Create one mesh per texture used
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24ac6395d5
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2ec121e056
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@ -0,0 +1,90 @@
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using System;
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using System.Collections.Generic;
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using Godot;
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using GArray = Godot.Collections.Array;
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namespace KeepersCompound.TMV;
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// TODO: Add UV transform method. Should take a transform function and a range of UVs to apply it to
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public class MeshSurfaceData
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{
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const string MATERIAL_PATH = "res://project/materials/base.tres";
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public bool Empty { get; private set; }
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private readonly Texture _texture;
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private readonly List<Vector3> _vertices = new();
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private readonly List<Vector3> _normals = new();
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private readonly List<int> _indices = new();
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private readonly List<Vector2> _textureUvs = new();
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private readonly List<Vector2> _lightmapUvs = new();
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public MeshSurfaceData(Texture texture)
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{
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_texture = texture;
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Empty = true;
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}
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public void TransformLightmapUvs(int start, int end, Func<Vector2, Vector2> f)
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{
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for (var i = start; i < end; i++)
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{
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_lightmapUvs[i] = f(_lightmapUvs[i]);
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}
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}
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// TODO: Guard against empty polygons being added
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public (int, int) AddPolygon(
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List<Vector3> vertices,
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Vector3 normal,
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List<Vector2> textureUvs,
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List<Vector2> lightmapUvs)
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{
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Empty = false;
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var vertexCount = vertices.Count;
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var indexOffset = _vertices.Count;
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_vertices.AddRange(vertices);
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for (var i = 0; i < vertexCount; i++)
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{
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_normals.Add(normal);
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}
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// Simple triangulation. Polys are always convex so we can just do a fan
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for (int j = 1; j < vertexCount - 1; j++)
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{
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_indices.Add(indexOffset);
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_indices.Add(indexOffset + j);
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_indices.Add(indexOffset + j + 1);
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}
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_textureUvs.AddRange(textureUvs);
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_lightmapUvs.AddRange(lightmapUvs);
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var end = _lightmapUvs.Count;
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var start = end - lightmapUvs.Count;
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return (start, end);
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}
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public GArray BuildSurfaceArray()
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{
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var array = new GArray();
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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.Normal] = _normals.ToArray();
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array[(int)Mesh.ArrayType.Index] = _indices.ToArray();
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array[(int)Mesh.ArrayType.TexUV] = _textureUvs.ToArray();
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array[(int)Mesh.ArrayType.TexUV2] = _lightmapUvs.ToArray();
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return array;
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}
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public Material BuildMaterial(Texture lightmapTexture)
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{
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var material = ResourceLoader.Load<ShaderMaterial>(MATERIAL_PATH).Duplicate() as ShaderMaterial;
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material.SetShaderParameter("texture_albedo", _texture);
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material.SetShaderParameter("lightmap_albedo", lightmapTexture);
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return material;
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}
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}
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@ -13,6 +13,24 @@ namespace KeepersCompound.TMV;
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public partial class Mission : Node3D
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public partial class Mission : Node3D
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{
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{
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private readonly struct LightmapRectData
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{
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public readonly int cellIndex;
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public readonly int lightmapIndex;
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public readonly int textureId;
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public readonly int uvStart;
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public readonly int uvEnd;
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public LightmapRectData(int cellIndex, int lightmapIndex, int textureId, int uvStart, int uvEnd)
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{
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this.cellIndex = cellIndex;
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this.lightmapIndex = lightmapIndex;
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this.textureId = textureId;
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this.uvStart = uvStart;
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this.uvEnd = uvEnd;
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}
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}
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[Export(PropertyHint.GlobalFile, "*.mis")]
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[Export(PropertyHint.GlobalFile, "*.mis")]
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public string FileName { get; set; }
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public string FileName { get; set; }
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[Export]
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[Export]
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@ -83,67 +101,112 @@ public partial class Mission : Node3D
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var wr = (WorldRep)_file.Chunks["WREXT"];
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var wr = (WorldRep)_file.Chunks["WREXT"];
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foreach (var cell in wr.Cells)
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BuildMeshes(wr.Cells);
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{
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BuildCellMesh(cell);
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// foreach (var cell in wr.Cells)
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}
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// {
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// BuildCellMesh(cell);
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// }
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}
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}
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private void BuildCellMesh(WorldRep.Cell cell)
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private void BuildMeshes(WorldRep.Cell[] cells)
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{
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{
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var numPolys = cell.PolyCount;
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var packingRects = new List<PackingRectangle>();
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var numRenderPolys = cell.RenderPolyCount;
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var surfaceDataMap = new Dictionary<int, MeshSurfaceData>();
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var numPortalPolys = cell.PortalPolyCount;
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var rectDataMap = new Dictionary<int, LightmapRectData>();
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// There's nothing to render
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for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
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if (numRenderPolys == 0 || numPortalPolys >= numPolys)
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{
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{
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return;
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var cell = cells[cellIdx];
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}
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var numPolys = cell.PolyCount;
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var numRenderPolys = cell.RenderPolyCount;
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var numPortalPolys = cell.PortalPolyCount;
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// You'd think these would be the same number, but apparently not
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// There's nothing to render
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// I think it's because water counts as a render poly and a portal poly
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if (numRenderPolys == 0 || numPortalPolys >= numPolys)
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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var surfaceArrays = BuildSurfaceArrays(cell, maxPolyIdx, out var packingRects);
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Image lightmap = BuildLightmap(cell, packingRects, surfaceArrays);
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// !Hack: This should be somewhere else?
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var materials = new List<Material>();
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for (var i = 0; i < maxPolyIdx; i++)
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{
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var textureId = cell.RenderPolys[i].TextureId;
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// !HACK: Sky textures :)
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if (textureId >= _textures.Count)
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{
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{
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textureId = 0;
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continue;
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}
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}
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var material = ResourceLoader.Load<ShaderMaterial>("res://project/materials/base.tres").Duplicate() as ShaderMaterial;
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// You'd think these would be the same number, but apparently not
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material.SetShaderParameter("texture_albedo", _textures[textureId]);
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// I think it's because water counts as a render poly and a portal poly
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material.SetShaderParameter("lightmap_albedo", ImageTexture.CreateFromImage(lightmap));
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var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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materials.Add(material);
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var cellIdxOffset = 0;
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for (int polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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{
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var lightmapRectData = ProcessCellSurfaceData(surfaceDataMap, cell, cellIdx, polyIdx, cellIdxOffset);
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rectDataMap.Add(packingRects.Count, lightmapRectData);
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var light = cell.LightList[polyIdx];
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var rect = new PackingRectangle(0, 0, light.Width, light.Height, packingRects.Count);
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packingRects.Add(rect);
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cellIdxOffset += cell.Polys[polyIdx].VertexCount;
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}
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}
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}
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MeshInstance3D mesh = GenerateMesh(surfaceArrays, materials);
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var lightmapTexture = BuildLightmapTexture(cells, packingRects.ToArray(), rectDataMap, surfaceDataMap);
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OccluderInstance3D occluderInstance = GenerateOccluder(surfaceArrays);
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foreach (var surface in surfaceDataMap.Values)
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{
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if (surface.Empty)
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{
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continue;
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}
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var cellNode = new Node3D();
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var array = surface.BuildSurfaceArray();
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cellNode.AddChild(mesh);
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var material = surface.BuildMaterial(lightmapTexture);
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cellNode.AddChild(occluderInstance);
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var mesh = new ArrayMesh();
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AddChild(cellNode);
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mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, array);
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mesh.SurfaceSetMaterial(0, material);
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var meshInstance = new MeshInstance3D { Mesh = mesh };
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AddChild(meshInstance);
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}
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}
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}
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private static Image BuildLightmap(WorldRep.Cell cell, PackingRectangle[] packingRects, List<Godot.Collections.Array> surfaceArrays)
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private LightmapRectData ProcessCellSurfaceData(Dictionary<int, MeshSurfaceData> surfaceDataMap, WorldRep.Cell cell, int cellIdx, int polyIdx, int indicesOffset)
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{
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var poly = cell.Polys[polyIdx];
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var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3();
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var vertices = new List<Vector3>();
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var textureUvs = new List<Vector2>();
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var lightmapUvs = new List<Vector2>();
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var numPolyVertices = poly.VertexCount;
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for (var j = 0; j < numPolyVertices; j++)
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{
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var vertex = cell.Vertices[cell.Indices[indicesOffset + j]];
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vertices.Add(vertex.ToGodotVec3());
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}
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var renderPoly = cell.RenderPolys[polyIdx];
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var light = cell.LightList[polyIdx];
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var textureId = CalcBaseUV(cell, poly, renderPoly, light, textureUvs, lightmapUvs, indicesOffset);
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if (!surfaceDataMap.ContainsKey(textureId))
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{
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surfaceDataMap.Add(textureId, new MeshSurfaceData(_textures[textureId]));
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}
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var surfaceData = surfaceDataMap[textureId];
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var (start, end) = surfaceData.AddPolygon(vertices, normal, textureUvs, lightmapUvs);
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if (polyIdx >= cell.Lightmaps.Length) GD.Print("HUH");
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return new LightmapRectData(cellIdx, polyIdx, textureId, start, end);
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}
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private static Texture BuildLightmapTexture(WorldRep.Cell[] cells, PackingRectangle[] packingRects, Dictionary<int, LightmapRectData> rectDataMap, Dictionary<int, MeshSurfaceData> surfaceDataMap)
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{
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{
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RectanglePacker.Pack(packingRects, out var bounds);
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RectanglePacker.Pack(packingRects, out var bounds);
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var image = Image.Create((int)bounds.Width, (int)bounds.Height, false, Image.Format.Rgba8);
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var image = Image.Create((int)bounds.Width, (int)bounds.Height, false, Image.Format.Rgba8);
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foreach (var rect in packingRects)
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foreach (var rect in packingRects)
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{
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{
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// Build lightmap
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if (!rectDataMap.ContainsKey(rect.Id)) GD.Print("Invalid rectDataMap key");
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var lightmap = cell.Lightmaps[rect.Id];
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var info = rectDataMap[rect.Id];
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// TODO: Handle animlight layers
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if (info.cellIndex >= cells.Length) GD.Print($"CellIndex too big: {info.cellIndex}/{cells.Length}");
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if (info.lightmapIndex >= cells[info.cellIndex].Lightmaps.Length) GD.Print($"LightmapIndex too big: {info.lightmapIndex}/{cells[info.cellIndex].Lightmaps.Length}");
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var lightmap = cells[info.cellIndex].Lightmaps[info.lightmapIndex];
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var layers = (uint)lightmap.Pixels.GetLength(0);
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var layers = (uint)lightmap.Pixels.GetLength(0);
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var height = (uint)lightmap.Pixels.GetLength(1);
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var height = (uint)lightmap.Pixels.GetLength(1);
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var width = (uint)lightmap.Pixels.GetLength(2);
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var width = (uint)lightmap.Pixels.GetLength(2);
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@ -162,11 +225,9 @@ public partial class Mission : Node3D
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}
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}
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}
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}
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// Transform UVs
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if (!surfaceDataMap.ContainsKey(info.textureId)) GD.Print("Invalid SurfaceDataMap key");
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var lightmapUvs = surfaceArrays[rect.Id][(int)Mesh.ArrayType.TexUV2].As<Vector2[]>();
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surfaceDataMap[info.textureId].TransformLightmapUvs(info.uvStart, info.uvEnd, (uv) =>
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for (var i = 0; i < lightmapUvs.Length; i++)
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{
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{
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var uv = lightmapUvs[i];
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var u = uv.X;
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var u = uv.X;
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var v = uv.Y;
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var v = uv.Y;
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@ -179,113 +240,14 @@ public partial class Mission : Node3D
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// Transform!
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// Transform!
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u = (rect.X + rect.Width * u) / (int)bounds.Width;
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u = (rect.X + rect.Width * u) / (int)bounds.Width;
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v = (rect.Y + rect.Height * v) / (int)bounds.Height;
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v = (rect.Y + rect.Height * v) / (int)bounds.Height;
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lightmapUvs[i] = new Vector2(u, v);
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return new Vector2(u, v);
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}
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});
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surfaceArrays[rect.Id][(int)Mesh.ArrayType.TexUV2] = lightmapUvs;
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}
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}
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return image;
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return ImageTexture.CreateFromImage(image);
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}
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}
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private List<Godot.Collections.Array> BuildSurfaceArrays(
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private int CalcBaseUV(
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WorldRep.Cell cell,
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int maxPolyIdx,
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out PackingRectangle[] packingRects)
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{
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packingRects = new PackingRectangle[maxPolyIdx];
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var surfacesArrays = new List<Godot.Collections.Array>();
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var cellIdxOffset = 0;
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for (int i = 0; i < maxPolyIdx; i++)
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{
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var vertices = new List<Vector3>();
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var normals = new List<Vector3>();
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var indices = new List<int>();
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var textureUvs = new List<Vector2>();
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var lightmapUvs = new List<Vector2>();
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var poly = cell.Polys[i];
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var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3();
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var numPolyVertices = poly.VertexCount;
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for (var j = 0; j < numPolyVertices; j++)
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{
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var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
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vertices.Add(vertex.ToGodotVec3());
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normals.Add(normal);
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}
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// Simple triangulation. Polys are always convex so we can just do a fan
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for (int j = 1; j < numPolyVertices - 1; j++)
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{
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indices.Add(0);
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indices.Add(j);
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indices.Add(j + 1);
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}
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// UVs
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var renderPoly = cell.RenderPolys[i];
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var light = cell.LightList[i];
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packingRects[i] = new PackingRectangle(0, 0, light.Width, light.Height, i);
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CalcBaseUV(cell, poly, renderPoly, light, textureUvs, lightmapUvs, cellIdxOffset);
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cellIdxOffset += poly.VertexCount;
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var array = new Godot.Collections.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.Normal] = normals.ToArray();
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array[(int)Mesh.ArrayType.Index] = indices.ToArray();
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array[(int)Mesh.ArrayType.TexUV] = textureUvs.ToArray();
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array[(int)Mesh.ArrayType.TexUV2] = lightmapUvs.ToArray();
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surfacesArrays.Add(array);
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}
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return surfacesArrays;
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}
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// TODO: This is broke?
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private static OccluderInstance3D GenerateOccluder(List<Godot.Collections.Array> surfaceArrays)
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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 array in surfaceArrays)
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{
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var count = vertices.Count;
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vertices.AddRange(array[(int)Mesh.ArrayType.Vertex].As<Vector3[]>());
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var surfaceIndices = array[(int)Mesh.ArrayType.Index].As<int[]>();
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foreach (var idx in surfaceIndices)
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{
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indices.Add(count + idx);
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}
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}
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var occluder = new ArrayOccluder3D();
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occluder.SetArrays(vertices.ToArray(), indices.ToArray());
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var occluderInstance = new OccluderInstance3D
|
|
||||||
{
|
|
||||||
Occluder = occluder,
|
|
||||||
BakeSimplificationDistance = 0.0f
|
|
||||||
};
|
|
||||||
return occluderInstance;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static MeshInstance3D GenerateMesh(List<Godot.Collections.Array> surfaceArrays, List<Material> materials)
|
|
||||||
{
|
|
||||||
var arrMesh = new ArrayMesh();
|
|
||||||
for (var i = 0; i < surfaceArrays.Count; i++)
|
|
||||||
{
|
|
||||||
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, surfaceArrays[i]);
|
|
||||||
arrMesh.SurfaceSetMaterial(i, materials[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
var meshInstance = new MeshInstance3D
|
|
||||||
{
|
|
||||||
Mesh = arrMesh,
|
|
||||||
};
|
|
||||||
return meshInstance;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void CalcBaseUV(
|
|
||||||
WorldRep.Cell cell,
|
WorldRep.Cell cell,
|
||||||
WorldRep.Cell.Poly poly,
|
WorldRep.Cell.Poly poly,
|
||||||
WorldRep.Cell.RenderPoly renderPoly,
|
WorldRep.Cell.RenderPoly renderPoly,
|
||||||
|
@ -364,6 +326,8 @@ public partial class Mission : Node3D
|
||||||
lightmapUvs.Add(lmUV);
|
lightmapUvs.Add(lmUV);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return textureId;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LoadTextures(TxList textureList)
|
private void LoadTextures(TxList textureList)
|
||||||
|
|
Loading…
Reference in New Issue