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@@ -0,0 +1,136 @@
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+extends MeshInstance
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+
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+var Point = preload("res://point.tscn")
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+
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+var latMin:float = 0
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+var latMax:float = 1
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+var lonMin:float = 0.0
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+var lonMax:float = 1.0
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+var resolution:int = 512
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+var radius:float = 10
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+
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+func setParams(latMinIN, latMaxIN, lonMinIN, lonMaxIN, resolutionIN):
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+ latMin = latMinIN
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+ latMax = latMaxIN
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+ lonMin = lonMinIN
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+ lonMax = lonMaxIN
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+ resolution = resolutionIN
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+
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+func _ready():
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+ pass
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+ #genMesh called from chunk
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+ #self.genMesh()
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+
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+func genMesh():
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+ print("generating Mesh:")
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+ print("latMin: " + str(latMin))
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+ print("latMax: " + str(latMax))
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+ print("lonMin: " + str(lonMin))
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+ print("lonMax: " + str(lonMax))
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+ print("resolution: " + str(resolution))
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+
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+ var verts = convertToCartesian(genSphereCoords())
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+ var arr = []
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+ arr.resize(Mesh.ARRAY_MAX)
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+ arr[Mesh.ARRAY_VERTEX] = verts
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+ arr[Mesh.ARRAY_TEX_UV] = genUV()
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+ arr[Mesh.ARRAY_NORMAL] = genNormals(verts)
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+ arr[Mesh.ARRAY_INDEX] = genIndex()
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+ mesh = Mesh.new()
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+ mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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+
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+ var i = 0.0
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+ for vert in verts:
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+ var point = Point.instance()
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+ point.translate(vert)
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+ var mat = SpatialMaterial.new()#point.mesh.surface_get_material(0)
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+ mat.albedo_color = Color(i,0,0,1)
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+ i+=0.1
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+ point.mesh.surface_set_material(0,mat)
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+ .get_parent().add_child(point)
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+
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+func genNormals(verts:PoolVector3Array):
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+ var normals = PoolVector3Array()
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+ normals.resize((resolution+1) * (resolution+1))
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+ var v_idx = 0
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+ for vert in verts:
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+ normals[v_idx] = vert.normalized()
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+ v_idx+=1
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+ print("normals")
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+ print(len(normals))
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+ return normals
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+
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+func genUV():
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+ var uvs = PoolVector2Array()
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+ uvs.resize((resolution+1) * (resolution+1))
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+
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+ for v_idx in range(0,(resolution+1) * (resolution+1)):
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+ var y = v_idx / resolution
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+ var x = v_idx % resolution
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+ uvs[v_idx]=Vector2(clamp(x, 0, resolution),clamp(y, 0, resolution))
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+ print("uv")
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+ print(len(uvs))
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+ return uvs
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+
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+
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+func genIndex():
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+ var indices = PoolIntArray()
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+ indices.resize(6* (resolution+1) * (resolution+1)*6)
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+
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+ var i_idx = 0
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+ var row = 0
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+ while row < resolution:
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+ var col = 0
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+ while col < resolution:
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+ var v_idx = row*(resolution+1)+col
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+
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+ indices[i_idx] = v_idx
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+ i_idx+=1
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+ indices[i_idx] = v_idx + resolution +1
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+ i_idx+=1
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+ indices[i_idx] = v_idx + 1
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+ i_idx+=1
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+
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+ indices[i_idx] = v_idx + resolution+1
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+ i_idx+=1
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+ indices[i_idx] = v_idx + resolution + 2
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+ i_idx+=1
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+ indices[i_idx] = v_idx + 1
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+ i_idx+=1
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+
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+ col += 1
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+ row += 1
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+
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+ print("indices")
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+ print(len(indices))
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+ return indices
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+
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+func genSphereCoords():
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+ var verts = PoolVector3Array()
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+ var size = (resolution+1) * (resolution+1)#(lonMax-lonMin)*resolution * (latMax-latMin)*resolution
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+ verts.resize(size)
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+
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+ var v_idx = 0
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+ var lat := float(latMin)
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+ while lat <= float(latMax):
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+ var lon := float(lonMin)
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+ while lon <= float(lonMax):
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+ verts[v_idx] = Vector3(lat, lon, radius)
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+ v_idx+=1
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+ lon += (lonMax-lonMin)/resolution
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+ lat += (latMax-latMin)/resolution
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+ print("verts")
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+ print(len(verts))
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+ return verts
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+
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+
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+func convertToCartesian(verts:PoolVector3Array):
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+ var carVerts = PoolVector3Array()
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+ carVerts.resize(len(verts))
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+ var v_idx = 0
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+ for vert in verts:
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+ carVerts[v_idx] = Common.latLonToGlobal(vert.x, vert.y, vert.z, Vector3(), Vector3())
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+ v_idx+=1
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+ print("Cartesian")
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+ print(len(carVerts))
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+ return carVerts
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