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