Made working version

This commit is contained in:
Segey Lapin
2019-08-25 17:24:07 +03:00
parent a78670739d
commit ce7749d978
19 changed files with 2027 additions and 1982 deletions

View File

@@ -1,10 +1,13 @@
extends Reference
class_name DNATool
const TEX_SIZE: int = 512
var min_point = Vector3()
var max_point = Vector3()
var min_normal = Vector3()
var max_normal = Vector3()
var dna: DNA
func find_min_max(mesh: ArrayMesh):
var shape_arrays = mesh.surface_get_blend_shape_arrays(0)
@@ -64,3 +67,134 @@ func save_viewport(v: Viewport, maps: Dictionary, shape_name: String, rect: Rect
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
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 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 = []
diffmap[bs_name].triangles_n = []
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_UV2][p1_index]
var p2 = surf_arrays[ArrayMesh.ARRAY_TEX_UV2][p2_index]
var p3 = surf_arrays[ArrayMesh.ARRAY_TEX_UV2][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 = [d1, d2, d3]
var triangle_n = [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
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 distance_to_tri(v: Vector3, v1: Vector3, v2: Vector3, v3: Vector3):
var d1 = v.distance_squared_to(v1)
var d2 = v.distance_squared_to(v2)
var d3 = v.distance_squared_to(v3)
return Vector3(d1, d2, d3).length_squared()
func convert_triangles(base: ArrayMesh, helper: ArrayMesh) -> ArrayMesh:
var v2idxb = {}
var v2idxh = {}
var v2uv = {}
var sc = 0
var ret_mesh: = ArrayMesh.new()
var base_surf_array = base.surface_get_arrays(sc)
for idx in range(base_surf_array[ArrayMesh.ARRAY_VERTEX].size()):
var v = base_surf_array[ArrayMesh.ARRAY_VERTEX][idx]
v2idxb[v] = idx
var helper_surf_array = helper.surface_get_arrays(sc)
var bshapes = helper.surface_get_blend_shape_arrays(sc)
for idx in range(helper_surf_array[ArrayMesh.ARRAY_VERTEX].size()):
var v = helper_surf_array[ArrayMesh.ARRAY_VERTEX][idx]
v2idxh[v] = idx
# find 3 closest vertices on base mesh
var best_idx = -1
var best_dist = 1000.0
for k in v2idxh.keys():
for l in v2idxb.keys():
var dst = k.distance_to(l)
if dst < best_dist:
best_idx = v2idxb[l]
best_dist = dst
var uvh = base_surf_array[ArrayMesh.ARRAY_TEX_UV2][best_idx]
helper_surf_array[ArrayMesh.ARRAY_TEX_UV2][v2idxh[k]] = uvh
for h in bshapes.size():
bshapes[h][ArrayMesh.ARRAY_TEX_UV2][v2idxh[k]] = uvh
for k in range(helper.get_blend_shape_count()):
ret_mesh.add_blend_shape(helper.get_blend_shape_name(k))
ret_mesh.blend_shape_mode
ret_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, helper_surf_array, bshapes)
return ret_mesh
func build_uv_to_uv2(mesh:ArrayMesh, sc: int) -> Dictionary:
var uv2uv2 : = {}
var surf_array : = mesh.surface_get_arrays(sc)
for idx in range(surf_array[ArrayMesh.ARRAY_TEX_UV].size()):
var uv = surf_array[ArrayMesh.ARRAY_TEX_UV][idx]
var uv2 = surf_array[ArrayMesh.ARRAY_TEX_UV2][idx]
uv2uv2[uv] = uv2
return uv2uv2