Added automatic procedural level of detail to planets

This commit is contained in:
2024-02-29 09:00:00 -05:00
parent c2399094c4
commit ec869732ba
14 changed files with 326 additions and 237 deletions

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@tool
extends Resource
class_name PlanetData
@export var radius : float = 50:
get:
return radius
set(value):
radius = value
emit_signal("changed")
@export var noise_map : FastNoiseLite = FastNoiseLite.new():
get:
return noise_map
set(value):
noise_map = value
emit_signal("changed")
if noise_map != null and not noise_map.is_connected("changed", on_data_changed):
noise_map.connect("changed", on_data_changed)
@export var amplitude : float = 0.1:
get:
return amplitude
set(value):
amplitude = value
emit_signal("changed")
var min_elevation := 99999.0
var max_elevation := 0.0
@export var planet_color : GradientTexture1D:
get:
return planet_color
set(value):
planet_color = value
emit_signal("changed")
if planet_color != null and not planet_color.is_connected("changed", on_data_changed):
planet_color.connect("changed", on_data_changed)
@export var flatness : float = 6:
get:
return flatness
set(value):
flatness = value
emit_signal("changed")
func on_data_changed():
emit_signal("changed")
func point_on_planet(point_on_sphere : Vector3) -> Vector3:
assert(noise_map != null, "Noise map not set")
var elevation = noise_map.get_noise_3dv(point_on_sphere) / flatness
elevation = elevation/2 + 1
return point_on_sphere * radius * elevation

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@tool
extends Node3D
class_name Planet
@export var planet_data : Resource = PlanetData.new():
get:
return planet_data
set(value):
planet_data = value
on_data_changed()
if planet_data != null and not planet_data.is_connected("changed", on_data_changed):
planet_data.connect("changed", on_data_changed)
func _ready():
planet_data = PlanetData.new()
planet_data.noise_map = FastNoiseLite.new()
planet_data.noise_map.set_noise_type(FastNoiseLite.NoiseType.TYPE_SIMPLEX)
planet_data.noise_map.frequency = 1
planet_data.noise_map.fractal_octaves = 10
planet_data.planet_color = load("res://Earth-LikeGradient.tres")
on_data_changed()
func on_data_changed():
var i : int = 0
for child in get_children():
if i < 6:
(child as PlanetMeshFace).regenerate_mesh(planet_data)
else:
(child as CSGSphere3D).radius = planet_data.radius
i += 1
func _process(delta):
var i : int = 0
for child in get_children():
if i < 6:
var face := child as PlanetMeshFace
face.update_from_camera_pos(planet_data)
i += 1

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@tool
extends QuadTreeNode
class_name PlanetMeshFace
func _ready():
self.is_root = true

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extends Node
class_name QuadTreeNode
var is_root : bool = false:
get:
return is_root
set(value):
is_root = value
var is_leaf : bool = true:
get:
return is_leaf
set(value):
is_leaf = value
var level : int
var radius : float = 1.0
var children : Array
var mesh_instance : MeshInstance3D = MeshInstance3D.new()
var material = load("res://PlanetColoring.tres")
@export var normal : Vector3
@export var center : Vector2
var center_of_mass : Vector3
const THRESHOLDS = [512*512, 128*128, 64*64, 32*32]
const RESOLUTION = 17
func split(planet_data : PlanetData):
remove_child(mesh_instance)
mesh_instance = null
children[0] = QuadTreeNode.new()
children[0].center = center + Vector2(radius/2, radius/2)
children[1] = QuadTreeNode.new()
children[1].center = center + Vector2(-radius/2, radius/2)
children[2] = QuadTreeNode.new()
children[2].center = center + Vector2(radius/2, -radius/2)
children[3] = QuadTreeNode.new()
children[3].center = center + Vector2(-radius/2, -radius/2)
for child in children:
call_deferred("add_child", child)
child.level = level + 1
child.radius = radius/2
child.normal = normal
child.material = material
child.mesh_instance = MeshInstance3D.new()
child.regenerate_mesh(planet_data)
child.call_deferred("add_child", child.mesh_instance)
self.is_leaf = false
func join():
for child in children:
if (child != null):
child.join()
child.free()
child = null
self.is_leaf = true
mesh_instance = MeshInstance3D.new()
call_deferred("add_child", mesh_instance)
func update_from_camera_pos(planet_data : PlanetData, camera : Camera3D = null):
if (camera == null):
camera = get_viewport().get_camera_3d()
if (camera == null):
return
var camera_pos = camera.global_position
var dist = (camera_pos - center_of_mass).length_squared()
if (self.level < (THRESHOLDS.size() - 1) and dist < THRESHOLDS[self.level] and self.is_leaf):
split(planet_data)
elif (dist > THRESHOLDS[self.level] + 4 and not self.is_leaf):
join()
regenerate_mesh(planet_data)
if (children[0] != null):
for child in children:
child.update_from_camera_pos(planet_data, camera)
func regenerate_mesh(planet_data):
var arrays := []
arrays.resize(Mesh.ARRAY_MAX)
var vertex_array := PackedVector3Array()
var uv_array := PackedVector2Array()
var normal_array := PackedVector3Array()
var index_array := PackedInt32Array()
var num_vertices : int = RESOLUTION * RESOLUTION
var num_indices : int = (RESOLUTION-1) * (RESOLUTION-1) * 6
vertex_array.resize(num_vertices)
normal_array.resize(num_vertices)
uv_array.resize(num_vertices)
index_array.resize(num_indices)
var tri_index : int = 0
var a_axis := Vector3(normal.y, normal.z, normal.x)
var b_axis : Vector3 = normal.cross(a_axis)
for y in range(RESOLUTION):
for x in range(RESOLUTION):
var i : int = x + y*RESOLUTION
# Relative position of the current point inside the tile
var percent := Vector2(x,y) / (RESOLUTION-1)
# Calculate the point on a cube, normalize it to a sphere, and map it to a point on the planet's surface.
var point_on_cube : Vector3 = normal + (center.x + (percent.x - 0.5)*2.0*radius)*a_axis + (center.y + (percent.y - 0.5)*2.0*radius)*b_axis
var point_on_sphere = point_on_cube.normalized()
var point_on_planet = planet_data.point_on_planet(point_on_sphere)
# Update the max and min elevations of the planet's surface.
var elevation = point_on_planet.length()
if (elevation < planet_data.min_elevation):
planet_data.min_elevation = elevation
if (elevation > planet_data.max_elevation):
planet_data.max_elevation = elevation
# Calculate center of mass of current tile.
if (percent.x == 0.5 and percent.y == 0.5):
center_of_mass = point_on_planet
vertex_array[i] = point_on_planet
if x != RESOLUTION-1 and y != RESOLUTION-1:
index_array[tri_index + 2] = i
index_array[tri_index + 1] = i+RESOLUTION+1
index_array[tri_index] = i+RESOLUTION
index_array[tri_index + 5] = i
index_array[tri_index + 4] = i+1
index_array[tri_index + 3] = i+RESOLUTION+1
tri_index += 6
for a in range(0, index_array.size(), 3):
var b : int = a + 1
var c : int = a + 2
var ab : Vector3 = vertex_array[index_array[b]] - vertex_array[index_array[a]]
var bc : Vector3 = vertex_array[index_array[c]] - vertex_array[index_array[b]]
var ca : Vector3 = vertex_array[index_array[a]] - vertex_array[index_array[c]]
var cross_ab_bc : Vector3 = bc.cross(ab)
var cross_bc_ca : Vector3 = ca.cross(bc)
var cross_ca_ab : Vector3 = ab.cross(ca)
normal_array[index_array[a]] += cross_ab_bc + cross_bc_ca + cross_ca_ab
normal_array[index_array[b]] += cross_ab_bc + cross_bc_ca + cross_ca_ab
normal_array[index_array[c]] += cross_ab_bc + cross_bc_ca + cross_ca_ab
for i in range(normal_array.size()):
normal_array[i] = normal_array[i].normalized()
arrays[Mesh.ARRAY_VERTEX] = vertex_array
arrays[Mesh.ARRAY_NORMAL] = normal_array
arrays[Mesh.ARRAY_TEX_UV] = uv_array
arrays[Mesh.ARRAY_INDEX] = index_array
call_deferred("_update_mesh", arrays, planet_data)
func _update_mesh(arrays : Array, planet_data):
var _mesh := ArrayMesh.new()
_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
if (mesh_instance == null):
return
mesh_instance.mesh = _mesh
mesh_instance.material_override = material
mesh_instance.material_override.set_shader_parameter("min_elevation", planet_data.min_elevation - 0.2)
mesh_instance.material_override.set_shader_parameter("max_elevation", planet_data.max_elevation)
mesh_instance.material_override.set_shader_parameter("elevation_color", planet_data.planet_color)
func _init():
children.resize(4)

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extends Camera3D
@export var velocity: Vector3
@export var acceleration: Vector3
var g : float = 0.01
# Called when the node enters the scene tree for the first time.
func _ready():
global_position = Vector3(0,0,-150)
acceleration = -global_position.normalized()
velocity = Vector3(0.5, 0.5, 0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
acceleration = -global_position.normalized() * g
velocity += acceleration
global_translate(velocity)
Global.camera_position = global_position
look_at(Vector3(0,0,0))