
|
||||
{
|
||||
closest_squared_distance = distance_squared;
|
||||
out_next_edge = in_edge_set[i];
|
||||
std::swap(out_next_edge.v0, out_next_edge.v1);
|
||||
out_edge_index = i;
|
||||
}
|
||||
}
|
||||
|
||||
// If the next edge starts close enough, return it
|
||||
if (closest_squared_distance < TINY_NUMBER)
|
||||
{
|
||||
assert(out_edge_index >= 0);
|
||||
in_edge_set.erase(in_edge_set.begin() + out_edge_index);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void MeshEditingLibrary::fix_polygon_winding(MeshEditPolygon2D &polygon)
|
||||
{
|
||||
float total_angle = 0.0f;
|
||||
for (int32_t i = polygon.vertices.size() - 1; i >= 0; i--)
|
||||
{
|
||||
const int32_t a_index = (i - 1) % polygon.vertices.size();
|
||||
const int32_t b_index = i;
|
||||
const int32_t c_index = (i + 1) % polygon.vertices.size();
|
||||
|
||||
const float ab_dist_squared = (polygon.vertices[b_index].position - polygon.vertices[a_index].position).length_squared();
|
||||
const Vector2 ab_edge = (polygon.vertices[b_index].position - polygon.vertices[a_index].position).normalized();
|
||||
|
||||
const float bc_dist_squared = (polygon.vertices[c_index].position - polygon.vertices[b_index].position).length_squared();
|
||||
const Vector2 bc_edge = (polygon.vertices[c_index].position - polygon.vertices[b_index].position).normalized();
|
||||
|
||||
if (ab_dist_squared < TINY_NUMBER || bc_dist_squared < TINY_NUMBER || (ab_edge - bc_edge).length_squared() < TEENY_TINY_NUMBER)
|
||||
{
|
||||
polygon.vertices.erase(polygon.vertices.begin() + i);
|
||||
}
|
||||
else
|
||||
{
|
||||
total_angle += UtilityFunctions::asin(ab_edge.x * bc_edge.y - ab_edge.y * bc_edge.x);
|
||||
}
|
||||
}
|
||||
|
||||
if (total_angle < 0.0f)
|
||||
{
|
||||
const uint32_t num_vertices = polygon.vertices.size();
|
||||
|
||||
std::vector<MeshEditVert2D> new_vertices;
|
||||
new_vertices.resize(num_vertices);
|
||||
for (uint32_t i = 0; i < num_vertices; i++)
|
||||
{
|
||||
new_vertices[i] = polygon.vertices[num_vertices - (i + 1)];
|
||||
}
|
||||
polygon.vertices = new_vertices;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
const Vector2 MeshEditingLibrary::calculate_planar_uv(const Vector3 &vertex, const Vector3 &mesh_bounds, const MeshSlicePlaneOrientation &axis)
|
||||
{
|
||||
switch(axis)
|
||||
{
|
||||
case MeshSlicePlaneOrientation::X:
|
||||
return Vector2(vertex.y / mesh_bounds.y, vertex.z / mesh_bounds.z);
|
||||
case MeshSlicePlaneOrientation::Y:
|
||||
return Vector2(vertex.x / mesh_bounds.x, vertex.z / mesh_bounds.z);
|
||||
case MeshSlicePlaneOrientation::Z: default:
|
||||
return Vector2(vertex.x / mesh_bounds.x, vertex.y / mesh_bounds.y);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
/*
|
||||
* ©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.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <godot_cpp/classes/array_mesh.hpp>
|
||||
#include <godot_cpp/classes/mesh_instance3d.hpp>
|
||||
#include <godot_cpp/classes/skeleton3d.hpp>
|
||||
#include <godot_cpp/classes/standard_material3d.hpp>
|
||||
#include <godot_cpp/variant/plane.hpp>
|
||||
#include <godot_cpp/variant/vector3.hpp>
|
||||
using namespace godot;
|
||||
|
||||
#include <vector>
|
||||
|
||||
|
||||
struct MeshEditVert3D
|
||||
{
|
||||
uint32_t index; // Index into the original vertex array
|
||||
Vector3 position; // Position used for generating geometry
|
||||
};
|
||||
|
||||
struct MeshEditVert2D
|
||||
{
|
||||
uint32_t index; // Index into the original vertex array
|
||||
Vector2 position; // Position used for generating geometry
|
||||
};
|
||||
|
||||
struct MeshEditEdge2D
|
||||
{
|
||||
MeshEditVert2D v0; // Start vertex
|
||||
MeshEditVert2D v1; // End vertex
|
||||
};
|
||||
|
||||
struct MeshEditEdge3D
|
||||
{
|
||||
MeshEditVert3D v0; // Start vertex
|
||||
MeshEditVert3D v1; // End vertex
|
||||
};
|
||||
|
||||
struct MeshEditPolygon2D
|
||||
{
|
||||
std::vector<MeshEditVert2D> vertices; // List of vertices representing a closed 2D polygon
|
||||
};
|
||||
|
||||
|
||||
class MeshEditingLibrary : public Node
|
||||
{
|
||||
GDCLASS(MeshEditingLibrary, Node);
|
||||
|
||||
public:
|
||||
MeshEditingLibrary();
|
||||
~MeshEditingLibrary();
|
||||
|
||||
enum MeshEditCapUV
|
||||
{
|
||||
CAP_UV_FILL_MESH_BOUNDS,
|
||||
CAP_UV_FILL_CAP_BOUNDS,
|
||||
CAP_UV_TILED
|
||||
};
|
||||
|
||||
static TypedArray<PackedVector3Array> get_skinned_vertex_positions(const Skeleton3D *skeleton, const Mesh *mesh);
|
||||
static PackedVector3Array slice_mesh(const MeshInstance3D *original_mesh_instance, const Plane &local_plane, ArrayMesh *out_first_half, ArrayMesh *out_other_half, const MeshEditCapUV cap_option, const Ref<StandardMaterial3D> cap_material);
|
||||
|
||||
protected:
|
||||
enum MeshSlicePlaneOrientation
|
||||
{
|
||||
X,
|
||||
Y,
|
||||
Z
|
||||
};
|
||||
|
||||
private:
|
||||
static const Vector2 calculate_planar_uv(const Vector3 &vertex, const Vector3 &mesh_bounds, const MeshSlicePlaneOrientation &axis);
|
||||
|
||||
static void project_edges(std::vector<MeshEditEdge2D> &out_2d_edges, const Transform3D &to_node_space, const std::vector<MeshEditEdge3D> &in_3d_edges, const Plane &plane);
|
||||
static void build_2d_polygons_from_edges(std::vector<MeshEditPolygon2D> &out_polygons, const std::vector<MeshEditEdge2D> &in_edges, std::vector<MeshEditPolygon2D> &error_polygons);
|
||||
static bool find_next_edge(MeshEditEdge2D &out_next_edge, std::vector<MeshEditEdge2D> &in_edge_set, const MeshEditVert2D &start);
|
||||
static void fix_polygon_winding(MeshEditPolygon2D &polygon);
|
||||
|
||||
// Godot boilerplate below
|
||||
protected:
|
||||
static void _bind_methods()
|
||||
{
|
||||
ClassDB::bind_static_method("MeshEditingLibrary", D_METHOD("get_skinned_vertex_positions", "skeleton", "mesh"), &MeshEditingLibrary::get_skinned_vertex_positions);
|
||||
ClassDB::bind_static_method("MeshEditingLibrary", D_METHOD("slice_mesh", "original_mesh_instance", "local_plane", "out_first_half", "out_other_half", "cap_option", "cap_material"), &MeshEditingLibrary::slice_mesh);
|
||||
|
||||
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::MeshEditCapUV);
|
||||
@@ -1,5 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
/**
|
||||
* Helper constants
|
||||
*/
|
||||
#define TEENY_TINY_NUMBER 0.000000000001f
|
||||
#define TINY_NUMBER 0.0000000001f
|
||||
#define PRETTY_SMALL_NUMBER 0.00000001f
|
||||
#define SMALL_NUMBER 0.000001f
|
||||
|
||||
/**
|
||||
* Method and property binding helpers
|
||||
*/
|
||||
@@ -27,4 +35,4 @@
|
||||
* Deferred function helpers
|
||||
*/
|
||||
#define CALL_NEXT_FRAME(C) \
|
||||
this->get_tree()->create_timer(0.001)->connect("timeout", C)
|
||||
this->get_tree()->create_timer(SMALL_NUMBER)->connect("timeout", C)
|
||||
|
||||
Reference in New Issue
Block a user