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@@ -9,12 +9,15 @@ 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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-func setParams(latMinIN, latMaxIN, lonMinIN, lonMaxIN, resolutionIN):
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+var origin:Vector3
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+
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+func setParams(latMinIN, latMaxIN, lonMinIN, lonMaxIN, resolutionIN, radiusIN:float):
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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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+ radius = radiusIN
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func _ready():
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pass
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@@ -22,33 +25,36 @@ func _ready():
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#self.genMesh()
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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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+ #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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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_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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+ var mat = SpatialMaterial.new()
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+ mat.albedo_color = Color(0.7,0.7,0.7,1)
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+ mesh.surface_set_material(0,mat)
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- var drawBubbles = true
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+ var drawBubbles = false
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if drawBubbles:
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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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+ var pointMat = 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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+ point.mesh.surface_set_material(0,pointMat)
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.get_parent().add_child(point)
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func genNormals(verts:PoolVector3Array):
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@@ -58,8 +64,8 @@ func genNormals(verts:PoolVector3Array):
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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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+ #print("normals")
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+ #print(len(normals))
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return normals
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func genUV():
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@@ -70,8 +76,8 @@ func genUV():
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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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+ #print("uv")
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+ #print(len(uvs))
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return uvs
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@@ -98,8 +104,8 @@ func genIndex():
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indices[i_idx] = v_idx + 1
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i_idx+=1
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- print("indices")
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- print(len(indices))
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+ #print("indices")
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+ #print(len(indices))
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return indices
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func genSphereCoords():
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@@ -123,8 +129,8 @@ func genSphereCoords():
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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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+ #print("verts")
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+ #print(len(verts))
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return verts
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@@ -133,8 +139,10 @@ func convertToCartesian(verts: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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+ if not origin:
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+ origin = vert
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+ carVerts[v_idx] = Common.latLonToGlobal(vert.x, vert.y, vert.z, Vector3(), origin)
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v_idx+=1
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- print("Cartesian")
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- print(len(carVerts))
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+ #print("Cartesian")
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+ #print(len(carVerts))
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return carVerts
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