extends MeshInstance var latMin = 0 var latMax = 1 var lonMin = 0 var lonMax = 1 var resolution = 512 var radius = 1737.4 var rng = RandomNumberGenerator.new() var datafile = "user://sldem2015_512_00n_30n_000_045_float.img" var samplesPerLine = 23040 var lines = 15360 #var offset = 1737.4 var scaleFact = 1 func init(startLat, startLon): self.latMin = startLat self.latMax = startLat + 1 self.lonMin = startLon self.lonMax = startLon + 1 # Called when the node enters the scene tree for the first time. func _ready(): if ResourceLoader.exists("user://tile_"+str(latMin)+"-"+str(lonMin)+".tres"): print("loading tile from file: ", "user://tile_"+str(latMin)+"-"+str(lonMin)+".tres") mesh = ResourceLoader.load("user://tile_"+str(latMin)+"-"+str(lonMin)+".tres") else: self.genMesh() var texture = ImageTexture.new() var image = Image.new() #image.load("res://m-"+str(latMin+90)+"-"+str(lonMin+180)+".png") image.load("user://colorTiles/m-" + str(latMin+90)+"-"+str(lonMin+180)+".png") texture.create_from_image(image) var material=SpatialMaterial.new() material.albedo_texture = texture .set_material_override(material) #print("creating collition...") #.create_trimesh_collision() func genMesh(): var file = File.new() file.open(datafile, File.READ) #for lala in range(10): # file.seek(lala*samplesPerLine*4) # var blubb = "" # for bla in range(10): # blubb += " " + str(file.get_float()) # print(blubb) rng.randomize() var arr = [] arr.resize(Mesh.ARRAY_MAX) #OS.delay_msec(2000) # PoolVectorXXArrays for mesh construction. var verts = PoolVector3Array() verts.resize((lonMax-lonMin) *resolution*(lonMax-lonMin) *resolution) var uvs = PoolVector2Array() uvs.resize((lonMax-lonMin) *resolution*(lonMax-lonMin) *resolution) var normals = PoolVector3Array() normals.resize((lonMax-lonMin) *resolution*resolution * (lonMax-lonMin)) var indices = PoolIntArray() indices.resize(6* (lonMax-lonMin)*resolution*(lonMax-lonMin) * resolution*6) var i_idx = 0 # Vertex indices. var thisrow = 0 var prevrow = 0 var point = 0 print( "calculating segment "+str(latMin)+"-"+str(lonMin)+":\n", "lat:\n", " min: ", latMin*resolution, "\n", " max:", latMax*resolution, "\n", " count: ", (latMax-latMin) * resolution, "\n", "lon:\n", " min: ", lonMin*resolution, "\n", " max:", lonMax*resolution, "\n", " count: ", (lonMax-lonMin) * resolution, "\n" ) #OS.delay_msec(2000) var vert = Vector3() # Loop over rings. for latPos in range(float(latMin)*resolution, float(latMax)*resolution): var latCur = float(latPos)/float(resolution) #jump to last line in file - current local lat - local startLat + local startLon file.seek(lines*samplesPerLine*4-latPos*samplesPerLine*4 - latMin*samplesPerLine*4 + lonMin*resolution*4) #file.seek(latPos*samplesPerLine*4 + latMin*samplesPerLine*4 + lonMin*resolution*4) #file.seek(latPos*samplesPerLine*4 + lonMin*resolution*4) #file.seek(((latMax*resolution-1-latPos)*samplesPerLine + lonMin*resolution)*4) #var v = float(latPos-latMin*resolution) / ((latMax-latMin) * resolution) var v = float(latPos-latMin*resolution) / ((latMax-latMin) * resolution) #var lat = float(latPos)*PI/(resolution*180) #var w = cos(lat) #var y = sin(lat) #print(v*100, "%") # Loop over segments in ring. for lonPos in range(float(lonMin)*resolution, float(lonMax)*resolution): var lonCur = float(lonPos)/float(resolution) var u = float(lonPos-lonMin*resolution) / ((lonMax - lonMin) * resolution) #var lon = float(lonPos)*PI/(resolution*180) #var x = sin(lon) #var z = cos(lon) #print("Lon: ", lon) #var height = file.get_float()/offset*radius+radius var height = file.get_float()+radius vert = Common.latLonToGlobal(latCur, lonCur, height) #vert = Vector3(scaleFact * x * height * w, scaleFact * y*height, scaleFact * z * height * w) verts[point] = vert normals[point] = vert.normalized() uvs[point] = Vector2(u, 1-v) point += 1 # Create triangles in ring using indices. if latPos > lonMin*resolution and lonPos > lonMin*resolution: indices[i_idx] = (prevrow + (lonPos-lonMin*resolution) - 1) i_idx+=1 indices[i_idx] = (thisrow + (lonPos-lonMin*resolution) - 1) i_idx+=1 indices[i_idx] = (prevrow + (lonPos-lonMin*resolution)) i_idx+=1 indices[i_idx] = (prevrow + (lonPos-lonMin*resolution)) i_idx+=1 indices[i_idx] = (thisrow + (lonPos-lonMin*resolution) - 1) i_idx+=1 indices[i_idx] = (thisrow + (lonPos-lonMin*resolution)) i_idx+=1 #if latPos > latMin*resolution: # indices[i_idx] = (prevrow + ((latMax - latMin) * resolution) - 1) # i_idx+=1 # indices[i_idx] = (prevrow) # i_idx+=1 # indices[i_idx] = (thisrow + ((latMax - latMin) * resolution) - 1) # i_idx+=1 # indices[i_idx] = (prevrow) # i_idx+=1 # indices[i_idx] = (prevrow + ((latMax - latMin) * resolution)) # i_idx+=1 # indices[i_idx] = (thisrow + ((latMax - latMin) * resolution) - 1) # i_idx+=1 #print(vert) prevrow = thisrow thisrow = point file.close() print(vert) # 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 mesh = Mesh.new() # Create mesh surface from mesh array. mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr) print(mesh) ResourceSaver.save("user://tile_"+str(latMin)+"-"+str(lonMin)+".tres", mesh, 32) print("saved tile_"+str(latMin)+"-"+str(lonMin)) # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta): # pass