How does UV mapping work with surfacetool in Godot? - terrain

I'm coding a terrain generator in Godot. I generate the Mesh using SurfaceTool and triangle strips. The geometry works fine — but the UV mapping doesn't, as each triangle repeats the texture instead of the full mesh covering the texture once:
Normalizing the UV-Coordinates to fit into the 0,0 - 1,1 dimensions is what should work, but doesn't, as it makes only one pair of triangles have the full texture and the rest is blank:
extends MeshInstance
export var terrain_width = 16
export var terrain_depth = 16
export var terrain_height = 1
export var terrain_scale = 1
#Noise Generation
var terrain_noise = OpenSimplexNoise.new()
var terrain_heightmap = ImageTexture.new()
var terrain_texture = Texture.new()
var terrain_material = SpatialMaterial.new()
var terrain_mesh = Mesh.new()
var surfacetool = SurfaceTool.new()
func _ready():
generate_heightmap()
generate_mesh()
func generate_heightmap():
#Setup the noise
terrain_noise.seed = randi()
terrain_noise.octaves = 4
terrain_noise.period = 20.0
terrain_noise.persistence = 0.8
#Make the texture
terrain_heightmap.create_from_image(terrain_noise.get_image(terrain_width+1, terrain_depth+1))
terrain_texture = terrain_heightmap
func generate_mesh():
#Set the material texture to the heightmap
terrain_material.albedo_texture = terrain_texture
# This is where the uv-mapping occurs, via the add_uv function
for z in range(0,terrain_depth):
surfacetool.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
for x in range(0,terrain_width):
surfacetool.add_uv(Vector2((terrain_width-x)/terrain_width,z/terrain_depth))
surfacetool.add_vertex(Vector3((terrain_width-x)*terrain_scale, terrain_noise.get_noise_2d(x,z)*terrain_height*terrain_scale, z*terrain_scale))
surfacetool.add_uv(Vector2((terrain_width-x)/terrain_width,(z+1)/terrain_depth))
surfacetool.add_vertex(Vector3((terrain_width-x)*terrain_scale, terrain_noise.get_noise_2d(x,z+1)*terrain_height*terrain_scale, (z+1)*terrain_scale))
surfacetool.generate_normals()
surfacetool.index()
surfacetool.commit(terrain_mesh)
#Set the texture and mesh on the MeshInstance
self.material_override = terrain_material
self.set_mesh(terrain_mesh)
self.set_surface_material(0, terrain_texture)
I expect each triangle to cover only the corresponding coordinates in the texture.
It seems as if each triangle is considered as a separate surface.

You have lots of integer divisions there. There are many ways to fix that. Here's a quick one: Just add .0 after your exported variable's default values:
export var terrain_width = 16.0
export var terrain_depth = 16.0
export var terrain_height = 1.0
export var terrain_scale = 1.0
And here's a more explicit way:
export(float) var terrain_width = 16
export(float) var terrain_depth = 16
export(float) var terrain_height = 1
export(float) var terrain_scale = 1
Assuming you don't have any other bugs, this should fix the issue.

Related

Revit: Cannot create dimensions when ViewSection is rotated

I'm trying to set dimension to the elements in a AssemblyInstance. The code operates with coordinates from the first element.
AssemblyInstance ass; //is found and is not null
ViewSection vsec = RevitAuxilaries.CreateAssemblyViewSection(uiapp, ass,
AssemblyDetailViewOrientation.ElevationFront, ElementId.InvalidElementId, 25);
//UIApplication,
AssemblyInstance, AssemblyDetailViewOrientation, TemplateId, scale // created
BoundingBoxXYZ bbox1 = ass.get_BoundingBox(uiapp.ActiveUIDocument.ActiveView);
XYZ ptmid = (bbox1.Max + bbox1.Min) * 0.5;
Element cropboxelm = RevitAuxilaries.GetViewCropBox(uiapp, vsec); //finds CropBox element,
//found
BoundingBoxXYZ bcropbox = vsec.CropBox;
XYZ center = new XYZ(ptmid.X, ptmid.Y, 0.5 * (bcropbox.Max.Z + bcropbox.Min.Z));
Line axis = Line.CreateBound(center, center + XYZ.BasisZ);
RevitAuxilaries.RotateElement2(uiapp, cropboxelm, axis, 0.6981); // UIApplication,, Element,
Line, angle// created
double dw = RevitAuxilaries.GetDimensionFromElement(uiapp, fi, Dimensions.enWidth); //found dw
// = 3.937
ptleft = new XYZ(31.501, -23.3878, 32.4803);
ptrght = new XYZ(31.501 + dw * Math.Cos(0.6981), -23.3878 + dw * Math.Sin(0.6981), 32.4803);
Line ln = RevitAuxilaries.CreateLineFromPoints(uiapp, ptleft, ptrght); //created
ReferenceArray refarr = new ReferenceArray();
refarr.Append(ln.GetEndPointReference(0));
refarr.Append(ln.GetEndPointReference(1));
Dimension dim = null;
using (Transaction trans = new Transaction(uiapp.ActiveUIDocument.Document, "CreADim"))
{
trans.Start();
dim = uiapp.ActiveUIDocument.Document.Create.NewDimension(viewsec, line, refarr);
if (!issame)
{
try
{ dim.ValueOverride = Convert.ToInt32(UnitUtils.Convert(dim.Value.Value,
UnitTypeId.Feet, UnitTypeId.Millimeters)).ToString(); }
catch { }
}
trans.Commit();
uiapp.ActiveUIDocument.RefreshActiveView();
}
ERROR: The direction of dimension is invalid
Error in function checkDir, line 939
What is here wrong?
Have you tried to create the exact same dimension in the exact same context manually through the end user interface? Does that complete as expected? If not, what error message does that generate? If yes, you can analyse the resulting model, its elements and their properties using RevitLookup and possibly discover some required settings that can be added to your API approach.

Vulkan Instanced Rendering Weird Depth Buffer Behaviour

I am rendering a single mesh test object that contains 8000 cubes, 1 monkey, and 1 plane. I checked normals and winding orders. all seems correct for mesh.
if I render a single instance, the depth buffer works correctly. if I render using instanced when instant number increase depth buffer doesn't work correctly.
//Depth Attachment
//Create Depth Image
depthImage = new Image(
physicalDevice_,
logicalDevice_,
VK_IMAGE_TYPE_2D,
depthFormat,
VK_IMAGE_TILING_OPTIMAL,
swapChainExtent.width,
swapChainExtent.height,
1,
sampleCount_, //do we really need to sample depth????
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
depthImageView = new ImageView(
logicalDevice_,
VK_IMAGE_VIEW_TYPE_2D,
depthImage->handle,
depthFormat,
1,
VK_IMAGE_ASPECT_DEPTH_BIT);
//Render pass Depth Attachment
VkAttachmentDescription depthAttachment{};
depthAttachment.format = depthFormat;
depthAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
depthAttachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
depthAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
depthAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
depthAttachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
//Graphics Pipeline
VkPipelineDepthStencilStateCreateInfo depthStencil{};
depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencil.depthTestEnable = VK_TRUE;
depthStencil.depthWriteEnable = VK_TRUE;
depthStencil.depthCompareOp = VK_COMPARE_OP_LESS;
depthStencil.depthBoundsTestEnable = VK_FALSE;
depthStencil.minDepthBounds = 0.0f; // Optional
depthStencil.maxDepthBounds = 1.0f; // Optional
depthStencil.stencilTestEnable = VK_FALSE;
depthStencil.front = {}; // Optional
depthStencil.back = {}; // Optional
Below the screen is the view from the 100th instance of that mesh.
The higher the instance number, the more the depth buffer deteriorates.
The result is still the same if I use a different model.
What am I missing?
Result:
Depth Buffer:
For those who may struggle with similar issue. I found a solution.
Actually, this issue is not related to instancing directly but it's a bit confusing issue becomes visible as the instance index increases.
the cause is projection matrix z-near value was so small.
...
fieldOfView = 65.0f;
znear = 0.001f; // ! this much small value cause this problem
zfar = 5000.0f;
...
changed z-near to an acceptable value. Problem solved.
...
fieldOfView = 65.0f;
znear = 0.1f;
zfar = 5000.0f;
...

Photoshop script to duplicate and rename layer

While creating a script that would automate all the different tasks I do when I start working on a new picture on Photoshop, I encountered the following problem.
I want to create different groups and different layers inside these groups. Everything goes perfectly fine until this :
#target photoshop
app.bringToFront();
var doc = app.activeDocument;
newCurve();
var clippingHelpLayerLight = doc.activeLayer;
clippingHelpLayerLight.blendMode = BlendMode.SCREEN;
clippingHelpLayerLight.name = "Clipping Help Layer - Light";
clippingHelpLayerLight.visible = false;
clippingHelpLayerLight.duplicate();
var clippingHelpLayerLighter = doc.activeLayer;
clippingHelpLayerLighter.name = "Clipping Help Layer - Lighter";
clippingHelpLayerLighter.visible = false;
function newCurve() {
var c_ADJ_LAYER = charIDToTypeID("AdjL");
var c_ADJUSTMENT = charIDToTypeID("Adjs");
var c_CHANNEL = charIDToTypeID("Chnl");
var c_COMPOSITE = charIDToTypeID("Cmps");
var c_CURVE = charIDToTypeID("Crv ");
var c_CURVE_A = charIDToTypeID("CrvA");
var c_CURVES = charIDToTypeID("Crvs");
var c_HORIZONTAL = charIDToTypeID("Hrzn");
var c_MAKE = charIDToTypeID("Mk ");
var c_NULL = charIDToTypeID("null");
var c_POINT = charIDToTypeID("Pnt ");
var c_TYPE = charIDToTypeID("Type");
var c_USING = charIDToTypeID("Usng");
var c_VERTICAL = charIDToTypeID("Vrtc");
var d_CURVES_LAYER = new ActionDescriptor();
// Contains all the information necessary to perform the "MAKE" action
var r_CLASS = new ActionReference();
r_CLASS.putClass(c_ADJ_LAYER);
d_CURVES_LAYER.putReference(c_NULL, r_CLASS);
// Class of make action is of an ajdustment layer
var d_TYPE_CURVES = new ActionDescriptor();
// Contains all the information about all the curves
var d_CHANNEL_CURVES = new ActionDescriptor();
var l_CHANNEL_CURVES = new ActionList();
// Contains a list of channel curves
var d_CHANNEL_CURVE = new ActionDescriptor();
// Information for 1 channel curve
var r_CHANNEL = new ActionReference();
r_CHANNEL.putEnumerated(c_CHANNEL, c_CHANNEL, c_COMPOSITE);
// This curve is for the composite channel - VARIES
d_CHANNEL_CURVE.putReference(c_CHANNEL, r_CHANNEL);
// Contains the point list
var l_POINTS = new ActionList();
// List of points for this channel - LENGTH VARIES
var d_POINT = new ActionDescriptor();
// One point on the curve, has INPUT and OUTPUT value
d_POINT.putDouble(c_HORIZONTAL, 0.000000);
d_POINT.putDouble(c_VERTICAL, 0.000000);
l_POINTS.putObject(c_POINT, d_POINT);
//var d_POINT3 = new ActionDescriptor();
d_POINT.putDouble(c_HORIZONTAL, 255.000000);
d_POINT.putDouble(c_VERTICAL, 255.000000);
l_POINTS.putObject(c_POINT, d_POINT);
// Made the list of points
d_CHANNEL_CURVE.putList(c_CURVE, l_POINTS);
// Now have a list of points for a specific channel
l_CHANNEL_CURVES.putObject(c_CURVE_A, d_CHANNEL_CURVE);
// Add to the list of channel curves
d_CHANNEL_CURVES.putList(c_ADJUSTMENT, l_CHANNEL_CURVES);
// All the channel curves are inside here
d_TYPE_CURVES.putObject(c_TYPE, c_CURVES, d_CHANNEL_CURVES);
// .....
d_CURVES_LAYER.putObject(c_USING, c_ADJ_LAYER, d_TYPE_CURVES);
// package the curves and definition of the adjustment layer type
executeAction(c_MAKE, d_CURVES_LAYER, DialogModes.NO);
}
I actually want to create a first layer called "Clipping Help Layer - Light", blend mode : screen and turn it off. Then duplicate it, change the name of the new layer as "Clipping Help Layer - Lighter" and turn it off too.
Like this : Screenshot of what I would like to do
It does create the 2 layers, but the first one has " copy" at the end of its name and it stays turned on.
Screenshot of the actual result
Why ?
I can't understand why it doesn't work as expected and can't manage to fix it.
Any help would be greatly appreciated !
I believe the problem you are encountering has to do with doc.activeLayer. After you duplicate "Clipping Help Layer - Light," the script does not seem to change what doc.activeLayer is pointing to so when you then try to assign it to clippingHelpLayerLighter, you are then pointing at an undefined layer. While I don't know exactly what is happening behind the scenes when you do that, I do believe this will fix your problem:
#target photoshop
app.bringToFront();
var doc = app.documents.add( 4, 4 );
doc = app.activeDocument;
var clippingHelpLayerLight = doc.activeLayer;
clippingHelpLayerLight.blendMode = BlendMode.SCREEN;
clippingHelpLayerLight.name = "Clipping Help Layer - Light";
clippingHelpLayerLight.visible = false;
clippingHelpLayerLight.duplicate();
doc.activeLayer = doc.layers[ "Clipping Help Layer - Light copy" ];
doc.activeLayer.name = "Clipping Help Layer - Lighter";
doc.activeLayer.visible = false;
//I am not sure if you need this pointer to be called upon later in your
//code. If you do not, just leave this line out.
var clippingHelpLayerLighter = doc.activeLayer;
Hope this helps! Let me know if you have any questions, I'm by no means an expert but I use scripts fairly often.

OpenLayer OpenStreetMap Vector Size independent of Zoom

I have a VectorLayer over my OSM and I have successfully plotted a polygon on my Map.However what is happening is that the polygon is getting too large in size as I zoom in or getting small in size as I zoom out. Is there a way to keep the size of the polygon independent of zoom?
Here is my code for plotting the circle
map = new OpenLayers.Map("container");
var mapnik = new OpenLayers.Layer.OSM();
epsg4326 = new OpenLayers.Projection("EPSG:4326");
var zoom = 6;
map.addLayer(mapnik);
map.addControl(new OpenLayers.Control.DragPan());
projectTo = map.getProjectionObject();
var lonLat = new OpenLayers.LonLat(-82.56,43.67611).transform(epsg4326, projectTo);
map.setCenter(lonLat, zoom);
var styleMap = new OpenLayers.StyleMap(OpenLayers.Util.applyDefaults(
{fillColor: "black", fillOpacity: 0.5, strokeColor: "black"},
OpenLayers.Feature.Vector.style["default"]));
var vectorLayer = new OpenLayers.Layer.Vector("Overlay", {styleMap: styleMap});
var point = new OpenLayers.Geometry.Point(lonLat.lon, lonLat.lat);
var mycircle = OpenLayers.Geometry.Polygon.createRegularPolygon
(
point,
50000,
50,
0
);
var featurecircle = new OpenLayers.Feature.Vector(mycircle);
vectorLayer.addFeatures([featurecircle]);
map.addLayer(vectorLayer);

Add Drop Shadow to text

How do I add a drop shadow (with defined distance, size etc) using Photoshop scripting?
Current JS Code
var fontSize = 14;
var fontName = "Arial-Bold"; // NB: must be postscript name of font!
// This is the colour of the text in RGB
//Click foreground colour in Photoshop, choose your colour and read off the RGB values
//these can then be entered below.
var textColor = new SolidColor();
textColor.rgb.red = 255;
textColor.rgb.green =255;
textColor.rgb.blue = 255;
var newTextLayer = doc.artLayers.add();
newTextLayer.kind = LayerKind.TEXT;
newTextLayer.textItem.size = fontSize;
newTextLayer.textItem.font = fontName;
newTextLayer.textItem.contents = ++Count;
newTextLayer.textItem.color = textColor;
newTextLayer.textItem.kind = TextType.PARAGRAPHTEXT;
newTextLayer.textItem.height = fontSize;
newTextLayer.textItem.width = doc.width -20;
//The line below is the text position (X Y) IE; 10 Pixels Right 10 Pixels Down
newTextLayer.textItem.position = Array(10, 12);
// Can be RIGHTJUSTFIED LEFTJUSTIFIED CENTERJUSTIFIED
newTextLayer.textItem.justification=Justification.CENTERJUSTIFIED;
I believe there is no API function for this.
The best you can do is to use Scriptlistner.
The code that it generates then can be used in your script.
Here are some similar discussion with Scriptlistner-generated code:
http://ps-scripts.com/bb/viewtopic.php?t=586
or
http://ps-scripts.com/bb/viewtopic.php?t=2207