2021-06-28 22:33:56 +00:00
|
|
|
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):
|
2021-09-03 21:27:28 +00:00
|
|
|
var z = int(image.get_pixel(x,y).v * 100)
|
|
|
|
var vert = Vector3(x*10.0, z, y*10.0)
|
2021-06-28 22:33:56 +00:00
|
|
|
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)
|
2021-09-03 21:27:28 +00:00
|
|
|
# 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)
|
2021-06-28 22:33:56 +00:00
|
|
|
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
|
2021-09-03 21:27:28 +00:00
|
|
|
var x = sin(u * PI * 0.2)
|
|
|
|
var z = cos(u * PI * 0.2)
|
2021-06-28 22:33:56 +00:00
|
|
|
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")
|
2021-09-03 21:27:28 +00:00
|
|
|
|
|
|
|
|
|
|
|
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")
|