352 lines
7.7 KiB
GDScript3
352 lines
7.7 KiB
GDScript3
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tool
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const Logger = preload("./util/logger.gd")
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const SEAM_LEFT = 1
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const SEAM_RIGHT = 2
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const SEAM_BOTTOM = 4
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const SEAM_TOP = 8
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const SEAM_CONFIG_COUNT = 16
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# [seams_mask][lod]
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var _mesh_cache := []
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var _chunk_size_x := 16
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var _chunk_size_y := 16
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func configure(chunk_size_x: int, chunk_size_y: int, lod_count: int):
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assert(typeof(chunk_size_x) == TYPE_INT)
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assert(typeof(chunk_size_y) == TYPE_INT)
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assert(typeof(lod_count) == TYPE_INT)
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assert(chunk_size_x >= 2 or chunk_size_y >= 2)
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_mesh_cache.resize(SEAM_CONFIG_COUNT)
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if chunk_size_x == _chunk_size_x \
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and chunk_size_y == _chunk_size_y and lod_count == len(_mesh_cache):
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return
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_chunk_size_x = chunk_size_x
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_chunk_size_y = chunk_size_y
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# TODO Will reduce the size of this cache, but need index buffer swap feature
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for seams in range(SEAM_CONFIG_COUNT):
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var slot = []
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slot.resize(lod_count)
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_mesh_cache[seams] = slot
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for lod in range(lod_count):
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slot[lod] = make_flat_chunk(_chunk_size_x, _chunk_size_y, 1 << lod, seams)
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func get_chunk(lod: int, seams: int) -> Mesh:
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return _mesh_cache[seams][lod] as Mesh
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static func make_flat_chunk(quad_count_x: int, quad_count_y: int, stride: int, seams: int) -> Mesh:
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var positions = PoolVector3Array()
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positions.resize((quad_count_x + 1) * (quad_count_y + 1))
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var i = 0
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for y in range(quad_count_y + 1):
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for x in range(quad_count_x + 1):
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positions[i] = Vector3(x * stride, 0, y * stride)
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i += 1
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var indices = make_indices(quad_count_x, quad_count_y, seams)
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var arrays = []
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arrays.resize(Mesh.ARRAY_MAX);
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arrays[Mesh.ARRAY_VERTEX] = positions
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arrays[Mesh.ARRAY_INDEX] = indices
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var mesh = ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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return mesh
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# size: chunk size in quads (there are N+1 vertices)
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# seams: Bitfield for which seams are present
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static func make_indices(chunk_size_x: int, chunk_size_y: int, seams: int) -> PoolIntArray:
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var output_indices := PoolIntArray()
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if seams != 0:
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# LOD seams can't be made properly on uneven chunk sizes
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assert(chunk_size_x % 2 == 0 and chunk_size_y % 2 == 0)
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var reg_origin_x := 0
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var reg_origin_y := 0
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var reg_size_x := chunk_size_x
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var reg_size_y := chunk_size_y
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var reg_hstride := 1
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if seams & SEAM_LEFT:
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reg_origin_x += 1;
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reg_size_x -= 1;
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reg_hstride += 1
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if seams & SEAM_BOTTOM:
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reg_origin_y += 1
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reg_size_y -= 1
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if seams & SEAM_RIGHT:
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reg_size_x -= 1
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reg_hstride += 1
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if seams & SEAM_TOP:
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reg_size_y -= 1
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# Regular triangles
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var ii := reg_origin_x + reg_origin_y * (chunk_size_x + 1)
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for y in range(reg_size_y):
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for x in range(reg_size_x):
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var i00 := ii
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var i10 := ii + 1
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var i01 := ii + chunk_size_x + 1
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var i11 := i01 + 1
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# 01---11
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# | /|
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# | / |
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# |/ |
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# 00---10
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# This flips the pattern to make the geometry orientation-free.
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# Not sure if it helps in any way though
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var flip = ((x + reg_origin_x) + (y + reg_origin_y) % 2) % 2 != 0
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if flip:
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output_indices.push_back( i00 )
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output_indices.push_back( i10 )
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output_indices.push_back( i01 )
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output_indices.push_back( i10 )
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output_indices.push_back( i11 )
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output_indices.push_back( i01 )
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else:
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output_indices.push_back( i00 )
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output_indices.push_back( i11 )
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output_indices.push_back( i01 )
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output_indices.push_back( i00 )
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output_indices.push_back( i10 )
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output_indices.push_back( i11 )
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ii += 1
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ii += reg_hstride
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# Left seam
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if seams & SEAM_LEFT:
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# 4 . 5
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# |\ .
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# | \ .
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# | \.
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# (2)| 3
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# | /.
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# | / .
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# |/ .
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# 0 . 1
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var i := 0
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var n := chunk_size_y / 2
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for j in range(n):
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var i0 := i
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var i1 := i + 1
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var i3 := i + chunk_size_x + 2
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var i4 := i + 2 * (chunk_size_x + 1)
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var i5 := i4 + 1
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output_indices.push_back( i0 )
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output_indices.push_back( i3 )
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output_indices.push_back( i4 )
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if j != 0 or (seams & SEAM_BOTTOM) == 0:
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output_indices.push_back( i0 )
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output_indices.push_back( i1 )
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output_indices.push_back( i3 )
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if j != n - 1 or (seams & SEAM_TOP) == 0:
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output_indices.push_back( i3 )
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output_indices.push_back( i5 )
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output_indices.push_back( i4 )
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i = i4
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if seams & SEAM_RIGHT:
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# 4 . 5
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# . /|
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# . / |
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# ./ |
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# 2 |(3)
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# .\ |
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# . \ |
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# . \|
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# 0 . 1
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var i := chunk_size_x - 1
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var n := chunk_size_y / 2
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for j in range(n):
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var i0 := i
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var i1 := i + 1
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var i2 := i + chunk_size_x + 1
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var i4 := i + 2 * (chunk_size_x + 1)
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var i5 := i4 + 1
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output_indices.push_back( i1 )
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output_indices.push_back( i5 )
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output_indices.push_back( i2 )
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if j != 0 or (seams & SEAM_BOTTOM) == 0:
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output_indices.push_back( i0 )
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output_indices.push_back( i1 )
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output_indices.push_back( i2 )
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if j != n - 1 or (seams & SEAM_TOP) == 0:
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output_indices.push_back( i2 )
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output_indices.push_back( i5 )
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output_indices.push_back( i4 )
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i = i4;
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if seams & SEAM_BOTTOM:
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# 3 . 4 . 5
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# . / \ .
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# . / \ .
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# ./ \.
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# 0-------2
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# (1)
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var i := 0;
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var n := chunk_size_x / 2;
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for j in range(n):
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var i0 := i
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var i2 := i + 2
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var i3 := i + chunk_size_x + 1
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var i4 := i3 + 1
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var i5 := i4 + 1
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output_indices.push_back( i0 )
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output_indices.push_back( i2 )
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output_indices.push_back( i4 )
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if j != 0 or (seams & SEAM_LEFT) == 0:
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output_indices.push_back( i0 )
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output_indices.push_back( i4 )
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output_indices.push_back( i3 )
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if j != n - 1 or (seams & SEAM_RIGHT) == 0:
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output_indices.push_back( i2 )
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output_indices.push_back( i5 )
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output_indices.push_back( i4 )
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i = i2
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if seams & SEAM_TOP:
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# (4)
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# 3-------5
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# .\ /.
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# . \ / .
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# . \ / .
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# 0 . 1 . 2
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var i := (chunk_size_y - 1) * (chunk_size_x + 1)
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var n := chunk_size_x / 2
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for j in range(n):
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var i0 := i
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var i1 := i + 1
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var i2 := i + 2
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var i3 := i + chunk_size_x + 1
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var i5 := i3 + 2
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output_indices.push_back( i3 )
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output_indices.push_back( i1 )
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output_indices.push_back( i5 )
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if j != 0 or (seams & SEAM_LEFT) == 0:
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output_indices.push_back( i0 )
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output_indices.push_back( i1 )
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output_indices.push_back( i3 )
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if j != n - 1 or (seams & SEAM_RIGHT) == 0:
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output_indices.push_back( i1 )
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output_indices.push_back( i2 )
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output_indices.push_back( i5 )
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i = i2
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return output_indices
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static func get_mesh_size(width: int, height: int) -> Dictionary:
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return {
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"vertices": width * height,
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"triangles": (width - 1) * (height - 1) * 2
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}
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# Makes a full mesh from a heightmap, without any LOD considerations.
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# Using this mesh for rendering is very expensive on large terrains.
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# Initially used as a workaround for Godot to use for navmesh generation.
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static func make_heightmap_mesh(heightmap: Image, stride: int, scale: Vector3,
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logger = null) -> Mesh:
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var size_x := heightmap.get_width() / stride
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var size_z := heightmap.get_height() / stride
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assert(size_x >= 2)
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assert(size_z >= 2)
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var positions := PoolVector3Array()
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positions.resize(size_x * size_z)
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heightmap.lock()
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var i := 0
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for mz in size_z:
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for mx in size_x:
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var x = mx * stride
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var z = mz * stride
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var y := heightmap.get_pixel(x, z).r
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positions[i] = Vector3(x, y, z) * scale
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i += 1
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heightmap.unlock()
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var indices := make_indices(size_x - 1, size_z - 1, 0)
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var arrays := []
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arrays.resize(Mesh.ARRAY_MAX);
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arrays[Mesh.ARRAY_VERTEX] = positions
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arrays[Mesh.ARRAY_INDEX] = indices
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if logger != null:
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logger.debug(str("Generated mesh has ", len(positions),
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" vertices and ", len(indices) / 3, " triangles"))
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var mesh := ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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return mesh
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