Split meshes into a surface for each poly
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714c9804d8
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770f4e22d5
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@ -1,4 +1,5 @@
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using Godot;
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using Godot.NativeInterop;
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using KeepersCompound.LGS;
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using KeepersCompound.LGS.Database;
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using KeepersCompound.LGS.Database.Chunks;
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@ -102,35 +103,26 @@ public partial class Mission : Node3D
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// You'd think these would be the same number, but apparently not
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// I think it's because water counts as a render poly and a portal poly
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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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var packingRects = new PackingRectangle[maxPolyIdx];
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var rectIdToUvIdxMap = new List<int[]>();
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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 lightmapUvs = new List<Vector2>();
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GenerateMeshContent(cell, maxPolyIdx, packingRects, rectIdToUvIdxMap, vertices, normals, indices, lightmapUvs);
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Image lightmap = BuildLightmap(cell, packingRects, rectIdToUvIdxMap, lightmapUvs);
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Image lightmap = BuildLightmap(cell, packingRects, surfaceArrays);
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var material = new StandardMaterial3D
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{
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AlbedoTexture = ImageTexture.CreateFromImage(lightmap),
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TextureFilter = BaseMaterial3D.TextureFilterEnum.Nearest,
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};
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MeshInstance3D mesh = GenerateMesh(vertices, normals, indices, lightmapUvs, material);
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OccluderInstance3D occluderInstance = GenerateOccluder(vertices, indices);
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MeshInstance3D mesh = GenerateMesh(surfaceArrays, material);
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// OccluderInstance3D occluderInstance = GenerateOccluder(vertices, indices);
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var cellNode = new Node3D();
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cellNode.AddChild(mesh);
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cellNode.AddChild(occluderInstance);
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// cellNode.AddChild(occluderInstance);
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AddChild(cellNode);
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}
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private static Image BuildLightmap(WorldRep.Cell cell, PackingRectangle[] packingRects, List<int[]> rectIdToUvIdxMap, List<Vector2> lightmapUvs)
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private static Image BuildLightmap(WorldRep.Cell cell, PackingRectangle[] packingRects, List<Godot.Collections.Array> surfaceArrays)
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{
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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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@ -158,10 +150,10 @@ public partial class Mission : Node3D
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}
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// Transform UVs
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var lmUvIdxs = rectIdToUvIdxMap[rect.Id];
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foreach (var idx in lmUvIdxs)
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var lightmapUvs = surfaceArrays[rect.Id][(int)Mesh.ArrayType.TexUV].As<Vector2[]>();
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for (var i = 0; i < lightmapUvs.Length; i++)
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{
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var uv = lightmapUvs[idx];
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var uv = lightmapUvs[i];
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var u = uv.X;
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var v = uv.Y;
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@ -174,21 +166,31 @@ public partial class Mission : Node3D
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// Transform!
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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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lightmapUvs[idx] = new Vector2(u, v);
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lightmapUvs[i] = new Vector2(u, v);
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}
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surfaceArrays[rect.Id][(int)Mesh.ArrayType.TexUV] = lightmapUvs;
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}
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return image;
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}
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private static void GenerateMeshContent(WorldRep.Cell cell, int maxPolyIdx, PackingRectangle[] packingRects, List<int[]> rectIdToUvIdxMap, List<Vector3> vertices, List<Vector3> normals, List<int> indices, List<Vector2> lightmapUvs)
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private static List<Godot.Collections.Array> BuildSurfaceArrays(
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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 poly = cell.Polys[i];
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var meshIdxOffset = vertices.Count;
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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 uvs = 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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@ -201,20 +203,29 @@ public partial class Mission : Node3D
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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(meshIdxOffset);
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indices.Add(meshIdxOffset + j);
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indices.Add(meshIdxOffset + j + 1);
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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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var uvIdxs = CalcBaseUV(cell, poly, renderPoly, light, lightmapUvs, cellIdxOffset);
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rectIdToUvIdxMap.Add(uvIdxs);
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CalcBaseUV(cell, poly, renderPoly, light, uvs, 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] = uvs.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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private static OccluderInstance3D GenerateOccluder(List<Vector3> vertices, List<int> indices)
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@ -229,18 +240,14 @@ public partial class Mission : Node3D
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return occluderInstance;
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}
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private static MeshInstance3D GenerateMesh(List<Vector3> vertices, List<Vector3> normals, List<int> indices, List<Vector2> lightmapUvs, StandardMaterial3D material)
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private static MeshInstance3D GenerateMesh(List<Godot.Collections.Array> surfaceArrays, StandardMaterial3D material)
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{
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var arrMesh = new ArrayMesh();
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var arrays = new Godot.Collections.Array();
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arrays.Resize((int)Mesh.ArrayType.Max);
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arrays[(int)Mesh.ArrayType.Vertex] = vertices.ToArray();
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arrays[(int)Mesh.ArrayType.Normal] = normals.ToArray();
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arrays[(int)Mesh.ArrayType.Index] = indices.ToArray();
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arrays[(int)Mesh.ArrayType.TexUV] = lightmapUvs.ToArray();
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arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
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arrMesh.SurfaceSetMaterial(0, material);
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for (var i = 0; i < surfaceArrays.Count; i++)
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{
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arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, surfaceArrays[i]);
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arrMesh.SurfaceSetMaterial(i, material);
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}
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var meshInstance = new MeshInstance3D
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{
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@ -250,7 +257,7 @@ public partial class Mission : Node3D
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return meshInstance;
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}
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private static int[] CalcBaseUV(
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private static void CalcBaseUV(
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WorldRep.Cell cell,
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WorldRep.Cell.Poly poly,
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WorldRep.Cell.RenderPoly renderPoly,
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@ -275,15 +282,12 @@ public partial class Mission : Node3D
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var lmVBase = lmVScale * (baseV + (0.5f - light.Bases.Item2) / 4.0f);
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var anchor = cell.Vertices[cell.Indices[cellIdxOffset + 0]].ToGodotVec3(); // TODO: This probably shouldn't be hardcoded idx 0
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var uvIdxs = new int[poly.VertexCount];
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if (uv == 0.0)
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{
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var lmUVec = texU * lmUScale / uu;
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var lmVVec = texV * lmVScale / vv;
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for (var i = 0; i < poly.VertexCount; i++)
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{
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uvIdxs[i] = lightmapUvs.Count;
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var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
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var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
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var lmUV = new Vector2(delta.Dot(lmUVec) + lmUBase, delta.Dot(lmVVec) + lmVBase);
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@ -299,8 +303,6 @@ public partial class Mission : Node3D
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var lmUvv = lmVScale * denom * uv;
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for (var i = 0; i < poly.VertexCount; i++)
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{
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uvIdxs[i] = lightmapUvs.Count;
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var v = cell.Vertices[cell.Indices[cellIdxOffset + i]].ToGodotVec3();
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var delta = new Vector3(v.X - anchor.X, v.Y - anchor.Y, v.Z - anchor.Z);
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var du = delta.Dot(texU);
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@ -309,8 +311,6 @@ public partial class Mission : Node3D
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lightmapUvs.Add(lmUV);
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}
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}
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return uvIdxs;
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}
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private void LoadTextures(TxList textureList)
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