Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
245 lines
6.9 KiB
C++
245 lines
6.9 KiB
C++
#include "gr2_bridge.h"
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#include <godot_cpp/classes/array_mesh.hpp>
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#include <godot_cpp/classes/mesh.hpp>
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#include <godot_cpp/classes/skeleton3d.hpp>
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#include <godot_cpp/classes/skin.hpp>
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#include <godot_cpp/core/math.hpp>
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#include <godot_cpp/core/memory.hpp>
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#include <godot_cpp/variant/packed_float32_array.hpp>
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#include <godot_cpp/variant/packed_int32_array.hpp>
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#include <godot_cpp/variant/packed_vector2_array.hpp>
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#include <godot_cpp/variant/packed_vector3_array.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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#include <vector>
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using namespace godot;
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namespace mtgodot {
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gr2::Mat4 mul4x3(const gr2::Mat4 &A, const gr2::Mat4 &B) {
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gr2::Mat4 R{};
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for (int i = 0; i < 3; ++i) {
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for (int k = 0; k < 3; ++k)
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R[i * 4 + k] = A[i * 4 + 0] * B[0 * 4 + k] + A[i * 4 + 1] * B[1 * 4 + k] +
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A[i * 4 + 2] * B[2 * 4 + k];
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}
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for (int k = 0; k < 3; ++k)
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R[12 + k] = A[12] * B[k] + A[13] * B[4 + k] + A[14] * B[8 + k] + B[12 + k];
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R[15] = 1.0f;
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return R;
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}
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Transform3D gr2_to_godot(const gr2::Mat4 &m) {
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// gr2 row-major, row-vector: basis columns are (m0,m1,m2),(m4,m5,m6),(m8,m9,m10);
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// translation is the 4th row (m12,m13,m14).
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Basis b(
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Vector3(m[0], m[1], m[2]),
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Vector3(m[4], m[5], m[6]),
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Vector3(m[8], m[9], m[10]));
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return Transform3D(b, Vector3(m[12], m[13], m[14]));
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}
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Transform3D make_conv(float unit_scale, bool flip_z) {
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// Z-up -> Y-up: rotate -90 deg about X. Then uniform scale. Optional Z flip.
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Basis b;
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b = b.rotated(Vector3(1, 0, 0), Math::deg_to_rad(-90.0));
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b = b.scaled(Vector3(unit_scale, unit_scale, flip_z ? -unit_scale : unit_scale));
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return Transform3D(b, Vector3());
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}
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Skeleton3D *build_skeleton(const gr2::Skeleton &sk) {
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if (sk.bones.empty()) {
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return nullptr;
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}
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Skeleton3D *skel = memnew(Skeleton3D);
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skel->set_name("Skeleton3D");
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const Transform3D ip = gr2_to_godot(sk.initial_placement);
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for (size_t i = 0; i < sk.bones.size(); ++i) {
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skel->add_bone(String(sk.bones[i].name.c_str()));
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}
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for (size_t i = 0; i < sk.bones.size(); ++i) {
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const gr2::Bone &bn = sk.bones[i];
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skel->set_bone_parent((int)i, bn.parent);
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Transform3D rest = gr2_to_godot(bn.local_transform);
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if (bn.parent < 0) {
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rest = ip * rest; // fold initial_placement into root bones
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}
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skel->set_bone_rest((int)i, rest);
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skel->reset_bone_pose((int)i);
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}
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return skel;
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}
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Ref<Skin> build_skin(const gr2::Skeleton &sk) {
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Ref<Skin> skin;
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skin.instantiate();
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for (size_t i = 0; i < sk.bones.size(); ++i) {
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skin->add_bind((int)i, gr2_to_godot(sk.bones[i].inverse_world));
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skin->set_bind_name((int)i, StringName(sk.bones[i].name.c_str()));
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}
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return skin;
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}
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std::vector<RenderPart> build_parts(const gr2::FileInfo &fi) {
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std::vector<RenderPart> parts;
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for (int mi = 0; mi < (int)fi.meshes.size(); ++mi) {
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const gr2::Mesh &m = fi.meshes[mi];
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if (m.vertices.empty() || m.indices.empty()) {
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continue;
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}
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const uint32_t total = (uint32_t)m.indices.size();
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if (m.tri_groups.size() <= 1) {
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RenderPart p;
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p.mesh = mi;
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p.mat_index = m.tri_groups.empty() ? -1 : m.tri_groups[0].material_index;
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p.idx_first = 0;
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p.idx_count = total;
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parts.push_back(p);
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continue;
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}
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for (int g = 0; g < (int)m.tri_groups.size(); ++g) {
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const gr2::TriGroup &tg = m.tri_groups[g];
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if (tg.tri_count <= 0) {
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continue;
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}
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uint32_t first = (uint32_t)(tg.tri_first < 0 ? 0 : tg.tri_first) * 3u;
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uint32_t count = (uint32_t)tg.tri_count * 3u;
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if (first >= total) {
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continue;
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}
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if (first + count > total) {
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count = total - first;
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}
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RenderPart p;
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p.mesh = mi;
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p.group = g;
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p.mat_index = tg.material_index;
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p.idx_first = first;
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p.idx_count = count;
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parts.push_back(p);
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}
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}
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return parts;
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}
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Ref<ArrayMesh> build_mesh(const gr2::FileInfo &fi, const std::vector<RenderPart> &parts,
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bool flip_winding, AABB &out_bounds) {
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Ref<ArrayMesh> am;
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am.instantiate();
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am->set_name("ArrayMesh");
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bool have_bounds = false;
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// vertex arrays are per gr2 mesh; multiple parts of one mesh reuse them.
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for (const RenderPart &part : parts) {
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const gr2::Mesh &m = fi.meshes[part.mesh];
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const int vcount = (int)m.vertices.size();
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PackedVector3Array pos;
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PackedVector3Array nrm;
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PackedVector2Array uv;
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PackedInt32Array bones;
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PackedFloat32Array weights;
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pos.resize(vcount);
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nrm.resize(vcount);
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uv.resize(vcount);
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bones.resize(vcount * 4);
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weights.resize(vcount * 4);
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Vector3 *pos_w = pos.ptrw();
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Vector3 *nrm_w = nrm.ptrw();
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Vector2 *uv_w = uv.ptrw();
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int32_t *bn_w = bones.ptrw();
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float *wt_w = weights.ptrw();
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auto slot_to_bone = [&](int slot) -> int {
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if (slot < 0 || slot >= (int)m.bone_bindings.size()) {
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return 0;
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}
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int b = m.bone_bindings[slot];
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return (b < 0) ? 0 : b;
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};
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const int rigid_bone = m.rigid ? slot_to_bone(m.bone_bindings.empty() ? -1 : 0) : 0;
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for (int i = 0; i < vcount; ++i) {
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const gr2::Vertex &v = m.vertices[i];
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pos_w[i] = Vector3(v.pos[0], v.pos[1], v.pos[2]);
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nrm_w[i] = Vector3(v.normal[0], v.normal[1], v.normal[2]);
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uv_w[i] = Vector2(v.uv0[0], v.uv0[1]);
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if (!have_bounds) {
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out_bounds.position = pos_w[i];
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out_bounds.size = Vector3();
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have_bounds = true;
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} else {
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out_bounds = out_bounds.expand(pos_w[i]);
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}
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if (m.rigid) {
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bn_w[i * 4 + 0] = rigid_bone;
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bn_w[i * 4 + 1] = bn_w[i * 4 + 2] = bn_w[i * 4 + 3] = 0;
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wt_w[i * 4 + 0] = 1.0f;
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wt_w[i * 4 + 1] = wt_w[i * 4 + 2] = wt_w[i * 4 + 3] = 0.0f;
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continue;
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}
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float wsum = 0.0f;
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for (int k = 0; k < 4; ++k) {
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wsum += v.bone_weight[k];
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}
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for (int k = 0; k < 4; ++k) {
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bn_w[i * 4 + k] = slot_to_bone(v.bone_index[k]);
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wt_w[i * 4 + k] = (wsum > 0.0f) ? (v.bone_weight[k] / (float)wsum) : (k == 0 ? 1.0f : 0.0f);
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}
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}
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// indices: this part's sub-range of mesh.indices only
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const uint32_t ib = part.idx_first;
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const uint32_t ic = (part.idx_count && part.idx_first + part.idx_count <= m.indices.size())
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? part.idx_count
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: (uint32_t)m.indices.size() - ib;
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PackedInt32Array idx;
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idx.resize((int)ic);
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int32_t *idx_w = idx.ptrw();
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if (flip_winding) {
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for (uint32_t t = 0; t + 2 < ic; t += 3) {
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idx_w[t + 0] = (int)m.indices[ib + t + 0];
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idx_w[t + 1] = (int)m.indices[ib + t + 2];
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idx_w[t + 2] = (int)m.indices[ib + t + 1];
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}
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} else {
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for (uint32_t t = 0; t < ic; ++t) {
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idx_w[t] = (int)m.indices[ib + t];
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}
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}
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Array arrays;
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arrays.resize(Mesh::ARRAY_MAX);
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arrays[Mesh::ARRAY_VERTEX] = pos;
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arrays[Mesh::ARRAY_NORMAL] = nrm;
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arrays[Mesh::ARRAY_TEX_UV] = uv;
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arrays[Mesh::ARRAY_BONES] = bones;
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arrays[Mesh::ARRAY_WEIGHTS] = weights;
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arrays[Mesh::ARRAY_INDEX] = idx;
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am->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
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String nm = m.name.empty() ? String("surf_") + itos(part.mesh) : String(m.name.c_str());
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if (part.group >= 0) {
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nm += String("#") + itos(part.group);
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}
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am->surface_set_name(am->get_surface_count() - 1, nm);
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}
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if (!have_bounds) {
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out_bounds = AABB();
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}
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return am;
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}
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} // namespace mtgodot
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