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): 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) # 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 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") 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")