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@@ -1,175 +1,158 @@
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extends MeshInstance
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extends MeshInstance
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-var latMin = 0
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-var latMax = 1
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-var lonMin = 0
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-var lonMax = 1
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-var resolution = 512
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-var radius = 1737.4
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-var rng = RandomNumberGenerator.new()
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+var Point = preload("res://point.tscn")
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+var TopoLoader = preload("res://TopoLoader.gd")
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+var TextureLoader = preload("res://TextureLoader.gd")
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+#var grid = load("res://tex/grid.png")
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-var datafile = "user://sldem2015_512_00n_30n_000_045_float.img"
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-var samplesPerLine = 23040
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-var lines = 15360
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-#var offset = 1737.4
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-var scaleFact = 1
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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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+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 init(startLat, startLon):
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-
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- self.latMin = startLat
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- self.latMax = startLat + 1
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- self.lonMin = startLon
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- self.lonMax = startLon + 1
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-
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-# Called when the node enters the scene tree for the first time.
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func _ready():
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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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- if ResourceLoader.exists("user://tile_"+str(latMin)+"-"+str(lonMin)+".tres"):
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- print("loading tile from file: ", "user://tile_"+str(latMin)+"-"+str(lonMin)+".tres")
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- mesh = ResourceLoader.load("user://tile_"+str(latMin)+"-"+str(lonMin)+".tres")
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- else:
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- self.genMesh()
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-
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- var texture = ImageTexture.new()
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- var image = Image.new()
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- #image.load("res://m-"+str(latMin+90)+"-"+str(lonMin+180)+".png")
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- image.load("user://colorTiles/m-" + str(latMin+90)+"-"+str(lonMin+180)+".png")
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- texture.create_from_image(image)
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- var material=SpatialMaterial.new()
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- material.albedo_texture = texture
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- .set_material_override(material)
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- #print("creating collition...")
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- #.create_trimesh_collision()
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-
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func genMesh():
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func genMesh():
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- var file = File.new()
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- file.open(datafile, File.READ)
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- #for lala in range(10):
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- # file.seek(lala*samplesPerLine*4)
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- # var blubb = ""
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- # for bla in range(10):
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- # blubb += " " + str(file.get_float())
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- # print(blubb)
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- rng.randomize()
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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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var arr = []
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arr.resize(Mesh.ARRAY_MAX)
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arr.resize(Mesh.ARRAY_MAX)
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- #OS.delay_msec(2000)
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- # PoolVectorXXArrays for mesh construction.
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- var verts = PoolVector3Array()
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- verts.resize((lonMax-lonMin) *resolution*(lonMax-lonMin) *resolution)
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- var uvs = PoolVector2Array()
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- uvs.resize((lonMax-lonMin) *resolution*(lonMax-lonMin) *resolution)
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- var normals = PoolVector3Array()
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- normals.resize((lonMax-lonMin) *resolution*resolution * (lonMax-lonMin))
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- var indices = PoolIntArray()
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- indices.resize(6* (lonMax-lonMin)*resolution*(lonMax-lonMin) * resolution*6)
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- var i_idx = 0
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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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+ var mat = SpatialMaterial.new()
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+ #mat.albedo_color = Color(0.7,0.7,0.7,1)
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+ var texl = TextureLoader.new()
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+ mat.albedo_texture = texl.loadTexture(latMin, lonMin)
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+ mesh.surface_set_material(0,mat)
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+ .create_trimesh_collision()
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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 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,pointMat)
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+ .get_parent().add_child(point)
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- # Vertex indices.
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- var thisrow = 0
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- var prevrow = 0
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- var point = 0
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+func genNormals(verts:PoolVector3Array):
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+ var normals = PoolVector3Array()
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+ normals.resize(len(verts))
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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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- print(
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- "calculating segment "+str(latMin)+"-"+str(lonMin)+":\n",
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- "lat:\n",
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- " min: ", latMin*resolution, "\n",
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- " max:", latMax*resolution, "\n",
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- " count: ", (latMax-latMin) * resolution, "\n",
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- "lon:\n",
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- " min: ", lonMin*resolution, "\n",
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- " max:", lonMax*resolution, "\n",
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- " count: ", (lonMax-lonMin) * resolution, "\n"
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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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+ var v_idx = 0
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+ for _y in range(0,resolution+1):
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+ for _x in range(0,resolution+1):
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+ var y = float(_y)
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+ var x = float(_x)
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+ var devider = float(resolution+1)
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+ uvs[v_idx] = Vector2(x/devider,1-(y/devider))
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+ v_idx+=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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- #OS.delay_msec(2000)
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-
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- var vert = Vector3()
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- # Loop over rings.
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- for latPos in range(float(latMin)*resolution, float(latMax)*resolution):
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- var latCur = float(latPos)/float(resolution)
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- #jump to last line in file - current local lat - local startLat + local startLon
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- file.seek(lines*samplesPerLine*4-latPos*samplesPerLine*4 - latMin*samplesPerLine*4 + lonMin*resolution*4)
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- #file.seek(latPos*samplesPerLine*4 + latMin*samplesPerLine*4 + lonMin*resolution*4)
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- #file.seek(latPos*samplesPerLine*4 + lonMin*resolution*4)
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- #file.seek(((latMax*resolution-1-latPos)*samplesPerLine + lonMin*resolution)*4)
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- #var v = float(latPos-latMin*resolution) / ((latMax-latMin) * resolution)
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- var v = float(latPos-latMin*resolution) / ((latMax-latMin) * resolution)
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- #var lat = float(latPos)*PI/(resolution*180)
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- #var w = cos(lat)
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- #var y = sin(lat)
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- #print(v*100, "%")
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-
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- # Loop over segments in ring.
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- for lonPos in range(float(lonMin)*resolution, float(lonMax)*resolution):
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- var lonCur = float(lonPos)/float(resolution)
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- var u = float(lonPos-lonMin*resolution) / ((lonMax - lonMin) * resolution)
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- #var lon = float(lonPos)*PI/(resolution*180)
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- #var x = sin(lon)
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- #var z = cos(lon)
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- #print("Lon: ", lon)
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- #var height = file.get_float()/offset*radius+radius
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- var height = file.get_float()+radius
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- vert = Common.latLonToGlobal(latCur, lonCur, height)
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- #vert = Vector3(scaleFact * x * height * w, scaleFact * y*height, scaleFact * z * height * w)
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- verts[point] = vert
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- normals[point] = vert.normalized()
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- uvs[point] = Vector2(u, 1-v)
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- point += 1
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-
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- # Create triangles in ring using indices.
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- if latPos > lonMin*resolution and lonPos > lonMin*resolution:
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- indices[i_idx] = (prevrow + (lonPos-lonMin*resolution) - 1)
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- i_idx+=1
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- indices[i_idx] = (thisrow + (lonPos-lonMin*resolution) - 1)
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- i_idx+=1
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- indices[i_idx] = (prevrow + (lonPos-lonMin*resolution))
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- i_idx+=1
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-
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- indices[i_idx] = (prevrow + (lonPos-lonMin*resolution))
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- i_idx+=1
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- indices[i_idx] = (thisrow + (lonPos-lonMin*resolution) - 1)
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- i_idx+=1
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- indices[i_idx] = (thisrow + (lonPos-lonMin*resolution))
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- i_idx+=1
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-
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-
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- #if latPos > latMin*resolution:
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- # indices[i_idx] = (prevrow + ((latMax - latMin) * resolution) - 1)
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- # i_idx+=1
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- # indices[i_idx] = (prevrow)
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- # i_idx+=1
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- # indices[i_idx] = (thisrow + ((latMax - latMin) * resolution) - 1)
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- # i_idx+=1
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-
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- # indices[i_idx] = (prevrow)
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- # i_idx+=1
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- # indices[i_idx] = (prevrow + ((latMax - latMin) * resolution))
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- # i_idx+=1
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- # indices[i_idx] = (thisrow + ((latMax - latMin) * resolution) - 1)
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- # i_idx+=1
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- #print(vert)
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-
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- prevrow = thisrow
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- thisrow = point
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- file.close()
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- print(vert)
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- # Assign arrays to mesh array.
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- arr[Mesh.ARRAY_VERTEX] = verts
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- arr[Mesh.ARRAY_TEX_UV] = uvs
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- arr[Mesh.ARRAY_NORMAL] = normals
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- arr[Mesh.ARRAY_INDEX] = indices
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+func genIndex():
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+ var indices = PoolIntArray()
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+ indices.resize(6* ((resolution) * (resolution)))
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+
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+ var i_idx = 0
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+ for row in range(0, resolution):
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+ for col in range(0,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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- mesh = Mesh.new()
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- # Create mesh surface from mesh array.
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- mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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- print(mesh)
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- ResourceSaver.save("user://tile_"+str(latMin)+"-"+str(lonMin)+".tres", mesh, 32)
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- print("saved tile_"+str(latMin)+"-"+str(lonMin))
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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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+ #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 tl = TopoLoader.new()
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+ add_child(tl)
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+ tl.open(latMin, lonMin)
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+ tl.cacheArea(latMin, latMax, lonMin, lonMax)
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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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+ var lonStep = (lonMax - lonMin)/resolution
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+ var latStep = (latMax - latMin)/resolution
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+ var v_idx = 0
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+ for y in range(0,resolution+1):
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+ for x in range(0,resolution+1):
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+ var lat = latMin+latStep*y
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+ var lon = lonMin+lonStep*x
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+ verts[v_idx] = Vector3(lat, lon, radius+tl.read(lat,lon))
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+ v_idx+=1
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+ tl.close()
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+ return verts
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+
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-# Called every frame. 'delta' is the elapsed time since the previous frame.
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-#func _process(delta):
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-# pass
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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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+ if not origin:
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+ origin = vert
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+ carVerts[v_idx] = Common.latLonToGlobal(vert, 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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+ return carVerts
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