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tool
class_name VoxelTool
extends Reference
# Used to construct a Mesh with provided VoxelSet
# and by specifying voxel faces individually.
class Surface:
## Public Variables
# Index of the last vertex in Mesh being constructed
var index : int
var material : SpatialMaterial
# SurfaceTool used to construct Mesh
var surface_tool : SurfaceTool
## Built-In Virtual Methods
func _init() -> void:
index = 0
surface_tool = SurfaceTool.new()
surface_tool.begin(Mesh.PRIMITIVE_TRIANGLES)
## Private Variables
# Flag indicating whether uv mapping should be applied to constructed mesh
var _uv_voxels := false
# Contains Surfaces being constructed
var _surfaces := {}
# VoxelSet used when constructing Mesh, is set on begin
var _voxel_set : VoxelSet = null
## Public Methods
# Called before constructing mesh, takes the VoxelSet with which Mesh will be constructed
func begin(voxel_set : VoxelSet = null, uv_voxels := false) -> void:
clear()
_uv_voxels = uv_voxels and voxel_set.uv_ready()
_voxel_set = voxel_set
# Clear all information
func clear() -> void:
_uv_voxels = false
_surfaces.clear()
_voxel_set = null
# Returns a constructed ArrayMesh
func commit() -> ArrayMesh:
var mesh := ArrayMesh.new()
for surface_id in _surfaces:
var surface : Surface = _surfaces[surface_id]
var submesh = surface.surface_tool.commit_to_arrays()
mesh.add_surface_from_arrays(
Mesh.PRIMITIVE_TRIANGLES,
submesh)
mesh.surface_set_name(mesh.get_surface_count() - 1, surface_id)
mesh.surface_set_material(mesh.get_surface_count() - 1, surface.material)
clear()
return mesh
# Adds a voxel face to Mesh with given vertex positions and voxel data
# voxel : Dictioanry<String, Variant> : voxel data to use
# face : Vector3 : face of voxel to generate
# bottom_right : Vector3 : grid position of bottom right vertex pertaining to face
# bottom_left : Vector3 : grid position of bottom left vertex pertaining to face, if not given botttom right is used
# top_right : Vector3 : grid position of top right vertex pertaining to face, if not given botttom right is used
# top_left : Vector3 : grid position of top left vertex pertaining to face, if not given botttom right is used
func add_face(
voxel : Dictionary,
face : Vector3,
bottom_right : Vector3,
bottom_left := Vector3.INF,
top_right := Vector3.INF,
top_left := Vector3.INF) -> void:
bottom_right = bottom_right
if bottom_left == Vector3.INF: bottom_left = bottom_right
if top_right == Vector3.INF: top_right = bottom_right
if top_left == Vector3.INF: top_left = bottom_right
var color := Voxel.get_face_color(voxel, face)
var uv := Voxel.get_face_uv(voxel, face) if _uv_voxels else -Vector2.ONE
var uv_surface := uv != -Vector2.ONE
var material := Voxel.get_material(voxel)
var metal := Voxel.get_metallic(voxel)
var specular := Voxel.get_specular(voxel)
var rough := Voxel.get_roughness(voxel)
var energy := Voxel.get_energy(voxel)
var energy_color := Voxel.get_energy_color(voxel)
var surface_id := str(material) if material > -1 else (str(metal) + "," + str(specular) + "," + str(rough) + "," + str(energy) + "," + str(energy_color))
if uv_surface:
surface_id += "_uv"
var surface : Surface = _surfaces.get(surface_id)
if not is_instance_valid(surface):
surface = Surface.new()
surface.material = _voxel_set.get_material(material) if is_instance_valid(_voxel_set) else null
if is_instance_valid(surface.material):
surface.material = surface.material.duplicate()
else:
surface.material = SpatialMaterial.new()
surface.material.metallic = metal
surface.material.metallic_specular = specular
surface.material.roughness = rough
if energy > 0.0:
surface.material.emission_enabled = true
surface.material.emission = energy_color
surface.material.emission_energy = energy
if surface.material is SpatialMaterial:
surface.material.vertex_color_use_as_albedo = true
if uv_surface:
surface.material.albedo_texture = _voxel_set.tiles
_surfaces[surface_id] = surface
surface.surface_tool.add_normal(face)
surface.surface_tool.add_color(color)
match face:
Vector3.RIGHT:
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.RIGHT) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_left + Vector3.RIGHT + Vector3.UP) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.ONE) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_left + Vector3.RIGHT) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_right + Vector3.ONE) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.DOWN) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_right + Vector3.RIGHT + Vector3.BACK) * Voxel.VoxelWorldSize)
Vector3.LEFT:
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.DOWN) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_left) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_left + Vector3.UP) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.ONE) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_right + Vector3.BACK) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.RIGHT) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_right + Vector3.UP + Vector3.BACK) * Voxel.VoxelWorldSize)
Vector3.UP:
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.DOWN) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_left + Vector3.UP + Vector3.BACK) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_left + Vector3.UP) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.ONE) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_right + Vector3.ONE) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.RIGHT) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_right + Vector3.RIGHT + Vector3.UP) * Voxel.VoxelWorldSize)
Vector3.DOWN:
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.DOWN) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_right + Vector3.RIGHT + Vector3.BACK) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_right + Vector3.RIGHT) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.ONE) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_left + Vector3.BACK) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.RIGHT) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_left) * Voxel.VoxelWorldSize)
Vector3.FORWARD:
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.ONE) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_right + Vector3.RIGHT) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.RIGHT) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_right + Vector3.RIGHT + Vector3.UP) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.DOWN) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_left) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_left + Vector3.UP) * Voxel.VoxelWorldSize)
Vector3.BACK:
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.RIGHT) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_right + Vector3.ONE) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.ONE) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_right + Vector3.RIGHT + Vector3.BACK) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((top_left + Vector3.UP + Vector3.BACK) * Voxel.VoxelWorldSize)
if uv_surface:
surface.surface_tool.add_uv((uv + Vector2.DOWN) * _voxel_set.uv_scale())
surface.surface_tool.add_vertex((bottom_left + Vector3.BACK) * Voxel.VoxelWorldSize)
surface.index += 4
surface.surface_tool.add_index(surface.index - 4)
surface.surface_tool.add_index(surface.index - 3)
surface.surface_tool.add_index(surface.index - 2)
surface.surface_tool.add_index(surface.index - 3)
surface.surface_tool.add_index(surface.index - 1)
surface.surface_tool.add_index(surface.index - 2)
# Adds all the faces of a voxel to Mesh at given position and with voxel data
# voxel : Dictioanry<String, Variant> : voxel data to use
# grid : Vector3 : voxel grid position of voxel
func add_faces(voxel : Dictionary, grid : Vector3) -> void:
for face in Voxel.Faces:
add_face(voxel, face, grid)
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