Created
June 3, 2013 22:22
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Mad Science map class
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from noise import perlin_noise as noise | |
from objects import building | |
from objects import tree | |
from pyglet.gl import * | |
import math | |
import random | |
import vector | |
tile_size = 32 | |
tile_height = 24 | |
tile_levels = 16 | |
tile_colors = [ | |
[0.0, 0.0, 0.5], # water | |
[0.0, 0.0, 0.7], # water | |
[0.1, 0.1, 0.9], # water | |
[0.1, 0.1, 0.9], # water | |
[1.0, 1.0, 0.9], # beach | |
[1.0, 1.0, 0.9], # beach | |
[0.1, 0.4, 0.1], # grass | |
[0.1, 0.4, 0.1], # grass | |
[0.1, 0.4, 0.1], # grass | |
[0.1, 0.4, 0.1], # grass | |
[0.1, 0.4, 0.1], # grass | |
[0.3, 0.3, 0.3], # rock | |
[0.3, 0.3, 0.3], # rock | |
[0.3, 0.3, 0.3], # rock | |
[0.3, 0.3, 0.3], # rock | |
[1.0, 1.0, 1.0], # snow | |
] | |
class Tile(object): | |
def __init__(self, value, height=None): | |
self.value = value | |
self.type = 0 | |
if height: | |
self.height = height | |
else: | |
self.calc_height() | |
def calc_height(self): | |
self.height = max(0, self.value-1) * tile_height * (self.value / float(tile_levels)) ** 2 | |
class Map(object): | |
""" | |
Stores the landscape mesh | |
""" | |
def __init__(self, width, height): | |
self.width = width | |
self.height = height | |
self.tiles = [Tile(0,0) for i in range(width*height)] | |
self.buildings = [] | |
self.vbo = None | |
self.vbo_ol = None | |
@classmethod | |
def generate(cls, width, height): | |
""" | |
generate a random map | |
""" | |
m = cls(width, height) | |
ngrid = noise.SmoothNoise(width, height, interpolation='linear').generate(3) | |
for i, n in enumerate(ngrid.cell_iter()): | |
m.tiles[i] = Tile(int(n * tile_levels)) | |
# flatten area to build city | |
# m.flatten(width/2-20,height/2-20,40,40) | |
# # construct buildings | |
# for b in range(4): | |
# x = random.randrange(width/2-17, width/2+17) | |
# z = random.randrange(width/2-17, height/2+17) | |
# t = m.get(x, z) | |
# if t.type == 1: | |
# bx = x * tile_size # tile_size/2 + | |
# bz = z * tile_size # tile_size/2 + | |
# by = t.height | |
# m.buildings.append(building.Building(bx, by, bz)) | |
# construct trees | |
for b in range(8000): | |
x = random.randrange(1, width-1) | |
z = random.randrange(1, height-1) | |
t = m.get(x, z) | |
if t.value > 6 and t.value < 10 and t.type == 0: | |
bx = x * tile_size # tile_size/2 + | |
bz = z * tile_size # tile_size/2 + | |
by = t.height | |
m.buildings.append(tree.Tree(bx, by, bz)) | |
m.build_vbo() | |
return m | |
def flatten(self, x, z, width, height, recurse=False): | |
heights = [] | |
for i in range(width*height): | |
xx = x + i % width | |
zz = z + i / width | |
heights.append(self.get(xx,zz).value) | |
avg = sum(heights) / len(heights) | |
for i in range(width*height): | |
xx = x + i % width | |
zz = z + i / width | |
self.get(xx,zz).value = avg | |
self.get(xx,zz).type = 1 | |
self.get(xx,zz).calc_height() | |
if recurse == False: | |
self.flatten(x-1,z-1,3,height+2,recurse=True) | |
self.flatten(x-1,z-1,width+2,3,recurse=True) | |
self.flatten(x+width-1,z-1,3,height+2,recurse=True) | |
self.flatten(x-1,z+height-1,width+2,3,recurse=True) | |
def get(self, x, z): | |
return self.tiles[z * self.width + x] | |
def build_vbo(self): | |
def get_color(x, z): | |
t = self.get(x, z) | |
if t.type == 0: | |
c = tile_colors[t.value] | |
else: | |
c = [0.1,0.1,0.1] | |
jitter = (random.random()*0.05-0.025) | |
return [c + jitter for c in c] | |
def get_normal(v, x, z): | |
s = tile_size | |
if normal_cache.has_key((x,z)): | |
return normal_cache[(x,z)] | |
neighbors = [] | |
if x > 0: | |
neighbors.append(vector.Vec3d((x-1)*s, self.get(x-1,z).height, z*s)) | |
if z > 0: | |
neighbors.append(vector.Vec3d(x*s, self.get(x,z-1).height, (z-1)*s)) | |
if x < self.width-1: | |
neighbors.append(vector.Vec3d((x+1)*s, self.get(x+1,z).height, z*s)) | |
if z < self.height-1: | |
neighbors.append(vector.Vec3d(x*s, self.get(x,z+1).height, (z+1)*s)) | |
deltas = [(n - v) for n in neighbors] | |
sum = vector.Vec3d(0,0,0) | |
for d in range(len(deltas)): | |
sum += deltas[d].cross(deltas[(d+1)%len(deltas)]) | |
normal = (sum / len(deltas)).normal | |
if normal.y < 0: | |
normal.y *= -1 | |
normal_cache[(x,z)] = normal | |
return normal | |
s = tile_size | |
v_list = [] | |
c_list = [] | |
n_list = [] | |
normal_cache = {} | |
# calculate vertices and colors | |
for i in range((self.height-1) * (self.width)): | |
z0 = i / (self.width) | |
z1 = z0 + 1 | |
if z0 % 2 == 0: # even rows go right | |
x0 = i % (self.width ) | |
skip = x0 == 0 and z0 != 0 | |
else: # odd rows go left | |
x0 = (self.width - 1) - (i % (self.width)) | |
skip = x0 == self.width-1 | |
# print v, n | |
if not skip: | |
v0 = vector.Vec3d(x0*s, self.get(x0,z0).height, z0*s) | |
n0 = get_normal(v0, x0, z0) | |
v_list += [v0.x, v0.y, v0.z] | |
n_list += [n0.x, n0.y, n0.z] | |
jitter = (random.random()*0.05-0.025) | |
c_list += get_color(x0, z0) | |
v1 = vector.Vec3d(x0*s, self.get(x0,z1).height, z1*s) | |
n1 = get_normal(v1, x0, z1) | |
v_list += [v1.x, v1.y, v1.z] | |
n_list += [n1.x, n1.y, n1.z] | |
c_list += get_color(x0, z1) | |
self.vbo = pyglet.graphics.vertex_list(len(v_list)/3, 'v3f', 'c3f', 'n3f') | |
self.vbo_ol = pyglet.graphics.vertex_list(len(v_list)/3, 'v3f') | |
self.vbo.vertices = v_list[:] | |
self.vbo.normals = n_list[:] | |
self.vbo.colors = c_list[:] | |
self.vbo_ol.vertices = v_list[:] | |
def update(self, dt): | |
pass | |
def draw(self): | |
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT | GL_LINE_BIT) | |
# set wireframe details | |
glLineWidth(0.4) | |
glColor4f(0.1,0.1,0.1,0.2) | |
# draw solids | |
glEnable(GL_COLOR_MATERIAL) | |
self.vbo.draw(GL_TRIANGLE_STRIP) | |
#draw wireframe | |
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE) | |
self.vbo_ol.draw(GL_TRIANGLE_STRIP) | |
glPopAttrib() | |
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