Make MeshSurfaceData more generic
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2db83a827e
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@ -12,19 +12,19 @@ public class MeshSurfaceData
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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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private readonly List<Vector2> _uv1s = new();
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private readonly List<Vector2> _uv2s = new();
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public MeshSurfaceData()
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{
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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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public void TransformUv2s(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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_uv2s[i] = f(_uv2s[i]);
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}
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}
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@ -32,8 +32,8 @@ public class MeshSurfaceData
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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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List<Vector2> uv1s,
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List<Vector2> uv2s)
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{
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Empty = false;
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@ -54,11 +54,11 @@ public class MeshSurfaceData
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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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_uv1s.AddRange(uv1s);
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_uv2s.AddRange(uv2s);
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var end = _lightmapUvs.Count;
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var start = end - lightmapUvs.Count;
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var end = _uv2s.Count;
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var start = end - uv2s.Count;
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return (start, end);
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}
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@ -69,8 +69,8 @@ public class MeshSurfaceData
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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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array[(int)Mesh.ArrayType.TexUV] = _uv1s.ToArray();
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array[(int)Mesh.ArrayType.TexUV2] = _uv2s.ToArray();
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return array;
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}
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@ -229,7 +229,7 @@ public partial class Mission : Node3D
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}
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if (!surfaceDataMap.ContainsKey(info.textureId)) GD.Print("Invalid SurfaceDataMap key");
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surfaceDataMap[info.textureId].TransformLightmapUvs(info.uvStart, info.uvEnd, (uv) =>
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surfaceDataMap[info.textureId].TransformUv2s(info.uvStart, info.uvEnd, (uv) =>
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{
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var u = uv.X;
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var v = uv.Y;
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