Really bad awful model texturing
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@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Godot;
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@ -36,6 +37,7 @@ public partial class Model : Node3D
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MatchCasing = MatchCasing.CaseInsensitive,
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RecurseSubdirectories = true,
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};
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var textures = new List<ImageTexture>();
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foreach (var material in modelFile.Materials)
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{
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var paths = Directory.GetFiles(baseDir, material.Name, options);
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@ -44,33 +46,52 @@ public partial class Model : Node3D
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var texture = TextureLoader.LoadTexture(paths[0]);
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var saveName = material.Name.GetBaseName() + ".png";
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texture.GetImage().SavePng(ProjectSettings.GlobalizePath($"user://debug/{saveName}"));
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textures.Add(texture);
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}
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var vertices = new List<Vector3>();
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var indices = new List<int>();
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foreach (var v in modelFile.Vertices)
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var mat = new StandardMaterial3D
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{
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vertices.Add(v.ToGodotVec3());
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}
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AlbedoTexture = textures[0]
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};
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// TODO: Support multiple materials and colour based materials
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var surfaceData = new MeshSurfaceData();
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foreach (var poly in modelFile.Polygons)
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{
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for (var i = 1; i < poly.VertexCount - 1; i++)
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var vertices = new List<Vector3>();
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var normal = modelFile.Normals[poly.Normal].ToGodotVec3();
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var uvs = new List<Vector2>();
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for (var i = 0; i < poly.VertexCount; i++)
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{
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indices.Add(poly.VertexIndices[0]);
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indices.Add(poly.VertexIndices[i]);
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indices.Add(poly.VertexIndices[i + 1]);
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}
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}
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var vertex = modelFile.Vertices[poly.VertexIndices[i]];
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vertices.Add(vertex.ToGodotVec3());
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if (i < poly.UvIndices.Length)
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{
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var uv = modelFile.Uvs[poly.UvIndices[i]];
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uvs.Add(new Vector2(uv.X, uv.Y));
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}
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else
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{
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var uv = (i % 4) switch
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{
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0 => new Vector2(0, 0),
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1 => new Vector2(0, 1),
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2 => new Vector2(1, 0),
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3 => new Vector2(1, 1),
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_ => throw new NotImplementedException(),
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};
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uvs.Add(uv);
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}
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var array = new Array();
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array.Resize((int)Mesh.ArrayType.Max);
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array[(int)Mesh.ArrayType.Vertex] = vertices.ToArray();
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array[(int)Mesh.ArrayType.Index] = indices.ToArray();
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}
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surfaceData.AddPolygon(vertices, normal, uvs, uvs);
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}
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var array = surfaceData.BuildSurfaceArray();
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var mesh = new ArrayMesh();
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mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, array);
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mesh.SurfaceSetMaterial(0, mat);
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var meshInstance = new MeshInstance3D { Mesh = mesh };
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AddChild(meshInstance);
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