Generator for blend maps v2

This commit is contained in:
Segey Lapin
2019-08-22 01:22:35 +03:00
parent 0c4f76130e
commit 993657869c
2 changed files with 407 additions and 0 deletions

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extends Control
var common = []
var common_path = "characters/common"
var min_point = Vector3()
var max_point = Vector3()
var min_normal = Vector3()
var max_normal = Vector3()
const TEX_SIZE: int = 512
var maps = {}
var vert_indices = {}
onready var _characters = [load("res://characters/female_2018.escn"), load("res://characters/male_2018.escn")]
func find_same_verts():
for chdata in range(_characters.size()):
var ch_scene = _characters[chdata].instance()
var bmesh = get_mesh(ch_scene, "body")
if !vert_indices.has(chdata):
vert_indices[chdata] = {}
for surface in range(bmesh.get_surface_count()):
var arrays: Array = bmesh.surface_get_arrays(surface).duplicate(true)
for index1 in range(arrays[ArrayMesh.ARRAY_VERTEX].size()):
var v1: Vector3 = arrays[ArrayMesh.ARRAY_VERTEX][index1]
var ok = false
for rk in vert_indices[chdata].keys():
if (v1 - rk).length() < 0.001:
ok = true
vert_indices[chdata][rk].push_back(index1)
if !ok:
vert_indices[chdata][v1] = [index1]
func load_data():
var fd = File.new()
fd.open("characters/common/data.json", File.READ)
var json = fd.get_as_text()
var json_result = JSON.parse(json)
var json_data = json_result.result
fd.close()
for e in json_data.files:
var load_path = "res://" + e
var item = load(load_path)
assert item
common.push_back(item)
func get_mesh(base: Node, mesh_name: String) -> ArrayMesh:
var queue = [base]
var mesh: ArrayMesh
while queue.size() > 0:
var item = queue[0]
queue.pop_front()
if item is MeshInstance && item.name == mesh_name:
mesh = item.mesh
break
for c in item.get_children():
queue.push_back(c)
return mesh
func find_min_max(mesh: ArrayMesh):
var shape_arrays = mesh.surface_get_blend_shape_arrays(0)
var surf_arrays = mesh.surface_get_arrays(0)
if min_point.length() == 0.0:
min_point = shape_arrays[0][ArrayMesh.ARRAY_VERTEX][0] - surf_arrays[ArrayMesh.ARRAY_VERTEX][0]
if min_normal.length() == 0.0:
min_normal = shape_arrays[0][ArrayMesh.ARRAY_NORMAL][0] - surf_arrays[ArrayMesh.ARRAY_NORMAL][0]
if max_point.length() == 0.0:
max_point = shape_arrays[0][ArrayMesh.ARRAY_VERTEX][0] - surf_arrays[ArrayMesh.ARRAY_VERTEX][0]
if max_normal.length() == 0.0:
max_point = shape_arrays[0][ArrayMesh.ARRAY_NORMAL][0] - surf_arrays[ArrayMesh.ARRAY_NORMAL][0]
for sc in range(mesh.get_surface_count()):
var bshapes: Array = mesh.surface_get_blend_shape_arrays(sc).duplicate(true)
var arrays: Array = mesh.surface_get_arrays(sc).duplicate(true)
for src in bshapes:
for index in range(arrays[ArrayMesh.ARRAY_VERTEX].size()):
var v: Vector3 = src[ArrayMesh.ARRAY_VERTEX][index] - arrays[ArrayMesh.ARRAY_VERTEX][index]
var n: Vector3 = src[ArrayMesh.ARRAY_NORMAL][index] - arrays[ArrayMesh.ARRAY_NORMAL][index]
for ipos in range(3):
if min_point[ipos] > v[ipos]:
min_point[ipos] = v[ipos]
if max_point[ipos] < v[ipos]:
max_point[ipos] = v[ipos]
if min_normal[ipos] > n[ipos]:
min_normal[ipos] = n[ipos]
if max_normal[ipos] < n[ipos]:
max_normal[ipos] = n[ipos]
print("min: ", min_point, "max: ", max_point)
static func check_triangle(verts: Array, vs: Array, ns: Array) -> bool:
var uv1 = verts[0]
var uv2 = verts[1]
var uv3 = verts[2]
var v1 = uv1 - uv3
var v2 = uv1 - uv3
if v1.length() * TEX_SIZE < 1.2:
return false
if v2.length() * TEX_SIZE < 1.2:
return false
var sumdata = Vector3()
for k in vs + ns:
sumdata += k
if sumdata.length() < 0.001:
return false
return true
func compress_points(v: PoolVector3Array, vmin: Vector3, vmax: Vector3) -> PoolVector3Array:
var cd = vmax - vmin
var ret: PoolVector3Array = v
for e in range(v.size()):
ret[e] = v[e] - vmin
for h in range(3):
ret[e][h] = ret[e][h] / cd[h]
return ret
func build_triangles(mesh: ArrayMesh, diffmap: Dictionary):
assert mesh
assert max_point != min_point
var cd = max_point - min_point
var ncd = max_normal - min_normal
for sc in range(mesh.get_surface_count()):
var shape_arrays = mesh.surface_get_blend_shape_arrays(sc)
var surf_arrays = mesh.surface_get_arrays(sc)
for bshape in range(shape_arrays.size()):
var bs_name = mesh.get_blend_shape_name(bshape)
if !diffmap.has(bs_name):
diffmap[bs_name] = {}
diffmap[bs_name].base_v = []
diffmap[bs_name].shape_v = []
diffmap[bs_name].triangles = []
diffmap[bs_name].triangles_uv = []
diffmap[bs_name].triangles_v = PoolVector3Array()
diffmap[bs_name].triangles_n = PoolVector3Array()
for vid in range(0, surf_arrays[ArrayMesh.ARRAY_INDEX].size(), 3):
var p1_index = surf_arrays[ArrayMesh.ARRAY_INDEX][vid + 0]
var p2_index = surf_arrays[ArrayMesh.ARRAY_INDEX][vid + 1]
var p3_index = surf_arrays[ArrayMesh.ARRAY_INDEX][vid + 2]
var p1 = surf_arrays[ArrayMesh.ARRAY_TEX_UV][p1_index]
var p2 = surf_arrays[ArrayMesh.ARRAY_TEX_UV][p2_index]
var p3 = surf_arrays[ArrayMesh.ARRAY_TEX_UV][p3_index]
var base_v1 = surf_arrays[ArrayMesh.ARRAY_VERTEX][p1_index]
var base_v2 = surf_arrays[ArrayMesh.ARRAY_VERTEX][p2_index]
var base_v3 = surf_arrays[ArrayMesh.ARRAY_VERTEX][p3_index]
var shape_v1 = shape_arrays[bshape][ArrayMesh.ARRAY_VERTEX][p1_index]
var shape_v2 = shape_arrays[bshape][ArrayMesh.ARRAY_VERTEX][p2_index]
var shape_v3 = shape_arrays[bshape][ArrayMesh.ARRAY_VERTEX][p3_index]
var d1 = shape_v1 - base_v1
var d2 = shape_v2 - base_v2
var d3 = shape_v3 - base_v3
var base_n1 = surf_arrays[ArrayMesh.ARRAY_NORMAL][p1_index]
var base_n2 = surf_arrays[ArrayMesh.ARRAY_NORMAL][p2_index]
var base_n3 = surf_arrays[ArrayMesh.ARRAY_NORMAL][p3_index]
var shape_n1 = shape_arrays[bshape][ArrayMesh.ARRAY_NORMAL][p1_index]
var shape_n2 = shape_arrays[bshape][ArrayMesh.ARRAY_NORMAL][p2_index]
var shape_n3 = shape_arrays[bshape][ArrayMesh.ARRAY_NORMAL][p3_index]
var nd1 = shape_n1 - base_n1
var nd2 = shape_n2 - base_n2
var nd3 = shape_n3 - base_n3
var triangle = [p1_index, p2_index, p3_index]
var triangle_uv = [p1, p2, p3]
# var triangle_v = compress_points([d1, d2, d3], min_point, max_point)
# var triangle_n = compress_points([nd1, nd2, nd3], min_normal, max_normal)
var triangle_v = PoolVector3Array([d1, d2, d3])
var triangle_n = PoolVector3Array([nd1, nd2, nd3])
if check_triangle(triangle_uv, triangle_v, triangle_n):
diffmap[bs_name].triangles += triangle
diffmap[bs_name].base_v += [base_v1, base_v2, base_v3]
diffmap[bs_name].shape_v += [shape_v1, shape_v2, shape_v3]
diffmap[bs_name].triangles_uv += triangle_uv
diffmap[bs_name].triangles_v += triangle_v
diffmap[bs_name].triangles_n += triangle_n
# print_debug("surface: ", sc, " shape: ", bs_name, "/", bshape,
# " triangle: ", diffmap[bs_name].triangles_uv.size() / 3)
func convert_triangles(base: Dictionary, helper: Dictionary):
pass
enum {STATE_DRAW, STATE_CHECK, STATE_FINISH}
var draw_queue = []
func create_queue(diffmap: Dictionary):
for k in diffmap.keys():
var mesh_name:String = k
var prefix = ""
if mesh_name.ends_with("_helper"):
prefix = mesh_name.replace("_helper", "_")
for map_name in diffmap[k]:
var map_key = prefix + map_name
var data = {}
data.map = map_key
data.normals = false
data.triangles_uv = diffmap[k][map_name].triangles_uv
data.triangles_v = diffmap[k][map_name].triangles_v
data.rect = diffmap[k][map_name].rect
draw_queue.push_back(data)
data = {}
data.map = map_key
data.normals = true
data.triangles_uv = diffmap[k][map_name].triangles_uv
data.triangles_v = diffmap[k][map_name].triangles_n
data.rect = diffmap[k][map_name].rect
draw_queue.push_back(data)
func _ready():
load_data()
var base_mesh = "base"
var helper_meshes = ["robe_helper", "tights_helper", "skirt_helper"]
var diffmap = {}
for c in common:
for mesh_name in [base_mesh] + helper_meshes:
var obj = c.instance()
var mesh = get_mesh(obj, mesh_name)
find_min_max(mesh)
for c in common:
var obj = c.instance()
if !diffmap.has(base_mesh):
diffmap[base_mesh] = {}
var mesh = get_mesh(obj, base_mesh)
build_triangles(mesh, diffmap[base_mesh])
print("scene: ", c, "mesh: ", base_mesh, " done")
for mesh_name in helper_meshes:
var helper_mesh = get_mesh(obj, mesh_name)
if !diffmap.has(mesh_name):
diffmap[mesh_name] = {}
build_triangles(helper_mesh, diffmap[mesh_name])
convert_triangles(diffmap[base_mesh], diffmap[mesh_name])
print("scene: ", c, "mesh: ", mesh_name, " done")
print("scene: ", c, " done")
for e in diffmap.keys():
for k in diffmap[e].keys():
diffmap[e][k].triangles_v = compress_points(diffmap[e][k].triangles_v, min_point, max_point)
diffmap[e][k].triangles_n = compress_points(diffmap[e][k].triangles_n, min_point, max_point)
print_debug("mesh:", e, "shape: ", k, " triangle: ",
diffmap[e][k].triangles_uv.size() / 3)
if diffmap[e][k].triangles_uv.size() > 0:
diffmap[e][k].rect = Rect2(diffmap[e][k].triangles_uv[0], Vector2())
else:
diffmap[e][k].rect = Rect2()
for m in diffmap[e][k].triangles_uv:
diffmap[e][k].rect = diffmap[e][k].rect.expand(m)
for e in diffmap.keys():
for h in diffmap[e].keys():
print(e, ": ", h)
create_queue(diffmap)
print("prep done, ", draw_queue.size())
$gen/drawable.connect("draw", self, "draw_viewport")
total_count = draw_queue.size()
var total_count : = 0
func save_viewport(shape_name: String, rect: Rect2, draw_normals: bool):
var viewport: Viewport = $gen
viewport.set_clear_mode(Viewport.CLEAR_MODE_ONLY_NEXT_FRAME)
yield(get_tree(), "idle_frame")
yield(get_tree(), "idle_frame")
var vtex : = viewport.get_texture()
var tex_img : = vtex.get_data()
var fn = ""
if !maps.has(shape_name):
maps[shape_name] = {}
maps[shape_name].width = tex_img.get_width()
maps[shape_name].height = tex_img.get_height()
maps[shape_name].format = tex_img.get_format()
var byte_data = tex_img.duplicate(true).get_data()
var image_size = byte_data.size()
if draw_normals:
maps[shape_name].image_normal_data = byte_data.compress(File.COMPRESSION_FASTLZ)
maps[shape_name].image_normal_size = image_size
else:
maps[shape_name].image_data = byte_data.compress(File.COMPRESSION_FASTLZ)
maps[shape_name].rect = rect.grow(0.003)
maps[shape_name].image_size = image_size
func draw_viewport():
var draw_obj = $gen/drawable
if draw_queue.size() == 0:
return
var item = draw_queue[0]
var default_color = Color(0.5, 0.5, 0.5, 1.0)
var _min_point: Vector3
var _max_point: Vector3
if item.normals:
_min_point = min_normal
_max_point = max_normal
else:
_min_point = min_point
_max_point = max_point
default_color.r = range_lerp(0, _min_point.x, _max_point.x, 0.0, 1.0)
default_color.g = range_lerp(0, _min_point.y, _max_point.y, 0.0, 1.0)
default_color.b = range_lerp(0, _min_point.z, _max_point.z, 0.0, 1.0)
draw_obj.draw_rect(Rect2(0, 0, TEX_SIZE, TEX_SIZE), default_color, true)
print("draw: ", item.triangles_uv.size())
for t in range(0, item.triangles_uv.size(), 3):
var colors = []
var uvs = []
var p1 = item.triangles_uv[t + 0]
var p2 = item.triangles_uv[t + 1]
var p3 = item.triangles_uv[t + 2]
var sum = p1 + p2 + p3
var midp = sum / 3.0
for k in range(3):
# print(k.shape)
# print(k.uv)
var v = item.triangles_v[t + k]
colors.push_back(Color(v.x, v.y, v.z, 1))
var uv = item.triangles_uv[t + k]
var pt = (uv - midp).normalized() * 3.5
uvs.push_back(uv * TEX_SIZE + pt)
draw_obj.draw_polygon(PoolVector2Array(uvs), PoolColorArray(colors))
var _state = STATE_DRAW
var draw_delay: float = 0.1
var save_pngs : = false
func save_images():
for k in maps.keys():
for e in ["diffuse", "normal"]:
var fn = "res://characters/common/" + k + "_" + e + ".png"
var data: PoolByteArray
var size: int
if e == "diffuse":
data = maps[k].image_data
size = maps[k].image_size
elif e == "normal":
data = maps[k].image_normal_data
size = maps[k].image_normal_size
var image_data = data.decompress(size, File.COMPRESSION_FASTLZ)
var img = Image.new()
img.create_from_data(maps[k].width, maps[k].height, false, maps[k].format, image_data)
print("saving ", fn)
img.save_png(fn)
func _process(delta):
match(_state):
STATE_CHECK:
if draw_delay > 0.0:
draw_delay -= delta
elif draw_queue.size() > 0:
save_viewport(draw_queue[0].map, draw_queue[0].rect, draw_queue[0].normals)
print("drawing complete: ", draw_queue.size())
draw_queue.pop_front()
_state = STATE_DRAW
else:
_state = STATE_FINISH
STATE_DRAW:
$gen/drawable.update()
draw_delay = 0.05
_state = STATE_CHECK
STATE_FINISH:
print("generating same vert indices...")
find_same_verts()
var fd = File.new()
fd.open("res://characters/common/config.bin", File.WRITE)
fd.store_var(min_point)
fd.store_var(max_point)
fd.store_var(min_normal)
fd.store_var(max_normal)
fd.store_var(maps)
fd.store_var(vert_indices)
fd.close()
if save_pngs:
save_images()
get_tree().quit()

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://characters/generate_maps2.gd" type="Script" id=2]
[node name="generate_maps2" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": true
}
[node name="gen" type="Viewport" parent="."]
size = Vector2( 512, 512 )
disable_3d = true
usage = 0
render_target_v_flip = true
render_target_update_mode = 3
[node name="drawable" type="ColorRect" parent="gen"]
margin_right = 40.0
margin_bottom = 40.0
[node name="gen_maps" type="VBoxContainer" parent="."]
anchor_top = 0.5
anchor_right = 1.0
anchor_bottom = 0.5
margin_top = -16.0
margin_bottom = 16.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="gen_maps"]
margin_right = 1024.0
margin_bottom = 14.0
text = "Generating maps..."
[node name="ProgressBar" type="ProgressBar" parent="gen_maps"]
margin_top = 18.0
margin_right = 1024.0
margin_bottom = 32.0