khanat-client/scenes/game/generate_map.gd

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extends Node
# Cache : ~/.cache/godot/
func GenerateMap(filemap:String, longitude:int, latitude:int):
Config.msg_debug("GenerateMap => Start")
Config.msg_debug(" [" + filemap + "] longitude:" + str(longitude) + " latitude:" + str(latitude))
var image = Image.new()
var arr = []
var mesh = ArrayMesh.new()
arr.resize(Mesh.ARRAY_MAX)
# Set up the PoolVectorXArrays.
var verts = PoolVector3Array()
var uvs = PoolVector2Array()
var normals = PoolVector3Array()
var indices = PoolIntArray()
# Vertex indices.
var thisrow = 0
var prevrow = 0
var point = 0
image.load(filemap)
var width = image.get_width()
var height = image.get_height()
image.lock()
Config.msg_debug("width:" + str(width) + " , height:" + str(height))
var lvl = image.get_pixel(0,0).v
Config.msg_debug("level:" + str(lvl))
Config.msg_debug("a:" + str(image.get_pixel(0,0).a))
Config.msg_debug("r:" + str(image.get_pixel(0,0).r))
Config.msg_debug("v:" + str(image.get_pixel(0,0).v))
Config.msg_debug("b:" + str(image.get_pixel(0,0).b))
var txt
# y => height, x => width
for y in range(height):
for x in range(width):
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var z = int(image.get_pixel(x,y).v * 100)
var vert = Vector3(x*10.0, z, y*10.0)
Config.msg_debug("x:" + str(x) + " , y:" + str(y) + " , z:" + str(z))
verts.append(vert)
normals.append(vert.normalized())
uvs.append(Vector2(x, y))
point += 1
if x > 0 and y > 0:
indices.append(prevrow + x - 1)
indices.append(prevrow + x)
indices.append(thisrow + x - 1)
indices.append(prevrow + x)
indices.append(thisrow + x)
indices.append(thisrow + x - 1)
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# if y > 0:
# indices.append(prevrow + width - 1)
# indices.append(prevrow)
# indices.append(thisrow + width - 1)
# indices.append(prevrow)
# indices.append(prevrow + width)
# indices.append(thisrow + width - 1)
prevrow = thisrow
thisrow = point
arr[Mesh.ARRAY_VERTEX] = verts
arr[Mesh.ARRAY_TEX_UV] = uvs
arr[Mesh.ARRAY_NORMAL] = normals
arr[Mesh.ARRAY_INDEX] = indices
image.unlock()
# Create mesh surface from mesh array.
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) # No blendshapes or compression used.
# Commit to the ArrayMesh.
ResourceSaver.save("res://map" + str(longitude) + "-" + str(latitude) + ".tres", mesh, 32)
Config.msg_debug("GenerateMap => End")
func GenerateSphere(rings:int = 50, radial_segments:int = 50, height:int = 1, radius:int = 1):
Config.msg_debug("GenerateSphere => Start")
var arr = []
var mesh = ArrayMesh.new()
arr.resize(Mesh.ARRAY_MAX)
# Set up the PoolVectorXArrays.
var verts = PoolVector3Array()
var uvs = PoolVector2Array()
var normals = PoolVector3Array()
var indices = PoolIntArray()
# Vertex indices.
var thisrow = 0
var prevrow = 0
var point = 0
# Loop over rings.
for i in range(rings + 1):
var v = float(i) / rings
var w = sin(PI * v)
var y = cos(PI * v)
# Loop over segments in ring.
for j in range(radial_segments):
var u = float(j) / radial_segments
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var x = sin(u * PI * 0.2)
var z = cos(u * PI * 0.2)
var vert = Vector3(x * radius * w, y, z * radius * w)
verts.append(vert)
normals.append(vert.normalized())
uvs.append(Vector2(u, v))
point += 1
# Create triangles in ring using indices.
if i > 0 and j > 0:
indices.append(prevrow + j - 1)
indices.append(prevrow + j)
indices.append(thisrow + j - 1)
indices.append(prevrow + j)
indices.append(thisrow + j)
indices.append(thisrow + j - 1)
if i > 0:
indices.append(prevrow + radial_segments - 1)
indices.append(prevrow)
indices.append(thisrow + radial_segments - 1)
indices.append(prevrow)
indices.append(prevrow + radial_segments)
indices.append(thisrow + radial_segments - 1)
prevrow = thisrow
thisrow = point
# Assign arrays to mesh array.
arr[Mesh.ARRAY_VERTEX] = verts
arr[Mesh.ARRAY_TEX_UV] = uvs
arr[Mesh.ARRAY_NORMAL] = normals
arr[Mesh.ARRAY_INDEX] = indices
# Create mesh surface from mesh array.
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) # No blendshapes or compression used.
# Commit to the ArrayMesh.
ResourceSaver.save("user://sphere.tres", mesh, 32)
Config.msg_debug("GenerateSphere => End")
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func generate_super_map(filemap:String, longitude:int, latitude:int):
Config.msg_debug("GenerateMap => Start")
Config.msg_debug(" [" + filemap + "] longitude:" + str(longitude) + " latitude:" + str(latitude))
var image = Image.new()
var arr = []
var mesh = ArrayMesh.new()
arr.resize(Mesh.ARRAY_MAX)
# Set up the PoolVectorXArrays.
var verts = PoolVector3Array()
var uvs = PoolVector2Array()
var normals = PoolVector3Array()
var indices = PoolIntArray()
# Vertex indices.
var thisrow = 0
var prevrow = 0
var point = 0
image.load(filemap)
var width = image.get_width()
var height = image.get_height()
image.lock()
Config.msg_debug("width:" + str(width) + " , height:" + str(height))
var lvl = image.get_pixel(0,0).v
Config.msg_debug("level:" + str(lvl))
Config.msg_debug("a:" + str(image.get_pixel(0,0).a))
Config.msg_debug("r:" + str(image.get_pixel(0,0).r))
Config.msg_debug("v:" + str(image.get_pixel(0,0).v))
Config.msg_debug("b:" + str(image.get_pixel(0,0).b))
var txt
# y => height, x => width
for y in range(height):
for x in range(width):
var z = int(image.get_pixel(x,y).v * 100)
var vert = Vector3(x*10.0, z, y*10.0)
Config.msg_debug("x:" + str(x) + " , y:" + str(y) + " , z:" + str(z))
verts.append(vert)
normals.append(vert.normalized())
uvs.append(Vector2(x, y))
point += 1
if x > 0 and y > 0:
indices.append(prevrow + x - 1)
indices.append(prevrow + x)
indices.append(thisrow + x - 1)
indices.append(prevrow + x)
indices.append(thisrow + x)
indices.append(thisrow + x - 1)
prevrow = thisrow
thisrow = point
var rings:int = 50
var radial_segments:int = 50
var radius:int = 1
arr[Mesh.ARRAY_VERTEX] = verts
arr[Mesh.ARRAY_TEX_UV] = uvs
arr[Mesh.ARRAY_NORMAL] = normals
arr[Mesh.ARRAY_INDEX] = indices
image.unlock()
# Create mesh surface from mesh array.
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) # No blendshapes or compression used.
# Add 2nd surface
arr = []
arr.resize(Mesh.ARRAY_MAX)
# Set up the PoolVectorXArrays.
verts = PoolVector3Array()
uvs = PoolVector2Array()
normals = PoolVector3Array()
indices = PoolIntArray()
# Vertex indices.
thisrow = 0
prevrow = 0
point = 0
# Loop over rings.
for i in range(rings + 1):
var v = float(i) / rings
var w = sin(PI * v)
var y = cos(PI * v)
# Loop over segments in ring.
for j in range(radial_segments):
var u = float(j) / radial_segments
var x = sin(u * PI * 0.2)
var z = cos(u * PI * 0.2)
var vert = Vector3(x * radius * w, y, z * radius * w)
verts.append(vert)
normals.append(vert.normalized())
uvs.append(Vector2(u, v))
point += 1
# Create triangles in ring using indices.
if i > 0 and j > 0:
indices.append(prevrow + j - 1)
indices.append(prevrow + j)
indices.append(thisrow + j - 1)
indices.append(prevrow + j)
indices.append(thisrow + j)
indices.append(thisrow + j - 1)
if i > 0:
indices.append(prevrow + radial_segments - 1)
indices.append(prevrow)
indices.append(thisrow + radial_segments - 1)
indices.append(prevrow)
indices.append(prevrow + radial_segments)
indices.append(thisrow + radial_segments - 1)
prevrow = thisrow
thisrow = point
# Assign arrays to mesh array.
arr[Mesh.ARRAY_VERTEX] = verts
arr[Mesh.ARRAY_TEX_UV] = uvs
arr[Mesh.ARRAY_NORMAL] = normals
arr[Mesh.ARRAY_INDEX] = indices
# Create mesh surface from mesh array.
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) # No blendshapes or compression used.
# Commit to the ArrayMesh.
ResourceSaver.save("res://map" + str(longitude) + "-" + str(latitude) + ".tres", mesh, 32)
Config.msg_debug("GenerateMap => End")