Support for character customization class

This commit is contained in:
Segey Lapin
2019-08-22 01:17:59 +03:00
parent 9f4b4775e3
commit 72ce0fd91a
2 changed files with 185 additions and 0 deletions

179
proto2/characters/dna.gd Normal file
View File

@@ -0,0 +1,179 @@
extends Reference
class_name DNA
var min_point: Vector3 = Vector3()
var max_point: Vector3 = Vector3()
var min_normal: Vector3 = Vector3()
var max_normal: Vector3 = Vector3()
var maps : = {}
var vert_indices : = {}
var orig_body_mesh: ArrayMesh
var meshes : = {}
var clothes : = {}
func get_modifier_list() -> Array:
return maps.keys()
func add_mesh(part_name: String, mesh: ArrayMesh, v_indices: Dictionary):
meshes[part_name] = {
"orig_mesh": mesh,
"same_indices": v_indices
}
func triangulate_uv(v0: Vector3, vs: PoolVector3Array, uvs: PoolVector2Array) -> Vector2:
assert vs.size() == 3
var d1: float = v0.distance_to(vs[0])
var d2: float = v0.distance_to(vs[1])
var d3: float = v0.distance_to(vs[2])
var ln = max(d1, max(d2, d3))
var v = Vector3(d1/ln, d2/ln, d3/ln)
var midp : Vector2 = (uvs[0] + uvs[1] + uvs[2]) * 1.0 / 3.0
var uv: Vector2 = midp.linear_interpolate(uvs[0], v.x) + midp.linear_interpolate(uvs[1], v.y) + midp.linear_interpolate(uvs[2], v.z)
uv /= 3.0
return uv
func _prepare_cloth(body_mesh: ArrayMesh, cloth_mesh: ArrayMesh) -> ArrayMesh:
var arrays_cloth: Array = cloth_mesh.surface_get_arrays(0)
if arrays_cloth[ArrayMesh.ARRAY_TEX_UV2] == null:
var d: PoolVector2Array = PoolVector2Array()
d.resize(arrays_cloth[ArrayMesh.ARRAY_VERTEX].size())
assert d.size() > 0
arrays_cloth[ArrayMesh.ARRAY_TEX_UV2] = d
var arrays_body: Array = body_mesh.surface_get_arrays(0)
var tmp: Dictionary = {}
for vcloth in range(arrays_cloth[ArrayMesh.ARRAY_VERTEX].size()):
for vbody in range(arrays_body[ArrayMesh.ARRAY_VERTEX].size()):
var vc: Vector3 = arrays_cloth[ArrayMesh.ARRAY_VERTEX][vcloth]
var vb: Vector3 = arrays_body[ArrayMesh.ARRAY_VERTEX][vbody]
if vc.distance_to(vb) < 0.02:
if tmp.has(vcloth):
tmp[vcloth].push_back(vbody)
else:
tmp[vcloth] = [vbody]
for k in tmp.keys():
var vc: Vector3 = arrays_cloth[ArrayMesh.ARRAY_VERTEX][k]
var res: Array = []
for v in tmp[k]:
var vb: Vector3 = arrays_body[ArrayMesh.ARRAY_VERTEX][v]
var d1 = vc.distance_squared_to(vb)
if res.size() >= 3:
for mv in range(res.size()):
var vb1: Vector3 = arrays_body[ArrayMesh.ARRAY_VERTEX][res[mv]]
var d2 = vc.distance_squared_to(vb1)
if d1 < d2 && !v in res:
res[mv] = v
else:
if ! v in res:
res.push_back(v)
tmp[k] = res
if res.size() == 3:
var vtx: Vector3 = arrays_cloth[ArrayMesh.ARRAY_VERTEX][k]
var bverts = PoolVector3Array()
var buvs = PoolVector2Array()
for e in res:
var vb: Vector3 = arrays_body[ArrayMesh.ARRAY_VERTEX][e]
var ub: Vector2 = arrays_body[ArrayMesh.ARRAY_TEX_UV][e]
bverts.push_back(vb)
buvs.push_back(ub)
arrays_cloth[ArrayMesh.ARRAY_TEX_UV2][k] = triangulate_uv(vtx, bverts, buvs)
var new_mesh : = ArrayMesh.new()
new_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays_cloth)
return new_mesh
func add_cloth_mesh(cloth_name: String, cloth_helper: String, mesh: ArrayMesh):
var new_mesh = _prepare_cloth(meshes.body.orig_mesh, mesh)
add_mesh(cloth_name, new_mesh, {})
clothes[cloth_name] = {}
clothes[cloth_name].helper = cloth_helper
return new_mesh
func add_body_mesh(mesh: ArrayMesh, same_indices: Dictionary):
add_mesh("body", mesh, same_indices)
func modify_mesh(orig_mesh: ArrayMesh, v_indices: Dictionary) -> ArrayMesh:
for k in maps.keys():
maps[k].image.lock()
maps[k].image_normal.lock()
var surf : = 0
var mod_mesh = ArrayMesh.new()
var mrect: Rect2
for k in maps.keys():
if maps[k].value > 0.0001:
if mrect:
mrect = mrect.merge(maps[k].rect)
else:
mrect = maps[k].rect
for surface in range(orig_mesh.get_surface_count()):
var arrays: Array = orig_mesh.surface_get_arrays(surface)
var uv_index: int = ArrayMesh.ARRAY_TEX_UV
if arrays[ArrayMesh.ARRAY_TEX_UV2] && arrays[ArrayMesh.ARRAY_TEX_UV2].size() > 0:
uv_index = ArrayMesh.ARRAY_TEX_UV2
for index in range(arrays[ArrayMesh.ARRAY_VERTEX].size()):
var v: Vector3 = arrays[ArrayMesh.ARRAY_VERTEX][index]
var n: Vector3 = arrays[ArrayMesh.ARRAY_NORMAL][index]
var uv: Vector2 = arrays[uv_index][index]
if !mrect.has_point(uv):
continue
var diff : = Vector3()
var diffn : = Vector3()
for k in maps.keys():
if !maps[k].rect.has_point(uv) || abs(maps[k].value) < 0.0001:
continue
var pos: Vector2 = Vector2(uv.x * maps[k].width, uv.y * maps[k].height)
var offset: Color = maps[k].image.get_pixelv(pos)
var offsetn: Color = maps[k].image_normal.get_pixelv(pos)
var pdiff: Vector3 = Vector3(offset.r, offset.g, offset.b)
var ndiff: Vector3 = Vector3(offsetn.r, offsetn.g, offsetn.b)
for u in range(2):
diff[u] = range_lerp(pdiff[u], 0.0, 1.0, min_point[u], max_point[u]) * maps[k].value
diffn[u] = range_lerp(ndiff[u], 0.0, 1.0, min_normal[u], max_normal[u]) * maps[k].value
if abs(diff[u]) < 0.0001:
diff[u] = 0
v -= diff
n -= diffn
arrays[ArrayMesh.ARRAY_VERTEX][index] = v
arrays[ArrayMesh.ARRAY_NORMAL][index] = n.normalized()
for v in v_indices.keys():
if v_indices[v].size() <= 1:
continue
var vx: Vector3 = arrays[ArrayMesh.ARRAY_VERTEX][v_indices[v][0]]
for idx in range(1, v_indices[v].size()):
vx = vx.linear_interpolate(arrays[ArrayMesh.ARRAY_VERTEX][v_indices[v][idx]], 0.5)
for idx in v_indices[v]:
arrays[ArrayMesh.ARRAY_VERTEX][idx] = vx
mod_mesh.add_surface_from_arrays(ArrayMesh.PRIMITIVE_TRIANGLES, arrays)
if orig_mesh.surface_get_material(surface):
mod_mesh.surface_set_material(surface, orig_mesh.surface_get_material(surface).duplicate(true))
surf += 1
for k in maps.keys():
maps[k].image.unlock()
maps[k].image_normal.unlock()
return mod_mesh
func modify_part(part_name) -> ArrayMesh:
var mesh = meshes[part_name].orig_mesh
var indices = meshes[part_name].same_indices
return modify_mesh(mesh, indices)
func set_modifier_value(modifier: String, value: float):
maps[modifier].value = value
func _init(path: String):
var fd = File.new()
fd.open(path, File.READ)
min_point = fd.get_var()
max_point = fd.get_var()
min_normal = fd.get_var()
max_normal = fd.get_var()
maps = fd.get_var()
print(maps.keys())
vert_indices = fd.get_var()
fd.close()
print("min: ", min_point, " max: ", max_point)
for k in maps.keys():
print(k, ": ", maps[k].rect)
for k in maps.keys():
maps[k].image_normal = Image.new()
var normal_data = maps[k].image_normal_data.decompress(maps[k].image_normal_size, File.COMPRESSION_FASTLZ)
var data = maps[k].image_data.decompress(maps[k].image_size, File.COMPRESSION_FASTLZ)
maps[k].image_normal.create_from_data(maps[k].width, maps[k].height, false, maps[k].format, normal_data)
maps[k].image = Image.new()
maps[k].image.create_from_data(maps[k].width, maps[k].height, false, maps[k].format, data)
maps[k].value = 0.0

View File

@@ -20,6 +20,11 @@ _global_script_classes=[ {
"path": "res://ai/ball_game_ai3d.gd"
}, {
"base": "Reference",
"class": "DNA",
"language": "GDScript",
"path": "res://characters/dna.gd"
}, {
"base": "Reference",
"class": "GridRule",
"language": "GDScript",
"path": "res://growth_rules/grid.gd"
@@ -52,6 +57,7 @@ _global_script_classes=[ {
_global_script_class_icons={
"BallGameAI": "",
"BallGameAI3D": "",
"DNA": "",
"GridRule": "",
"Item": "",
"Quest": "",