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Diffstat (limited to 'game/addons/zylann.hterrain/util/xyz_format.gd')
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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
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+@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))
+