Use a constant inverse scale when converting to godot vec3

This commit is contained in:
Jarrod Doyle 2024-08-01 18:29:10 +01:00
parent d7b8ee35f4
commit 50c4d06f19
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
2 changed files with 11 additions and 10 deletions

View File

@ -5,8 +5,9 @@ namespace KeepersCompound.LGS;
public static class Utils
{
public static Godot.Vector3 ToGodotVec3(this Vector3 vec, float inverseScale)
const float InverseScale = 4.0f;
public static Godot.Vector3 ToGodotVec3(this Vector3 vec)
{
return new Godot.Vector3(vec.Y, vec.Z, vec.X) / inverseScale;
return new Godot.Vector3(vec.Y, vec.Z, vec.X) / InverseScale;
}
}

View File

@ -103,12 +103,12 @@ public partial class Mission : Node3D
var poly = cell.Polys[i];
var meshIdxOffset = vertices.Count;
var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3(4.0f);
var normal = cell.Planes[poly.PlaneId].Normal.ToGodotVec3();
var numPolyVertices = poly.VertexCount;
for (var j = 0; j < numPolyVertices; j++)
{
var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
vertices.Add(vertex.ToGodotVec3(4.0f));
vertices.Add(vertex.ToGodotVec3());
normals.Add(normal);
}
@ -216,7 +216,7 @@ public partial class Mission : Node3D
{
var light = new OmniLight3D
{
Position = cell.SphereCenter.ToGodotVec3(4.0f),
Position = cell.SphereCenter.ToGodotVec3(),
OmniRange = cell.SphereRadius * (r.NextSingle() + 1.0f) * 0.5f,
};
// cellNode.AddChild(light);
@ -235,8 +235,8 @@ public partial class Mission : Node3D
{
// TODO: This is slightly hardcoded for ND. Check other stuff at some point. Should be handled in LG side imo
// TODO: This is a mess lol
var texU = renderPoly.TextureVectors.Item1.ToGodotVec3(4.0f);
var texV = renderPoly.TextureVectors.Item2.ToGodotVec3(4.0f);
var texU = renderPoly.TextureVectors.Item1.ToGodotVec3();
var texV = renderPoly.TextureVectors.Item2.ToGodotVec3();
var uu = texU.Dot(texU);
var vv = texV.Dot(texV);
@ -248,7 +248,7 @@ public partial class Mission : Node3D
var baseV = renderPoly.TextureBases.Item2;
var lmUBase = lmUScale * (baseU + (0.5f - light.Bases.Item1) / 4.0f);
var lmVBase = lmVScale * (baseV + (0.5f - light.Bases.Item2) / 4.0f);
var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(4.0f); // TODO: This probably shouldn't be hardcoded idx 0
var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(); // TODO: This probably shouldn't be hardcoded idx 0
var uvIdxs = new int[poly.VertexCount];
if (uv == 0.0)
@ -259,7 +259,7 @@ public partial class Mission : Node3D
{
uvIdxs[i] = lightmapUvs.Count;
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
var lmUV = new Vector2(delta.Dot(lmUVec) + lmUBase, delta.Dot(lmVVec) + lmVBase);
lightmapUvs.Add(lmUV);
@ -276,7 +276,7 @@ public partial class Mission : Node3D
{
uvIdxs[i] = lightmapUvs.Count;
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3(4.0f);
var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
var du = delta.Dot(texU);
var dv = delta.Dot(texV);