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author | Gone2Daly <71726742+Gone2Daly@users.noreply.github.com> | 2023-07-22 21:05:42 +0200 |
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committer | Gone2Daly <71726742+Gone2Daly@users.noreply.github.com> | 2023-07-22 21:05:42 +0200 |
commit | 71b3cd829f80de4c2cd3972d8bfd5ee470a5d180 (patch) | |
tree | b4280fde6eef2ae6987648bc7bf8e00e9011bb7f /game/addons/zylann.hterrain/util/xyz_format.gd | |
parent | ce9022d0df74d6c33db3686622be2050d873ab0b (diff) |
init_testtest3d
Diffstat (limited to 'game/addons/zylann.hterrain/util/xyz_format.gd')
-rw-r--r-- | game/addons/zylann.hterrain/util/xyz_format.gd | 109 |
1 files changed, 109 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/util/xyz_format.gd b/game/addons/zylann.hterrain/util/xyz_format.gd new file mode 100644 index 0000000..86e4a1a --- /dev/null +++ b/game/addons/zylann.hterrain/util/xyz_format.gd @@ -0,0 +1,109 @@ +@tool + +# XYZ files are text files containing a list of 3D points. +# They can be found in GIS software as an export format for heightmaps. +# In order to turn it into a heightmap we may calculate bounds first +# to find the origin and then set points in an image. + + +class HT_XYZBounds: + # Note: it is important for these to be double-precision floats, + # GIS data can have large coordinates + var min_x := 0.0 + var min_y := 0.0 + + var max_x := 0.0 + var max_y := 0.0 + + var line_count := 0 + + var image_width := 0 + var image_height := 0 + + +# TODO `split_float` returns 32-bit floats, despite internally parsing doubles... +# Despite that, I still use it here because it doesn't seem to cause issues and is faster. +# If it becomes an issue, we'll have to switch to `split` and casting to `float`. + +static func load_bounds(f: FileAccess) -> HT_XYZBounds: + # It is faster to get line and split floats than using CSV functions + var line := f.get_line() + var floats := line.split_floats(" ") + + # We only care about X and Y, it makes less operations to do in the loop. + # Z is the height and will remain as-is at the end. + var min_pos_x := floats[0] + var min_pos_y := floats[1] + + var max_pos_x := min_pos_x + var max_pos_y := min_pos_y + + # Start at 1 because we just read the first line + var line_count := 1 + + # We know the file is a series of float triplets + while not f.eof_reached(): + line = f.get_line() + + # The last line can be empty + if len(line) < 2: + break + + floats = line.split_floats(" ") + + var pos_x := floats[0] + var pos_y := floats[1] + + min_pos_x = minf(min_pos_x, pos_x) + min_pos_y = minf(min_pos_y, pos_y) + + max_pos_x = maxf(max_pos_x, pos_x) + max_pos_y = maxf(max_pos_y, pos_y) + + line_count += 1 + + var bounds := HT_XYZBounds.new() + bounds.min_x = min_pos_x + bounds.min_y = min_pos_y + bounds.max_x = max_pos_x + bounds.max_y = max_pos_y + bounds.line_count = line_count + bounds.image_width = int(max_pos_x - min_pos_x) + 1 + bounds.image_height = int(max_pos_y - min_pos_y) + 1 + return bounds + + +# Loads points into an image with existing dimensions and format. +# `f` must be positioned at the beginning of the series of points. +# If `bounds` is `null`, it will be computed. +static func load_heightmap(f: FileAccess, dst_image: Image, bounds: HT_XYZBounds): + # We are not going to read the entire file directly in memory, because it can be really big. + # Instead we'll parse it directly and the only thing we retain in memory is the heightmap. + # This can be really slow on big files. If we can assume the file is square and points + # separated by 1 unit each in a grid pattern, it could be a bit faster, but + # parsing points from text really is the main bottleneck (40 seconds to load a 2000x2000 file!). + + # Bounds can be precalculated + if bounds == null: + var file_begin := f.get_position() + bounds = load_bounds(f) + f.seek(file_begin) + + # Put min coordinates on the GDScript stack so they are faster to access + var min_pos_x := bounds.min_x + var min_pos_y := bounds.min_y + var line_count := bounds.line_count + + for i in line_count: + var line := f.get_line() + var floats := line.split_floats(" ") + var x := int(floats[0] - min_pos_x) + var y := int(floats[1] - min_pos_y) + + # Make sure the coordinate is inside the image, + # due to float imprecision or potentially non-grid-aligned points. + # Could use `Rect2` to check faster but it uses floats. + # `Rect2i` would be better but is only available in Godot 4. + if x >= 0 and y >= 0 and x < dst_image.get_width() and y < dst_image.get_height(): + dst_image.set_pixel(x, y, Color(floats[2], 0, 0)) + |