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- extends MeshInstance
- var Point = preload("res://point.tscn")
- var TopoLoader = preload("res://TopoLoader.gd")
- var latMin:float = 0
- var latMax:float = 1
- var lonMin:float = 0.0
- var lonMax:float = 1.0
- var resolution:int = 512
- var radius:float = 10
- var origin:Vector3
- func setParams(latMinIN, latMaxIN, lonMinIN, lonMaxIN, resolutionIN, radiusIN:float):
- latMin = latMinIN
- latMax = latMaxIN
- lonMin = lonMinIN
- lonMax = lonMaxIN
- resolution = resolutionIN
- radius = radiusIN
- func _ready():
- pass
- #genMesh called from chunk
- #self.genMesh()
-
- func genMesh():
- #print("generating Mesh:")
- #print("latMin: " + str(latMin))
- #print("latMax: " + str(latMax))
- #print("lonMin: " + str(lonMin))
- #print("lonMax: " + str(lonMax))
- #print("resolution: " + str(resolution))
-
- var verts = convertToCartesian(genSphereCoords())
- var arr = []
- arr.resize(Mesh.ARRAY_MAX)
- arr[Mesh.ARRAY_VERTEX] = verts
- arr[Mesh.ARRAY_TEX_UV] = genUV()
- arr[Mesh.ARRAY_NORMAL] = genNormals(verts)
- arr[Mesh.ARRAY_INDEX] = genIndex()
- mesh = Mesh.new()
- mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
- var mat = SpatialMaterial.new()
- mat.albedo_color = Color(0.7,0.7,0.7,1)
- mesh.surface_set_material(0,mat)
-
- var drawBubbles = false
- if drawBubbles:
- var i = 0.0
- for vert in verts:
- var point = Point.instance()
- point.translate(vert)
- var pointMat = SpatialMaterial.new()#point.mesh.surface_get_material(0)
- mat.albedo_color = Color(i,0,0,1)
- i+=0.1
- point.mesh.surface_set_material(0,pointMat)
- .get_parent().add_child(point)
- func genNormals(verts:PoolVector3Array):
- var normals = PoolVector3Array()
- normals.resize(len(verts))
- var v_idx = 0
- for vert in verts:
- normals[v_idx] = vert.normalized()
- v_idx+=1
- #print("normals")
- #print(len(normals))
- return normals
- func genUV():
- var uvs = PoolVector2Array()
- uvs.resize((resolution+1) * (resolution+1))
-
- for v_idx in range(0,(resolution+1) * (resolution+1)):
- var y = v_idx / resolution
- var x = v_idx % resolution
- uvs[v_idx]=Vector2(clamp(x, 0, resolution),clamp(y, 0, resolution))
- #print("uv")
- #print(len(uvs))
- return uvs
-
- func genIndex():
- var indices = PoolIntArray()
- indices.resize(6* ((resolution) * (resolution)))
-
- var i_idx = 0
- for row in range(0, resolution):
- for col in range(0,resolution):
- var v_idx = row*(resolution+1)+col
-
- indices[i_idx] = v_idx
- i_idx+=1
- indices[i_idx] = v_idx + resolution +1
- i_idx+=1
- indices[i_idx] = v_idx + 1
- i_idx+=1
- indices[i_idx] = v_idx + resolution+1
- i_idx+=1
- indices[i_idx] = v_idx + resolution + 2
- i_idx+=1
- indices[i_idx] = v_idx + 1
- i_idx+=1
-
- #print("indices")
- #print(len(indices))
- return indices
-
- func genSphereCoords():
- var tl = TopoLoader.new()
- tl.open()
- tl.cacheArea(latMin, latMax, lonMin, lonMax)
- var verts = PoolVector3Array()
- var size = (resolution+1) * (resolution+1)#(lonMax-lonMin)*resolution * (latMax-latMin)*resolution
- verts.resize(size)
-
- var lonStep = (lonMax - lonMin)/resolution
- var latStep = (latMax - latMin)/resolution
- var v_idx = 0
- for y in range(0,resolution+1):
- for x in range(0,resolution+1):
- var lat = latMin+latStep*y
- var lon = lonMin+lonStep*x
- verts[v_idx] = Vector3(lat, lon, radius+tl.read(lat,lon))
- v_idx+=1
- tl.close()
- return verts
- func convertToCartesian(verts:PoolVector3Array):
- var carVerts = PoolVector3Array()
- carVerts.resize(len(verts))
- var v_idx = 0
- for vert in verts:
- if not origin:
- origin = vert
- carVerts[v_idx] = Common.latLonToGlobal(vert.x, vert.y, vert.z, Vector3())#, origin)
- v_idx+=1
- #print("Cartesian")
- #print(len(carVerts))
- return carVerts
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