Files
kicking-high/proto2/characters/dna.gd

350 lines
14 KiB
GDScript

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:
var mod_list = []
for e in maps.keys():
if e.find(":") < 0:
mod_list.push_back(e)
return mod_list
func add_mesh(part_name: String, mesh: ArrayMesh, surface: int = 0, v_indices: Dictionary = {}):
var arrays: Array = mesh.surface_get_arrays(surface)
var mat: Material = mesh.surface_get_material(surface)
meshes[part_name] = {
"orig_mesh": mesh,
"orig_arrays": arrays,
"material": mat,
"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(arrays_body: Array, arrays_cloth: Array) -> Array:
if arrays_cloth[ArrayMesh.ARRAY_TEX_UV2] != null:
return arrays_cloth
else:
var d: PoolVector2Array = PoolVector2Array()
d.resize(arrays_cloth[ArrayMesh.ARRAY_VERTEX].size())
assert(d.size() > 0)
arrays_cloth[ArrayMesh.ARRAY_TEX_UV2] = d
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) < 0.8:
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)
return arrays_cloth
func add_cloth_mesh(cloth_name: String, cloth_helper: String, mesh: ArrayMesh) -> Array:
add_mesh(cloth_name, mesh, 0, {})
var cloth_array = _prepare_cloth(meshes.body.orig_arrays, meshes[cloth_name].orig_arrays)
meshes[cloth_name].orig_arrays = cloth_array
clothes[cloth_name] = {}
meshes[cloth_name].helper = cloth_helper
var modifiers = {}
for k in get_modifier_list():
var helper = meshes[cloth_name].helper
if helper == "body":
helper = ""
var mod = k
if helper.length() > 0:
mod = helper + ":" + k
if !maps.has(mod):
mod = k
print("adding modifier for ", cloth_name, " name: ", mod)
modifiers[k] = get_mesh_modifier(mod, cloth_array)
print(cloth_name, ": ", k, ": size: ", modifiers[k][0].size())
meshes[cloth_name].modifiers = modifiers
return cloth_array
func add_body_mesh(mesh: ArrayMesh, same_indices: Dictionary) -> Array:
add_mesh("body", mesh, 0, same_indices)
var modifiers = {}
for k in get_modifier_list():
modifiers[k] = get_mesh_modifier(k, meshes["body"].orig_arrays)
meshes["body"].modifiers = modifiers
meshes["body"].helper = ""
return meshes["body"].orig_arrays
#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(3):
# 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)
return _mod_part(part_name)
func set_modifier_value(modifier: String, value: float):
maps[modifier].value = value
func get_mesh_modifier(m_name: String, arrays: Array) -> Array:
maps[m_name].image.lock()
maps[m_name].image_normal.lock()
var indices = PoolIntArray()
var mod_vertex = PoolVector3Array()
var mod_normal = PoolVector3Array()
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
var mrect: Rect2 = maps[m_name].rect
var count = 0
var max_count = arrays[ArrayMesh.ARRAY_VERTEX].size()
var width: int = maps[m_name].width
var height: int = maps[m_name].height
indices.resize(max_count)
mod_vertex.resize(max_count)
mod_normal.resize(max_count)
if uv_index != ArrayMesh.ARRAY_TEX_UV2:
print("not on uv2")
for index in range(arrays[ArrayMesh.ARRAY_VERTEX].size()):
var uv: Vector2 = arrays[uv_index][index]
if !mrect.has_point(uv):
continue
var diff: = Vector3()
var diffn: = Vector3()
var pos: Vector2 = Vector2(uv.x * width, uv.y * height)
var offset: Color = maps[m_name].image.get_pixelv(pos)
var offsetn: Color = maps[m_name].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(3):
diff[u] = range_lerp(pdiff[u], 0.0, 1.0, maps[m_name].min_point[u], maps[m_name].min_point[u] + maps[m_name].point_scaler[u])
diffn[u] = range_lerp(ndiff[u], 0.0, 1.0, maps[m_name].min_normal[u], maps[m_name].min_normal[u] + maps[m_name].normal_scaler[u])
if abs(diff[u]) < 0.0001:
diff[u] = 0
if diff.length() > 0.001:
indices[count] = index
mod_vertex[count] = diff
mod_normal[count] = diffn
count += 1
indices.resize(count)
mod_vertex.resize(count)
mod_normal.resize(count)
maps[m_name].image.unlock()
maps[m_name].image_normal.unlock()
return [indices, mod_vertex, mod_normal]
func apply_modifier(mod: Array, arrays: Array, value: float, offset = 0.0):
var value_: float = clamp(value, 0.0, 1.0)
var indices: PoolIntArray = mod[0]
var mod_vertex: PoolVector3Array = mod[1]
var mod_normal: PoolVector3Array = mod[2]
for count in range(indices.size()):
var index: int = indices[count]
var diff: Vector3 = mod_vertex[count]
var diffn: Vector3 = mod_normal[count]
var n = (arrays[ArrayMesh.ARRAY_NORMAL][index] - diffn).normalized() * offset
arrays[ArrayMesh.ARRAY_VERTEX][index] -= diff * value_ - n
# do not normalize now
arrays[ArrayMesh.ARRAY_NORMAL][index] -= diffn * value_
func _mod_part(part_name: String) -> ArrayMesh:
print("modifying ", part_name)
print("helper:", meshes[part_name].helper)
var start_time = OS.get_unix_time()
# var mesh: ArrayMesh = meshes[part_name].orig_mesh
var mod_mesh: = ArrayMesh.new()
var indices: Dictionary = meshes[part_name].same_indices
var surface: int = 0
if meshes[part_name].has("surface"):
surface = meshes[part_name].surface
# var arrays: Array = mesh.surface_get_arrays(surface)
var arrays: Array = meshes[part_name].orig_arrays.duplicate()
if part_name == "body":
for mod in meshes[part_name].modifiers.keys():
var mod_data = meshes[part_name].modifiers[mod]
apply_modifier(mod_data, arrays, maps[mod].value)
else:
for mod in meshes[part_name].modifiers.keys():
var mod_data = meshes[part_name].modifiers[mod]
apply_modifier(mod_data, arrays, maps[mod].value, 0.0002)
for v in indices.keys():
if indices[v].size() <= 1:
continue
var vx: Vector3 = arrays[ArrayMesh.ARRAY_VERTEX][indices[v][0]]
for idx in range(1, indices[v].size()):
vx = vx.linear_interpolate(arrays[ArrayMesh.ARRAY_VERTEX][indices[v][idx]], 0.5)
for idx in indices[v]:
arrays[ArrayMesh.ARRAY_VERTEX][idx] = vx
mod_mesh.add_surface_from_arrays(ArrayMesh.PRIMITIVE_TRIANGLES, arrays)
if meshes[part_name].material:
mod_mesh.surface_set_material(surface, meshes[part_name].material.duplicate(true))
# if mesh.surface_get_material(surface):
# mod_mesh.surface_set_material(surface, mesh.surface_get_material(surface).duplicate(true))
var elapsed = OS.get_unix_time() - start_time
print("modified ", part_name, " ", elapsed)
return mod_mesh
func load_maps(path: String):
maps = {}
var fd: File = File.new()
fd.open(path, File.READ)
if !fd.is_open():
print("Could not open " + path)
print(fd.get_len())
var count = fd.get_var()
print(count)
for c in range(count):
var map_name = fd.get_var()
map_name = map_name.replace("base:", "")
var rect = fd.get_var()
var map_min_point = fd.get_var()
var point_scaler = fd.get_var()
var map_min_normal = fd.get_var()
var normal_scaler = fd.get_var()
var map_width = fd.get_var()
var map_height = fd.get_var()
var data_size = fd.get_var()
var data = fd.get_var()
var map_normal_width = fd.get_var()
var map_normal_height = fd.get_var()
var normal_data_size = fd.get_var()
var normal_data = fd.get_var()
maps[map_name] = {}
maps[map_name].rect = rect
maps[map_name].min_point = map_min_point
maps[map_name].point_scaler = point_scaler
maps[map_name].min_normal = map_min_normal
maps[map_name].normal_scaler = normal_scaler
maps[map_name].width = map_width
maps[map_name].height = map_height
maps[map_name].normal_width = map_normal_width
maps[map_name].normal_height = map_normal_height
data = data.decompress(data_size, File.COMPRESSION_DEFLATE)
maps[map_name].image = Image.new()
maps[map_name].image.create_from_data(maps[map_name].width, maps[map_name].height, false, Image.FORMAT_RGB8, data)
normal_data = normal_data.decompress(normal_data_size, File.COMPRESSION_DEFLATE)
maps[map_name].image_normal = Image.new()
maps[map_name].image_normal.create_from_data(maps[map_name].normal_width, maps[map_name].normal_height, false, Image.FORMAT_RGB8, normal_data)
print(map_name, " ", map_width, " ", map_height, " ", data_size, " ", data.size(), " ", map_normal_width, " ", map_normal_height, " ", normal_data_size, " ", normal_data.size())
maps[map_name].value = 0.0
fd.close()
func _init(path: String):
load_maps("res://characters/blendmaps.bin")
# 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