From 53210af9660d90774b981fe00b616ec53fb72f1b Mon Sep 17 00:00:00 2001 From: Lucas Fryzek Date: Tue, 12 Sep 2023 07:43:44 -0400 Subject: Try to smooth normals Something still seems off --- scripts/level_gen.gd | 53 +++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 52 insertions(+), 1 deletion(-) (limited to 'scripts/level_gen.gd') diff --git a/scripts/level_gen.gd b/scripts/level_gen.gd index ea636f8..91a4813 100644 --- a/scripts/level_gen.gd +++ b/scripts/level_gen.gd @@ -35,6 +35,28 @@ func gen_map_grid(): for y in gen_h: map_grid[z*height*width + y*width + x] = -1.0 +func add_normal(p: Vector3, tri_index: int, triangles: PackedInt32Array, vertices: PackedVector3Array, normal_list: Array[Vector4]): + var new_tri_index = 0 + while new_tri_index < len(triangles): + if floor(new_tri_index/3) == floor(tri_index/3): + new_tri_index += 3 + continue + + var orig_vert = vertices[triangles[tri_index]] + var verts = [ + new_tri_index+0, + new_tri_index+1, + new_tri_index+2] + + for i in verts: + var vert = vertices[triangles[i]] + if i == tri_index: + continue + if vert == orig_vert: + normal_list[triangles[tri_index]] += normal_list[triangles[i]] + + new_tri_index += 3 + # Called when the node enters the scene tree for the first time. func _ready(): gen_map_grid() @@ -72,8 +94,37 @@ func _ready(): cell.value[i] = map_grid_get(grid[i][0], grid[i][1], grid[i][2]) cell.position[i] = Vector3(grid[i][0]*scale_x, grid[i][1]*scale_y, grid[i][2]*scale_z) - MarchingCubes.march_cube(cell, triangles, vertices, normals) + MarchingCubes.march_cube(cell, triangles, vertices) + + var tri_index = 0 + var normal_list: Array[Vector4] = [] + normal_list.resize(len(vertices)) + normal_list.fill(Vector4(0,0,0,0)) + while tri_index < len(triangles): + var p1 = vertices[triangles[tri_index + 0]] + var p2 = vertices[triangles[tri_index + 1]] + var p3 = vertices[triangles[tri_index + 2]] + var normal = (p2 - p1).cross(p3 - p1).normalized(); + var normal_4 = Vector4(normal.x, normal.y, normal.z, 1) + normal_list[triangles[tri_index + 0]] += normal_4 + normal_list[triangles[tri_index + 1]] += normal_4 + normal_list[triangles[tri_index + 2]] += normal_4 + tri_index += 3 + + tri_index = 0 + while tri_index < len(triangles): + var p1 = vertices[triangles[tri_index + 0]] + var p2 = vertices[triangles[tri_index + 1]] + var p3 = vertices[triangles[tri_index + 2]] + add_normal(p1, tri_index+0, triangles, vertices, normal_list) + add_normal(p2, tri_index+1, triangles, vertices, normal_list) + add_normal(p3, tri_index+2, triangles, vertices, normal_list) + tri_index += 3 + + for normal in normal_list: + var real_normal = Vector3(normal.x, normal.y, normal.z) / normal.w + normals.push_back(real_normal) # Create the Mesh print("Lengths are ", len(vertices), " ", len(normals)) arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) -- cgit