mirror of
https://github.com/Orama-Interactive/Pixelorama.git
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48130809c9
Updated to c3156e2105/obj-parse/ObjParse.gd
. Should fix #1165.
314 lines
8.9 KiB
GDScript
314 lines
8.9 KiB
GDScript
class_name ObjParse
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extends Object
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const DEBUG: bool = false
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# gd-obj
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#
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# Created on 7/11/2018
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#
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# Originally made by Ezcha
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# Contributors: deakcor, kb173, jeffgamedev
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#
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# https://ezcha.net
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# https://github.com/Ezcha/gd-obj
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#
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# MIT License
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# https://github.com/Ezcha/gd-obj/blob/master/LICENSE
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# Create mesh from obj and mtl paths
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static func load_obj(obj_path: String, mtl_path: String = "") -> Mesh:
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var obj_str: String = _read_file_str(obj_path)
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if mtl_path == "":
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var mtl_filename: String = _get_mtl_filename(obj_str)
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mtl_path = "%s/%s" % [obj_path.get_base_dir(), mtl_filename]
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var mats: Dictionary = {}
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if mtl_path != "":
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mats = _create_mtl(_read_file_str(mtl_path), _get_mtl_tex(mtl_path))
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if obj_str.is_empty():
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return null
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return _create_obj(obj_str, mats)
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# Create mesh from obj, materials. Materials should be { "matname": data }
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static func load_obj_from_buffer(obj_data: String, materials: Dictionary) -> Mesh:
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return _create_obj(obj_data, materials)
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# Create materials
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static func load_mtl_from_buffer(mtl_data: String, textures: Dictionary) -> Dictionary:
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return _create_mtl(mtl_data, textures)
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# Get data from file path
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static func _read_file_str(path: String) -> String:
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if path == "":
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return ""
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var file: FileAccess = FileAccess.open(path, FileAccess.READ)
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if file == null:
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return ""
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return file.get_as_text()
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# Internal functions
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# Get textures from mtl path (returns { "tex_path": data })
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static func _get_mtl_tex(mtl_path: String) -> Dictionary:
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var file_paths: Array[String] = _get_mtl_tex_paths(mtl_path)
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var textures: Dictionary = {}
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for k in file_paths:
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textures[k] = _get_image(mtl_path, k).save_png_to_buffer()
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return textures
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# Get textures paths from mtl path
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static func _get_mtl_tex_paths(mtl_path: String) -> Array[String]:
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var file: FileAccess = FileAccess.open(mtl_path, FileAccess.READ)
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if file == null:
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return []
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var paths: Array[String] = []
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var lines: PackedStringArray = file.get_as_text().split("\n", false)
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for line in lines:
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var parts: PackedStringArray = line.split(" ", false, 1)
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if ["map_Kd", "map_Ks", "map_Ka"].has(parts[0]):
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if !paths.has(parts[1]):
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paths.push_back(parts[1])
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return paths
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static func _get_mtl_filename(obj: String) -> String:
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var lines: PackedStringArray = obj.split("\n")
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for line in lines:
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var split: PackedStringArray = line.split(" ", false)
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if split.size() < 2:
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continue
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if split[0] != "mtllib":
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continue
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return split[1].strip_edges()
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return ""
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static func _create_mtl(obj: String, textures: Dictionary) -> Dictionary:
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var mats: Dictionary = {}
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var current_mat: StandardMaterial3D = null
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var lines: PackedStringArray = obj.split("\n", false)
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for line in lines:
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var parts: PackedStringArray = line.split(" ", false)
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match parts[0]:
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"#":
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# Comment
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pass
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"newmtl":
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# Create a new material
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if DEBUG:
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prints("Adding new material", parts[1])
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current_mat = StandardMaterial3D.new()
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mats[parts[1]] = current_mat
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"Ka":
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# Ambient color
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#current_mat.albedo_color = Color(float(parts[1]), float(parts[2]), float(parts[3]))
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pass
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"Kd":
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# Diffuse color
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current_mat.albedo_color = Color(
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parts[1].to_float(), parts[2].to_float(), parts[3].to_float()
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)
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if DEBUG:
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prints("Setting material color", str(current_mat.albedo_color))
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_:
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if parts[0] in ["map_Kd", "map_Ks", "map_Ka"]:
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var path: String = line.split(" ", false, 1)[1]
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if textures.has(path):
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current_mat.albedo_texture = _create_texture(textures[path])
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return mats
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static func _parse_mtl_file(path) -> Dictionary:
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return _create_mtl(_read_file_str(path), _get_mtl_tex(path))
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static func _get_image(mtl_filepath: String, tex_filename: String) -> Image:
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if DEBUG:
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prints("Debug: Mapping texture file", tex_filename)
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var tex_filepath: String = tex_filename
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if tex_filename.is_relative_path():
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tex_filepath = "%s/%s" % [mtl_filepath.get_base_dir(), tex_filename]
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var file_type: String = tex_filepath.get_extension()
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if DEBUG:
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prints("Debug: texture file path:", tex_filepath, "of type", file_type)
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var img: Image = Image.new()
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img.load(tex_filepath)
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return img
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static func _create_texture(data: PackedByteArray) -> ImageTexture:
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var img: Image = Image.new()
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img.load_png_from_buffer(data)
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return ImageTexture.create_from_image(img)
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static func _get_texture(mtl_filepath, tex_filename) -> ImageTexture:
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var tex = ImageTexture.create_from_image(_get_image(mtl_filepath, tex_filename))
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if DEBUG:
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prints("Debug: texture is", str(tex))
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return tex
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static func _create_obj(obj: String, mats: Dictionary) -> Mesh:
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# Setup
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var mesh: ArrayMesh = ArrayMesh.new()
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var vertices: PackedVector3Array = PackedVector3Array()
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var normals: PackedVector3Array = PackedVector3Array()
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var uvs: PackedVector2Array = PackedVector2Array()
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var faces: Dictionary = {}
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var mat_name: String = "default"
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var count_mtl: int = 0
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# Parse
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var lines: PackedStringArray = obj.split("\n", false)
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for line in lines:
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var parts: PackedStringArray = line.split(" ", false)
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match parts[0]:
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"#":
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# Comment
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pass
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"v":
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# Vertice
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var n_v: Vector3 = Vector3(
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parts[1].to_float(), parts[2].to_float(), parts[3].to_float()
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)
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vertices.append(n_v)
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"vn":
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# Normal
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var n_vn: Vector3 = Vector3(
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parts[1].to_float(), parts[2].to_float(), parts[3].to_float()
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)
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normals.append(n_vn)
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"vt":
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# UV
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var n_uv: Vector2 = Vector2(parts[1].to_float(), 1 - parts[2].to_float())
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uvs.append(n_uv)
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"usemtl":
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# Material group
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count_mtl += 1
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mat_name = parts[1].strip_edges()
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if !faces.has(mat_name):
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var mats_keys: Array = mats.keys()
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if !mats.has(mat_name):
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if mats_keys.size() > count_mtl:
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mat_name = mats_keys[count_mtl]
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faces[mat_name] = []
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"f":
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if !faces.has(mat_name):
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var mats_keys: Array = mats.keys()
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if mats_keys.size() > count_mtl:
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mat_name = mats_keys[count_mtl]
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faces[mat_name] = []
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# Face
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if parts.size() == 4:
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# Tri
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var face: Dictionary = {"v": [], "vt": [], "vn": []}
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for map in parts:
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var vertices_index: PackedStringArray = map.split("/")
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if vertices_index[0] != "f":
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face["v"].append(vertices_index[0].to_int() - 1)
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if vertices_index.size() > 1:
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face["vt"].append(vertices_index[1].to_int() - 1)
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if vertices_index.size() > 2:
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face["vn"].append(vertices_index[2].to_int() - 1)
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if faces.has(mat_name):
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faces[mat_name].append(face)
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elif parts.size() > 4:
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# Triangulate
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var points: Array[Array] = []
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for map in parts:
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var vertices_index: PackedStringArray = map.split("/")
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if vertices_index[0] != "f":
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var point: Array[int] = []
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point.append(vertices_index[0].to_int() - 1)
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point.append(vertices_index[1].to_int() - 1)
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if vertices_index.size() > 2:
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point.append(vertices_index[2].to_int() - 1)
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points.append(point)
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for i in points.size():
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if i != 0:
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var face = {"v": [], "vt": [], "vn": []}
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var point0: Array[int] = points[0]
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var point1: Array[int] = points[i]
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var point2: Array[int] = points[i - 1]
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face["v"].append(point0[0])
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face["v"].append(point2[0])
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face["v"].append(point1[0])
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face["vt"].append(point0[1])
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face["vt"].append(point2[1])
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face["vt"].append(point1[1])
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if point0.size() > 2:
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face["vn"].append(point0[2])
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if point2.size() > 2:
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face["vn"].append(point2[2])
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if point1.size() > 2:
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face["vn"].append(point1[2])
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faces[mat_name].append(face)
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# Make tri
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for matgroup in faces.keys():
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if DEBUG:
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prints(
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"Creating surface for matgroup",
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matgroup,
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"with",
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str(faces[matgroup].size()),
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"faces"
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)
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# Mesh Assembler
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var st: SurfaceTool = SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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if !mats.has(matgroup):
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mats[matgroup] = StandardMaterial3D.new()
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st.set_material(mats[matgroup])
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for face in faces[matgroup]:
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if face["v"].size() == 3:
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# Vertices
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var fan_v: PackedVector3Array = PackedVector3Array()
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fan_v.append(vertices[face["v"][0]])
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fan_v.append(vertices[face["v"][2]])
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fan_v.append(vertices[face["v"][1]])
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# Normals
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var fan_vn: PackedVector3Array = PackedVector3Array()
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if face["vn"].size() > 0:
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fan_vn.append(normals[face["vn"][0]])
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fan_vn.append(normals[face["vn"][2]])
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fan_vn.append(normals[face["vn"][1]])
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# Textures
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var fan_vt: PackedVector2Array = PackedVector2Array()
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if face["vt"].size() > 0:
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for k in [0, 2, 1]:
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var f = face["vt"][k]
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if f > -1:
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var uv = uvs[f]
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fan_vt.append(uv)
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st.add_triangle_fan(
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fan_v, fan_vt, PackedColorArray(), PackedVector2Array(), fan_vn, []
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)
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mesh = st.commit(mesh)
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for k in mesh.get_surface_count():
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var mat: Material = mesh.surface_get_material(k)
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mat_name = ""
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for m in mats:
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if mats[m] == mat:
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mat_name = m
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mesh.surface_set_name(k, mat_name)
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# Finish
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return mesh
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