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Planet.gd
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extends Spatial
const GROUND_X_SIZE = 128
const GROUND_Z_SIZE = 128
const VIEW_RANGE2 = 60.0
const VIEW_RANGE = VIEW_RANGE2 / 2
const SPEED = 5
const ROTSPEED = 50
const GROUND_BLOCK_HEIGHT = 0.01
const DEF_ENGINE_ROT_X = 35.0
const DEF_ENGINE_POS_Y = 9.5
const VERTEX_OFFSET = -VIEW_RANGE
var mat = preload("res://Planet.material")
var sphere_ratio = 0.01
onready var camera = get_parent().get_node("Camera")
var beginZoom = false
var zoom = false
var camera_pos = Vector3(0, 3.5, -3)
var camera_target = Vector3(0, 0, 4)
var enginePosX = 128/2
var enginePosY = 0.0
var enginePosZ = 128/2
var engineRotX = DEF_ENGINE_ROT_X
var engineRotY = 0.0
var engineRotZ = 0.0
var hdecr_factor = 0.0
var st = null
var map_image
var map_texture
class PlanetVertex:
var height = 0.0
var volume
var vertexes = []
var quad = [Vector3(),Vector3(),Vector3(),Vector3()]
func combine_2byte(a, b):
return (b << 8) | (a & 0xff)
func get_pindex(x, y):
x = wrapi(x, 0, GROUND_X_SIZE)
y = wrapi(y, 0, GROUND_Z_SIZE)
return x + y * GROUND_X_SIZE
func _ready():
map_image = Image.new()
map_image.create(128, 128, 0, Image.FORMAT_RGB8)
var file = File.new()
file.open("maps/faceoff.dat", File.READ)
var buffer = file.get_buffer(16384 * 2)
var data = []
var i = 0
var j = 0
while j < 16384:
data.push_back(combine_2byte(buffer[i], buffer[i+1]))
i+=2
j+=1
map_image.lock()
for x in range(GROUND_X_SIZE):
for z in range(GROUND_Z_SIZE):
var v = PlanetVertex.new()
v.height = float(data[x + z * 128]) * 0.3
v.volume = CollisionShape.new()
var box = BoxShape.new()
box.extents = Vector3(x + 0.5,0.5,z + 0.5)
v.volume.set_shape(box)
vertexes.append(v)
var c = clamp(data[x + z * 128] / 700.0, 0.0, 1.0)
map_image.set_pixel(wrapi(x, 0, 128), wrapi(z, 0, 128), Color(c,c,c))
map_image.unlock()
file.close()
map_texture = ImageTexture.new()
map_texture.create_from_image(map_image, Texture.FLAG_REPEAT)
#$Sprite.texture = texture
st = SurfaceTool.new()
mat.set_shader_param("map_texture", map_texture)
create_mesh()
# var data = map_texture.get_data()
# data.lock()
# for x in range(GROUND_X_SIZE):
# for z in range(GROUND_Z_SIZE):
# var v = PlanetVertex.new()
# v.height = data.get_pixel(x,z).r * 255
# vertexes.append(v)
# data.unlock()
func rotate_forward(step):
var f = 360.0 - engineRotY
while f >= 360.0:
f -= 360.0
while f < 0.0:
f += 360.0
enginePosX -= sin(deg2rad(f)) * step
enginePosZ -= cos(deg2rad(f)) * step
func rotate_backward(step):
var f = 360.0 - engineRotY
while f >= 360.0:
f -= 360.0
while f < 0.0:
f += 360.0
enginePosX += sin(deg2rad(f)) * step
enginePosZ += cos(deg2rad(f)) * step
func rotate_left(step):
var f = 360.0 - engineRotY + 90.0
while f >= 360.0:
f -= 360.0
while f < 0.0:
f += 360.0
enginePosX -= sin(deg2rad(f)) * step
enginePosZ -= cos(deg2rad(f)) * step
func rotate_right(step):
var f = 360.0 - engineRotY + 90.0
while f >= 360.0:
f -= 360.0
while f < 0.0:
f += 360.0
enginePosX += sin(deg2rad(f)) * step
enginePosZ += cos(deg2rad(f)) * step
func rotate_view_left(step):
engineRotY -= step
func rotate_view_right(step):
engineRotY += step
func process_input(delta):
var speed = SPEED
var rspeed = ROTSPEED
var strafe = false
if Input.is_action_pressed("planet_accelkey"):
speed *= 2
rspeed *= 2
if Input.is_action_pressed("planet_altkey"):
strafe = true
if Input.is_action_pressed("planet_rotate_forward"):
rotate_forward(speed * delta)
elif Input.is_action_pressed("planet_rotate_backward"):
rotate_backward(speed * delta)
if Input.is_action_pressed("planet_rotate_left"):
if strafe:
rotate_left(speed * delta)
else:
rotate_view_left(rspeed * delta)
elif Input.is_action_pressed("planet_rotate_right"):
if strafe:
rotate_right(speed * delta)
else:
rotate_view_right(rspeed * delta)
if Input.is_action_just_pressed("planet_view"):
if !beginZoom:
beginZoom = true
zoom = !zoom
update_zoom(delta)
func update_zoom(delta):
var s = 60.0
if beginZoom:
if zoom:
if enginePosY >= 60:
enginePosY = 60
beginZoom = false
enginePosY += 1 * s * delta
hdecr_factor += 0.1 * s * delta
sphere_ratio += 0.001 * s * delta
camera_target.y -= 0.5 * s * delta
camera_pos.y += 0.11 * s * delta
camera_pos.z += 0.02 * s * delta
else:
if enginePosY <= 0:
enginePosY = 0
beginZoom = false
enginePosY -= 1 * s * delta
hdecr_factor -= 0.1* s * delta;
sphere_ratio -= 0.001 * s * delta
camera_target.y += 0.5 * s * delta
camera_pos.y -= 0.11 * s * delta
camera_pos.z -= 0.02 * s * delta
mat.set_shader_param("sphere_ratio", sphere_ratio)
mat.set_shader_param("hdecr_factor", hdecr_factor)
#if enginePosY > 9.5
func _process(delta):
process_input(delta)
enginePosX = wrapf(enginePosX, 0, 128)
enginePosZ = wrapf(enginePosZ, 0, 128)
engineRotX = wrapf(engineRotX, 0.0, 360.0)
engineRotY = wrapf(engineRotY, 0.0, 360.0)
engineRotZ = wrapf(engineRotZ, 0.0, 360.0)
get_parent().get_node("UI/pos_label").text = str(int(enginePosX)) + "," + str(int(enginePosZ))
if Input.is_action_just_pressed("change_grid"):
mat.set_shader_param("enable_grid", !mat.get_shader_param("enable_grid"))
camera.look_at_from_position(camera_pos, camera_target, Vector3(0,1,0))
update_transforms()
mat.set_shader_param("tpos", Vector2(wrapf(enginePosX, 0.0, 1.0), wrapf(enginePosZ, 0.0, 1.0)))
mat.set_shader_param("rpos", Vector2(enginePosX, enginePosZ))
if Input.is_key_pressed(KEY_ESCAPE):
get_tree().quit()
if Input.is_key_pressed(KEY_X):
var x = wrapi(128-enginePosX, 0, 128)
var y = wrapi(128-enginePosZ, 0, 128)
map_image.lock()
map_image.set_pixel(x, y, map_image.get_pixel(x, y) + Color(0.005,0.005,0.005))
map_image.unlock()
map_texture.set_data(map_image)
func update_transforms():
rotation = (Vector3(0,deg2rad(engineRotY),0))
func compute_normal(x, z):
var hL = vertexes[get_pindex(x-1,z)].height
var hR = vertexes[get_pindex(x+1,z)].height
var hD = vertexes[get_pindex(x,z-1)].height
var hU = vertexes[get_pindex(x,z+1)].height
var N = Vector3()
N.x = hL - hR
N.y = hD - hU
N.z = 2.0
N = N.normalized()
return N
func create_mesh():
st.clear()
st.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
st.set_material(mat)
var z = wrapf(enginePosZ, 0, VIEW_RANGE2)
for az in VIEW_RANGE2:
var x = wrapf(enginePosX, 0, VIEW_RANGE2)
for ax in VIEW_RANGE2:
quad[0] = Vector3(x + VERTEX_OFFSET, 0.0, z + VERTEX_OFFSET)
quad[1] = Vector3(x+1 + VERTEX_OFFSET, 0.0, z + VERTEX_OFFSET)
quad[2] = Vector3(x + VERTEX_OFFSET, 0.0, z+1 + VERTEX_OFFSET)
quad[3] = Vector3(x+1 + VERTEX_OFFSET, 0.0, z+1 + VERTEX_OFFSET)
st.add_uv(Vector2(0,0))
st.add_normal(Vector3(0,1,0))
st.add_vertex(quad[0])
st.add_uv(Vector2(1,0))
st.add_normal(Vector3(0,1,0))
st.add_vertex(quad[1])
st.add_uv(Vector2(0,1))
st.add_normal(Vector3(0,1,0))
st.add_vertex(quad[2])
st.add_uv(Vector2(1,1))
st.add_normal(Vector3(0,1,0))
st.add_vertex(quad[3])
x = wrapf(x + 1, 0, VIEW_RANGE2)
z = wrapf(z + 1, 0, VIEW_RANGE2)
$MeshInstance.mesh = st.commit()