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			228 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			GDScript
		
	
		
		
			
		
	
	
			228 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			GDScript
		
	
| 
											2 years ago
										 | const Faces = preload("./Faces.gd") | ||
|  | const VoxData = preload("./VoxFormat/VoxData.gd") | ||
|  | const vox_to_godot = Basis(Vector3.RIGHT, Vector3.FORWARD, Vector3.UP) | ||
|  | 
 | ||
|  | # Names for the faces by orientation | ||
|  | enum FaceOrientation { | ||
|  | 	Top = 0, | ||
|  | 	Bottom = 1, | ||
|  | 	Left = 2, | ||
|  | 	Right = 3, | ||
|  | 	Front = 4, | ||
|  | 	Back = 5, | ||
|  | } | ||
|  | 
 | ||
|  | # An Array(FaceOrientation) of all possible face orientations | ||
|  | const face_orientations :Array = [ | ||
|  | 	FaceOrientation.Top, | ||
|  | 	FaceOrientation.Bottom, | ||
|  | 	FaceOrientation.Left, | ||
|  | 	FaceOrientation.Right, | ||
|  | 	FaceOrientation.Front, | ||
|  | 	FaceOrientation.Back | ||
|  | ] | ||
|  | 
 | ||
|  | # An Array(int) of the depth axis by orientation | ||
|  | const depth_axis :Array = [ | ||
|  | 	Vector3.AXIS_Z, | ||
|  | 	Vector3.AXIS_Z, | ||
|  | 	Vector3.AXIS_X, | ||
|  | 	Vector3.AXIS_X, | ||
|  | 	Vector3.AXIS_Y, | ||
|  | 	Vector3.AXIS_Y, | ||
|  | ] | ||
|  | 
 | ||
|  | # An Array(int) of the width axis by orientation | ||
|  | const width_axis :Array = [ | ||
|  | 	Vector3.AXIS_Y, | ||
|  | 	Vector3.AXIS_Y, | ||
|  | 	Vector3.AXIS_Z, | ||
|  | 	Vector3.AXIS_Z, | ||
|  | 	Vector3.AXIS_X, | ||
|  | 	Vector3.AXIS_X, | ||
|  | ] | ||
|  | 
 | ||
|  | # An Array(int) of height axis by orientation | ||
|  | const height_axis :Array = [ | ||
|  | 	Vector3.AXIS_X, | ||
|  | 	Vector3.AXIS_X, | ||
|  | 	Vector3.AXIS_Y, | ||
|  | 	Vector3.AXIS_Y, | ||
|  | 	Vector3.AXIS_Z, | ||
|  | 	Vector3.AXIS_Z, | ||
|  | ] | ||
|  | 
 | ||
|  | # An Array(Vector3) describing what vectors to use to check for face occlusion | ||
|  | # by orientation | ||
|  | const face_checks :Array = [ | ||
|  | 	Vector3(0, 0, 1), | ||
|  | 	Vector3(0, 0, -1), | ||
|  | 	Vector3(-1, 0, 0), | ||
|  | 	Vector3(1, 0, 0), | ||
|  | 	Vector3(0, -1, 0), | ||
|  | 	Vector3(0, 1, 0), | ||
|  | ] | ||
|  | 
 | ||
|  | # An array of the face meshes by orientation | ||
|  | const face_meshes :Array = [ | ||
|  | 	Faces.Front, | ||
|  | 	Faces.Back, | ||
|  | 	Faces.Left, | ||
|  | 	Faces.Right, | ||
|  | 	Faces.Bottom, | ||
|  | 	Faces.Top, | ||
|  | ] | ||
|  | 
 | ||
|  | # An Array(Vector3) describing what normals to use by orientation | ||
|  | const normals :Array = [ | ||
|  | 	Vector3(0, 1, 0), | ||
|  | 	Vector3(0, -1, 0), | ||
|  | 	Vector3(-1, 0, 0), | ||
|  | 	Vector3(1, 0, 0), | ||
|  | 	Vector3(0, 0, 1), | ||
|  | 	Vector3(0, 0, -1), | ||
|  | ] | ||
|  | 
 | ||
|  | # The SurfaceTool the object will use to generate the mesh | ||
|  | var st :SurfaceTool = SurfaceTool.new() | ||
|  | 
 | ||
|  | # A Dictonary[Vector3]int of the voxel data for the visible faces of the | ||
|  | # current slice | ||
|  | var faces :Dictionary | ||
|  | 
 | ||
|  | # Minimum extends of the volume | ||
|  | var mins :Vector3 = Vector3(1000000, 1000000, 1000000) | ||
|  | 
 | ||
|  | # Maximum extends of the volume | ||
|  | var maxs :Vector3 = Vector3(-1000000,-1000000,-1000000) | ||
|  | 
 | ||
|  | # Generate a mesh for the given voxel_data with single-pass greedy face merging | ||
|  | # Primary RefCounted: https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/ | ||
|  | # Secondary RefCounted: https://www.gedge.ca/dev/2014/08/17/greedy-voxel-meshing | ||
|  | # voxel_data is a dict[Vector3]int | ||
|  | func generate(vox :VoxData, voxel_data :Dictionary, scale :float, snaptoground : bool): | ||
|  | 	# Remeber, MagicaVoxel thinks Y is the depth axis. We convert to the correct | ||
|  | 	# coordinate space when we generate the faces. | ||
|  | 	st.begin(Mesh.PRIMITIVE_TRIANGLES) | ||
|  | 	 | ||
|  | 	# Short-circut empty models | ||
|  | 	if voxel_data.size() == 0: | ||
|  | 		return st.commit() | ||
|  | 	 | ||
|  | 	# Convert voxel data to raw color values | ||
|  | 	for v in voxel_data: | ||
|  | 		voxel_data[v] = vox.colors[voxel_data[v]] | ||
|  | 	 | ||
|  | 	# Find bounds | ||
|  | 	for v in voxel_data: | ||
|  | 		mins.x = min(mins.x, v.x) | ||
|  | 		mins.y = min(mins.y, v.y) | ||
|  | 		mins.z = min(mins.z, v.z) | ||
|  | 		maxs.x = max(maxs.x, v.x) | ||
|  | 		maxs.y = max(maxs.y, v.y) | ||
|  | 		maxs.z = max(maxs.z, v.z) | ||
|  | 	 | ||
|  | 	# Itterate over all face orientations to reduce problem to 3 dimensions | ||
|  | 	for o in face_orientations: | ||
|  | 		generate_geometry_for_orientation(voxel_data, o, scale, snaptoground) | ||
|  | 
 | ||
|  | 	# Finish the mesh and material and return | ||
|  | 	var material = StandardMaterial3D.new() | ||
|  | 	material.vertex_color_is_srgb = true | ||
|  | 	material.vertex_color_use_as_albedo = true | ||
|  | 	material.roughness = 1 | ||
|  | 	st.set_material(material) | ||
|  | 	return st.commit() | ||
|  | 
 | ||
|  | # Generates all of the geometry for a given face orientation | ||
|  | func generate_geometry_for_orientation(voxel_data :Dictionary, o :int, scale :float, snaptoground :bool) -> void: | ||
|  | 	# Sweep through the volume along the depth reducing the problem to 2 dimensional | ||
|  | 	var da :int = depth_axis[o] | ||
|  | 	for slice in range(mins[da], maxs[da]+1): | ||
|  | 		var faces :Dictionary = query_slice_faces(voxel_data, o, slice) | ||
|  | 		if faces.size() > 0: | ||
|  | 			generate_geometry(faces, o, slice, scale, snaptoground) | ||
|  | 
 | ||
|  | # Returns the voxels in the set voxel_data with a visible face along the slice | ||
|  | # for the given orientation | ||
|  | func query_slice_faces(voxel_data :Dictionary, o :int, slice :float) -> Dictionary: | ||
|  | 	var ret :Dictionary = Dictionary() | ||
|  | 	var da = depth_axis[o] | ||
|  | 	for v in voxel_data: | ||
|  | 		if v[da] == slice and voxel_data.has(v + face_checks[o]) == false: | ||
|  | 			ret[v] = voxel_data[v] | ||
|  | 	return ret | ||
|  | 
 | ||
|  | # Generates geometry for the given orientation for the set of faces | ||
|  | func generate_geometry(faces :Dictionary, o :int, slice :float, scale :float, snaptoground :bool) -> void: | ||
|  | 	var da :int = depth_axis[o] | ||
|  | 	var wa :int = width_axis[o] | ||
|  | 	var ha :int = height_axis[o] | ||
|  | 	var v :Vector3 = Vector3() | ||
|  | 	v[da] = slice | ||
|  | 	 | ||
|  | 	# Itterate the rows of the sparse volume | ||
|  | 	v[ha] = mins[ha] | ||
|  | 	while v[ha] <= maxs[ha]: | ||
|  | 		# Itterate over the voxels of the row | ||
|  | 		v[wa] = mins[wa] | ||
|  | 		while v[wa] <= maxs[wa]: | ||
|  | 			if faces.has(v): | ||
|  | 				generate_geometry_for_face(faces, v, o, scale, snaptoground) | ||
|  | 			v[wa] += 1.0 | ||
|  | 		v[ha] += 1.0 | ||
|  | 
 | ||
|  | # Generates the geometry for the given face and orientation and scale and returns | ||
|  | # the set of remaining faces | ||
|  | func generate_geometry_for_face(faces :Dictionary, face :Vector3, o :int, scale :float, snaptoground :bool) -> Dictionary: | ||
|  | 	var da :int = depth_axis[o] | ||
|  | 	var wa :int = width_axis[o] | ||
|  | 	var ha :int = height_axis[o] | ||
|  | 	 | ||
|  | 	# Greedy face merging | ||
|  | 	var width :int = width_query(faces, face, o) | ||
|  | 	var height :int = height_query(faces, face, o, width) | ||
|  | 	var grow :Vector3 = Vector3(1, 1, 1) | ||
|  | 	grow[wa] *= width | ||
|  | 	grow[ha] *= height | ||
|  | 	 | ||
|  | 	# Generate geometry | ||
|  | 	var yoffset = Vector3(0,0,0); | ||
|  | 	if snaptoground : yoffset = Vector3(0, -mins.z * scale, 0); | ||
|  | 
 | ||
|  | 	st.set_color(faces[face]) | ||
|  | 	st.set_normal(normals[o]) | ||
|  | 	for vert in face_meshes[o]: | ||
|  | 		st.add_vertex(yoffset + vox_to_godot * ((vert * grow) + face) * scale) | ||
|  | 	 | ||
|  | 	# Remove these faces from the pool | ||
|  | 	var v :Vector3 = Vector3() | ||
|  | 	v[da] = face[da] | ||
|  | 	for iy in range(height): | ||
|  | 		v[ha] = face[ha] + float(iy) | ||
|  | 		for ix in range(width): | ||
|  | 			v[wa] = face[wa] + float(ix) | ||
|  | 			faces.erase(v) | ||
|  | 	 | ||
|  | 	return faces | ||
|  | 
 | ||
|  | # Returns the number of voxels wide the run starting at face is with respect to | ||
|  | # the set of faces and orientation | ||
|  | func width_query(faces :Dictionary, face :Vector3, o :int) -> int: | ||
|  | 	var wd :int = width_axis[o] | ||
|  | 	var v :Vector3 = face | ||
|  | 	while faces.has(v) and faces[v] == faces[face]: | ||
|  | 		v[wd] += 1.0 | ||
|  | 	return int(v[wd] - face[wd]) | ||
|  | 
 | ||
|  | # Returns the number of voxels high the run starting at face is with respect to | ||
|  | # the set of faces and orientation, with the given width | ||
|  | func height_query(faces :Dictionary, face :Vector3, o :int, width :int) -> int: | ||
|  | 	var hd :int = height_axis[o] | ||
|  | 	var c :Color = faces[face] | ||
|  | 	var v :Vector3 = face | ||
|  | 	v[hd] += 1.0 | ||
|  | 	while faces.has(v) and faces[v] == c and width_query(faces, v, o) >= width: | ||
|  | 		v[hd] += 1.0 | ||
|  | 	return int(v[hd] - face[hd]) |