U2B World Geometry

G1-Karte in Unity (Assets/Luneraria/Scenes/G1_Map.unity), reproduzierbar
gebaut aus dem Godot-Weltgenerator (gebacken), den FBX-Modellen aus U2A und der
Karte des C#-Kerns.

- tools/godot-golden/world_export.gd: backt Gelände (Raster, Farben, Lauf- und
  Standhöhen), Lanebeläge, Plattform, Brücke, Randsteine, Basen, Landmarken,
  Vegetation, Adern, Grottentreppen, Aufstellungsbereiche und Licht. Braucht
  einen echten Renderer (HEADLESS=0); prüft auf Headless-Einheitstransformationen.
- LuneWorldBuilder: Meshes (GUID-stabil), Szene, Licht, Himmel, Post-Processing,
  16 Türme, 2 Ancients und die Grotte aus LuneMap mit Teammaterialien.
- Materialsystem: Luneraria/Surface (Gelände, Kluft-Oberflächen, Fluss, Adern,
  Kristall, G2-Werte mit Teamvarianten und Vertex-AO) und Luneraria/Pad;
  LuneMaterialSet.Dress wie Godots dress.
- View-Assembly: LuneSpace (Unity = (-x, h, y)), LuneGround, LuneCameraMath,
  LuneBuildingView (Zustände intakt bis Ruine).
- Vergleichsbilder mit den Kameraeinstellungen der Godot-G2-Aufnahmen.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Martin Stickelbroeck 2026-09-30 16:01:25 +02:00
parent 49cb4af407
commit 8a72cb165a
307 changed files with 167255 additions and 4 deletions

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"rootNamespace": "Luneraria.EditorTools", "rootNamespace": "Luneraria.EditorTools",
"references": [ "references": [
"Luneraria.Core", "Luneraria.Core",
"Luneraria.View",
"Unity.RenderPipelines.Core.Runtime", "Unity.RenderPipelines.Core.Runtime",
"Unity.RenderPipelines.Universal.Runtime" "Unity.RenderPipelines.Universal.Runtime"
], ],

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Luneraria.View;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
namespace Luneraria.EditorTools
{
/// <summary>
/// Creates the shared materials (U2B) from the Godot material library
/// (scripts/luneraria/view/lune_materials.gd), the baked world materials and the prop
/// materials of map_props.fbx, with team variants for team surfaces. Every material uses
/// Luneraria/Surface (modes see the shader) or Luneraria/Pad. Idempotent: existing assets are
/// updated in place, so scene references stay valid.
/// </summary>
public static class LuneMaterialFactory
{
public const string Folder = "Assets/Luneraria/Materials";
public const string SetPath = Folder + "/LuneMaterials.asset";
const string StoneMapPath = "Assets/Luneraria/Art/Textures/limestone-albedo.png";
// Surface modes of Luneraria/Surface.
public const int Plain = 0, Terrain = 1, Stone = 2, Paving = 3, Soil = 4, Bark = 5, Foliage = 6, Water = 7, Vein = 8, Crystal = 9;
/// <summary>Team style (Blau, Rot, neutral grotto) of lune_materials.gd TEAM_STYLE.</summary>
public static readonly Color[] TeamCrystal = { Hex("78c6ff"), Hex("ff7d45"), Hex("b784ff") };
public static readonly Color[] TeamRune = { Hex("86d2ff"), Hex("ffae5a"), Hex("c29cff") };
public static readonly Color[] TeamMetal = { new Color(.80f, .85f, .92f), new Color(.92f, .64f, .34f), new Color(.70f, .62f, .50f) };
public static readonly Color[] TeamCloth = { Hex("2a5aa8"), Hex("9a2c20"), Hex("45305f") };
public static readonly Color[] TeamLight = { Hex("8cc8ff"), Hex("ffae72"), Hex("b37cff") };
public static readonly Color[] TeamColor = { Hex("5aa8ff"), Hex("ff6a55"), Hex("b37cff") };
static readonly string[] TeamNames = { "Blau", "Rot", "Neutral" };
sealed class Spec
{
public int Mode;
public Color Base = Color.white;
public float Roughness = .88f;
public float Metallic;
public Color Emission = Color.black;
public float Energy;
public bool VertexColor;
public bool DoubleSided;
public float StoneScale = .23f;
public float Relief = .016f;
}
static Shader _surface;
static Texture2D _stone;
public static Color Hex(string hex)
{
ColorUtility.TryParseHtmlString("#" + hex, out Color color);
return color;
}
/// <summary>
/// An HDR emission value for an [HDR] material colour: Godot's emission (sRGB colour, linear
/// energy multiplier) as the linear value Unity hands to the shader unchanged.
/// </summary>
public static Color Hdr(Color srgb, float energy)
{
Color linear = srgb.linear * energy;
return new Color(linear.r, linear.g, linear.b, 1f);
}
/// <summary>
/// A plain (non-HDR) colour that Unity converts from gamma to linear, carrying a linear
/// value above one (RenderSettings.ambientLight = colour * energy).
/// </summary>
public static Color GammaEncoded(Color srgb, float energy)
{
Color linear = srgb.linear * energy;
return new Color(Mathf.LinearToGammaSpace(linear.r), Mathf.LinearToGammaSpace(linear.g), Mathf.LinearToGammaSpace(linear.b), 1f);
}
public static LuneMaterialSet Build(LuneWorldBake bake, out Dictionary<int, Material> worldMaterials)
{
Directory.CreateDirectory(Folder + "/Buildings");
Directory.CreateDirectory(Folder + "/World");
Directory.CreateDirectory(Folder + "/Props");
AssetDatabase.Refresh();
_surface = Shader.Find("Luneraria/Surface");
if (_surface == null)
throw new InvalidOperationException("shader Luneraria/Surface missing");
_stone = AssetDatabase.LoadAssetAtPath<Texture2D>(StoneMapPath);
var set = AssetDatabase.LoadAssetAtPath<LuneMaterialSet>(SetPath);
if (set == null)
{
set = ScriptableObject.CreateInstance<LuneMaterialSet>();
AssetDatabase.CreateAsset(set, SetPath);
}
set.Entries.Clear();
BuildingMaterials(set);
PropMaterials(set);
worldMaterials = WorldMaterials(bake);
EditorUtility.SetDirty(set);
AssetDatabase.SaveAssets();
return set;
}
// ------------------------------------------------------------ G2 buildings and boss (LN_*)
static void BuildingMaterials(LuneMaterialSet set)
{
Fixed(set, "LN_Stone_Pale", new Spec { Mode = Stone, Base = new Color(.72f, .68f, .61f), VertexColor = true });
Fixed(set, "LN_Stone_Dark", new Spec { Mode = Stone, Base = new Color(.30f, .30f, .33f), Roughness = .9f, VertexColor = true });
Fixed(set, "LN_Stone_Grotto", new Spec { Mode = Stone, Base = new Color(.43f, .43f, .46f), VertexColor = true });
Fixed(set, "LN_Rock", new Spec { Mode = Stone, Base = new Color(.38f, .38f, .40f), Roughness = .93f, VertexColor = true, StoneScale = .13f });
Teams(set, "LN_Metal_Team", team => new Spec { Mode = Plain, Base = TeamMetal[team] * .92f, Metallic = .9f, Roughness = .32f, VertexColor = true });
Fixed(set, "LN_Metal_Iron", new Spec { Mode = Plain, Base = new Color(.24f, .24f, .26f), Metallic = .8f, Roughness = .52f, VertexColor = true });
Fixed(set, "LN_Metal_Bronze", new Spec { Mode = Plain, Base = new Color(.66f, .47f, .24f), Metallic = .9f, Roughness = .42f, VertexColor = true });
Teams(set, "LN_Crystal_Team", team => new Spec { Mode = Crystal, Base = TeamCrystal[team], Emission = TeamCrystal[team], Energy = 3.2f });
Fixed(set, "LN_Crystal_Grotto", new Spec { Mode = Crystal, Base = TeamCrystal[2], Emission = TeamCrystal[2], Energy = 3.2f });
// Godot lights only the glyph strokes of a rune band; a dim band stands in for them.
Teams(set, "LN_Rune_Team", team => new Spec { Mode = Plain, Base = new Color(.16f, .16f, .18f), Emission = TeamRune[team], Energy = .45f, Roughness = .5f, VertexColor = true });
Fixed(set, "LN_Rune_Grotto", new Spec { Mode = Plain, Base = new Color(.16f, .16f, .18f), Emission = TeamRune[2], Energy = .45f, Roughness = .5f, VertexColor = true });
Teams(set, "LN_Cloth_Team", team => new Spec { Mode = Plain, Base = TeamCloth[team], Roughness = .85f, DoubleSided = true, VertexColor = true });
Fixed(set, "LN_Water_Glow", new Spec { Mode = Plain, Base = new Color(.45f, .35f, .80f) * .3f, Emission = new Color(.45f, .35f, .80f), Energy = 1.2f, Roughness = .1f });
Fixed(set, "LN_Boss_Hide", new Spec { Mode = Plain, Base = new Color(.24f, .25f, .29f), Roughness = .84f, VertexColor = true });
Fixed(set, "LN_Boss_Bone", new Spec { Mode = Plain, Base = new Color(.74f, .71f, .64f), Roughness = .62f, VertexColor = true });
Fixed(set, "LN_Boss_Bronze", new Spec { Mode = Plain, Base = new Color(.42f, .31f, .18f), Metallic = .85f, Roughness = .42f, VertexColor = true });
// The grotto boss glows in the neutral colour; a deployed boss in its team's.
Teams(set, "LN_Crystal_Boss", team => new Spec { Mode = Crystal, Base = TeamCrystal[team], Emission = TeamCrystal[team], Energy = 2.4f }, neutral: true);
Fixed(set, "LN_Wood", new Spec { Mode = Plain, Base = new Color(.33f, .23f, .15f), Roughness = .82f, VertexColor = true });
Fixed(set, "LN_Cave", new Spec { Mode = Plain, Base = new Color(.02f, .015f, .03f), Roughness = 1f });
}
// ------------------------------------------------------------ props of map_props.fbx (ENV_*)
static void PropMaterials(LuneMaterialSet set)
{
const string props = "Assets/Luneraria/Art/Environment/map_props.fbx";
foreach (Material source in AssetDatabase.LoadAllAssetsAtPath(props).OfType<Material>())
{
string key = source.name;
Color color = source.HasProperty("_BaseColor") ? source.GetColor("_BaseColor") : source.color;
Spec spec;
if (key.Contains("brass"))
// Godot keeps the glTF material for brass (no Kluft surface).
spec = new Spec { Mode = Plain, Base = color, Metallic = source.HasProperty("_Metallic") ? source.GetFloat("_Metallic") : .8f, Roughness = .4f };
else if (key.StartsWith("ENV_"))
spec = new Spec { Mode = SurfaceMode(key), Base = color };
else
spec = new Spec { Mode = Plain, Base = color, Roughness = .8f, DoubleSided = true };
Add(set, key, Create(Folder + "/Props/" + key + ".mat", spec), null, null);
}
}
public static int SurfaceMode(string key)
{
if (key.Contains("leaf"))
return Foliage;
if (key.Contains("bark"))
return Bark;
if (key.Contains("soil"))
return Soil;
if (key.Contains("paving"))
return Paving;
return Stone;
}
// ------------------------------------------------------------ baked world materials
static Dictionary<int, Material> WorldMaterials(LuneWorldBake bake)
{
var result = new Dictionary<int, Material>();
var materials = (JArray)bake.Data["materials"];
var veins = 0;
for (int index = 0; index < materials.Count; index++)
{
var entry = (JObject)materials[index];
string type = (string)entry["type"];
string shader = (string)entry["shader"] ?? "";
string key = (string)entry["surface_key"];
JObject parameters = (JObject)entry["params"] ?? new JObject();
string name;
Spec spec;
if (key != null)
{
name = key;
spec = new Spec { Mode = SurfaceMode(key), Base = ColorOf(parameters["base_color"]) };
}
else if (shader.EndsWith("lune_terrain.gdshader"))
{
name = "Terrain";
spec = new Spec { Mode = Terrain, StoneScale = .21f };
}
else if (shader.EndsWith("river.gdshader"))
{
name = "River";
spec = new Spec { Mode = Water };
}
else if (shader.EndsWith("lune_vein.gdshader"))
{
// Vein tint and seed are per-instance parameters in Godot; the builder assigns
// one material per vein (see VeinMaterial).
continue;
}
else if (shader.EndsWith("lune_pad.gdshader"))
{
Color tint = ColorOf(parameters["tint"]);
int team = tint.r > tint.b ? 1 : 0;
name = "Pad_" + TeamNames[team];
result[index] = PadMaterial(Folder + "/World/" + name + ".mat", tint, (float)parameters["pad_length"], (float)parameters["row_start"]);
continue;
}
else if (type == "standard")
{
Color albedo = ColorOf(entry["albedo"]);
bool glow = entry["emission"] != null;
name = "Glow_" + ColorUtility.ToHtmlStringRGB(albedo) + (glow ? "_" + ((float)entry["emission_energy"]).ToString("0.0#", System.Globalization.CultureInfo.InvariantCulture) : "");
spec = new Spec { Mode = Plain, Base = albedo, Roughness = (float)entry["roughness"], Metallic = (float)entry["metallic"] };
if (glow)
{
spec.Emission = ColorOf(entry["emission"]);
spec.Energy = (float)entry["emission_energy"];
}
}
else
{
throw new InvalidOperationException("unknown world material " + entry);
}
result[index] = Create(Folder + "/World/" + name + ".mat", spec);
}
return result;
}
/// <summary>One material per energy vein (tint from its team, seed from the bake).</summary>
public static Material VeinMaterial(string name, Color tint, float seed)
{
Material material = Create(Folder + "/World/" + name + ".mat", new Spec { Mode = Vein, Base = tint });
material.SetFloat("_Seed", seed);
material.SetFloat("_Energy", 1f);
EditorUtility.SetDirty(material);
return material;
}
static Material PadMaterial(string path, Color tint, float length, float rowStart)
{
Shader shader = Shader.Find("Luneraria/Pad");
var material = AssetDatabase.LoadAssetAtPath<Material>(path);
if (material == null)
{
material = new Material(shader);
AssetDatabase.CreateAsset(material, path);
}
material.shader = shader;
material.SetColor("_Tint", tint);
material.SetFloat("_PadLength", length);
material.SetFloat("_RowStart", rowStart);
EditorUtility.SetDirty(material);
return material;
}
public static Color ColorOf(JToken values)
{
return new Color((float)values[0], (float)values[1], (float)values[2], values.Count() > 3 ? (float)values[3] : 1f);
}
static void Fixed(LuneMaterialSet set, string key, Spec spec)
{
Add(set, key, Create(Folder + "/Buildings/" + key + ".mat", spec), null, null);
}
static void Teams(LuneMaterialSet set, string key, Func<int, Spec> spec, bool neutral = true)
{
Material blau = Create(Folder + "/Buildings/" + key + "_Blau.mat", spec(0));
Material rot = Create(Folder + "/Buildings/" + key + "_Rot.mat", spec(1));
Material none = neutral ? Create(Folder + "/Buildings/" + key + "_Neutral.mat", spec(2)) : blau;
Add(set, key, none, blau, rot);
}
static void Add(LuneMaterialSet set, string key, Material neutral, Material blau, Material rot)
{
set.Entries.Add(new LuneMaterialSet.Entry { Key = key, Neutral = neutral, Blau = blau, Rot = rot });
}
static Material Create(string path, Spec spec)
{
var material = AssetDatabase.LoadAssetAtPath<Material>(path);
if (material == null)
{
material = new Material(_surface);
AssetDatabase.CreateAsset(material, path);
}
material.shader = _surface;
material.enableInstancing = true;
material.SetColor("_BaseColor", spec.Base);
material.SetFloat("_Mode", spec.Mode);
material.SetFloat("_VertexColor", spec.VertexColor ? 1f : 0f);
material.SetFloat("_Metallic", spec.Metallic);
material.SetFloat("_Roughness", spec.Roughness);
material.SetColor("_EmissionColor", spec.Energy > 0f ? Hdr(spec.Emission, spec.Energy) : Color.black);
material.SetFloat("_StoneScale", spec.StoneScale);
material.SetFloat("_Relief", spec.Relief);
material.SetFloat("_Cull", spec.DoubleSided ? 0f : 2f);
material.SetTexture("_StoneMap", _stone);
material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.None;
EditorUtility.SetDirty(material);
return material;
}
}
}

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using System;
using System.IO;
using Newtonsoft.Json.Linq;
namespace Luneraria.EditorTools
{
/// <summary>
/// The world bake of tools/godot-golden/world_export.gd: g1_world.json (structure, transforms,
/// materials) and g1_world.bytes (little-endian arrays referenced as [offset, count]).
/// </summary>
public sealed class LuneWorldBake
{
public const string Folder = "Assets/Luneraria/World/Bake";
public readonly JObject Data;
readonly byte[] _blob;
LuneWorldBake(JObject data, byte[] blob)
{
Data = data;
_blob = blob;
}
public static LuneWorldBake Load(string folder = Folder)
{
return new LuneWorldBake(JObject.Parse(File.ReadAllText(Path.Combine(folder, "g1_world.json"))), File.ReadAllBytes(Path.Combine(folder, "g1_world.bytes")));
}
public float[] Floats(JToken reference, int components = 1)
{
int offset = (int)reference[0];
int count = (int)reference[1] * components;
var values = new float[count];
Buffer.BlockCopy(_blob, offset, values, 0, count * 4);
return values;
}
public int[] Ints(JToken reference)
{
int offset = (int)reference[0];
int count = (int)reference[1];
var values = new int[count];
Buffer.BlockCopy(_blob, offset, values, 0, count * 4);
return values;
}
public static float[] Transform(JToken values)
{
var result = new float[12];
for (int i = 0; i < 12; i++)
result[i] = (float)values[i];
return result;
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Luneraria.Core;
using Luneraria.View;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace Luneraria.EditorTools
{
/// <summary>
/// Builds the G1 map scene (U2B) reproducibly from three sources:
/// the world bake of the Godot generator (terrain, lanes, platform, bridge, bases, landmarks,
/// vegetation, veins, grotto stairs, deployment areas, lights),
/// the FBX models of the Blender pipeline (towers, Ancients, grotto, props),
/// the C# core's map (building ids, positions and facing).
/// Unity -batchmode -projectPath . -executeMethod Luneraria.EditorTools.LuneWorldBuilder.BuildScene
/// The scene owns no rules; buildings carry views that the match binding (U2C) drives.
/// </summary>
public static class LuneWorldBuilder
{
public const string ScenePath = "Assets/Luneraria/Scenes/G1_Map.unity";
public const string GeneratedFolder = "Assets/Luneraria/World/Generated";
public const string GroundPath = "Assets/Luneraria/World/LuneGround.asset";
public const string VolumePath = "Assets/Luneraria/Settings/Rendering/LuneVolume.asset";
const string Art = "Assets/Luneraria/Art/";
public static void BuildScene()
{
int code = 0;
try
{
Build();
}
catch (Exception error)
{
Debug.LogError("LUNE_WORLD failed: " + error);
code = 1;
}
EditorApplication.Exit(code);
}
public static void Build()
{
LuneProjectSetup.Configure();
LuneWorldBake bake = LuneWorldBake.Load();
LuneMaterialSet materials = LuneMaterialFactory.Build(bake, out Dictionary<int, Material> worldMaterials);
LuneGround ground = BuildGround(bake);
Directory.CreateDirectory(GeneratedFolder);
_written.Clear();
Directory.CreateDirectory(Path.GetDirectoryName(ScenePath));
AssetDatabase.Refresh();
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
Environment(bake);
var world = new GameObject("World").transform;
Terrain(bake, world, worldMaterials);
int meshes = Nodes(bake, world, worldMaterials, materials);
var buildings = Buildings(materials, ground);
var camera = new GameObject("Main Camera");
camera.tag = "MainCamera";
var unityCamera = camera.AddComponent<Camera>();
unityCamera.fieldOfView = LuneCameraMath.FieldOfView;
unityCamera.nearClipPlane = .5f;
unityCamera.farClipPlane = 700f;
camera.AddComponent<UniversalAdditionalCameraData>().renderPostProcessing = true;
LuneCameraMath.Pose(new Vector3(0f, ground.StandHeight(new Vec2(0f, 0f)), 0f), LuneCameraMath.OverviewZoom, 0f, out Vector3 position, out Quaternion rotation);
camera.transform.SetPositionAndRotation(position, rotation);
// Meshes of an earlier build that this build no longer produces.
foreach (string stale in AssetDatabase.FindAssets("t:Mesh", new[] { GeneratedFolder }).Select(AssetDatabase.GUIDToAssetPath).Where(p => !_written.Contains(p)).ToList())
AssetDatabase.DeleteAsset(stale);
EditorSceneManager.SaveScene(scene, ScenePath);
var scenes = EditorBuildSettings.scenes.Where(s => s.path != ScenePath).ToList();
scenes.Insert(0, new EditorBuildSettingsScene(ScenePath, true));
EditorBuildSettings.scenes = scenes.ToArray();
AssetDatabase.SaveAssets();
Debug.Log(string.Format("LUNE_WORLD built {0}: {1} generated meshes, {2} buildings", ScenePath, meshes, buildings));
}
// ------------------------------------------------------------ ground heights
static LuneGround BuildGround(LuneWorldBake bake)
{
var ground = AssetDatabase.LoadAssetAtPath<LuneGround>(GroundPath);
if (ground == null)
{
ground = ScriptableObject.CreateInstance<LuneGround>();
AssetDatabase.CreateAsset(ground, GroundPath);
}
JToken inner = bake.Data["terrain"]["inner"];
ground.WalkExtent = (float)inner["extent"];
ground.WalkStep = (float)inner["step"];
ground.WalkSize = (int)inner["size"];
ground.Walk = bake.Floats(inner["walk"]);
JToken stand = bake.Data["stand"];
ground.StandExtent = (float)stand["extent"];
ground.StandStep = (float)stand["step"];
ground.StandSize = (int)stand["size"];
ground.Stand = bake.Floats(stand["heights"]);
EditorUtility.SetDirty(ground);
return ground;
}
// ------------------------------------------------------------ environment
static void Environment(LuneWorldBake bake)
{
JToken lights = bake.Data["lights"];
JProperty sunEntry = ((JObject)lights).Properties().First(p => p.Name != "fill" && p.Name != "environment");
Light sun = DirectionalLight("Sun", sunEntry.Value, true);
sun.shadowStrength = 1f;
DirectionalLight("Fill", lights["fill"], false);
JToken environment = lights["environment"];
RenderSettings.ambientMode = AmbientMode.Flat;
RenderSettings.ambientLight = LuneMaterialFactory.GammaEncoded(LuneMaterialFactory.ColorOf(environment["ambient_color"]), (float)environment["ambient_energy"] * 1.6f);
RenderSettings.fog = false;
RenderSettings.sun = sun;
const string skyPath = "Assets/Luneraria/Settings/Rendering/LuneSky.mat";
var sky = AssetDatabase.LoadAssetAtPath<Material>(skyPath);
if (sky == null)
{
sky = new Material(Shader.Find("Skybox/Procedural"));
AssetDatabase.CreateAsset(sky, skyPath);
}
sky.SetColor("_SkyTint", LuneMaterialFactory.Hex("2a3d58"));
sky.SetColor("_GroundColor", LuneMaterialFactory.Hex("1a1c24"));
sky.SetFloat("_Exposure", 1.05f);
sky.SetFloat("_AtmosphereThickness", .8f);
EditorUtility.SetDirty(sky);
RenderSettings.skybox = sky;
RenderSettings.defaultReflectionMode = DefaultReflectionMode.Skybox;
var volume = new GameObject("PostProcess").AddComponent<Volume>();
volume.isGlobal = true;
volume.sharedProfile = VolumeProfile();
}
/// <summary>Godot light: rotation_degrees (Euler YXZ), shining along its local -Z.</summary>
static Light DirectionalLight(string name, JToken entry, bool shadows)
{
var degrees = entry["rotation_degrees"];
float x = (float)degrees[0] * Mathf.Deg2Rad;
float y = (float)degrees[1] * Mathf.Deg2Rad;
// Ry(y) * Rx(x) * (0, 0, -1)
var afterX = new Vector3(0f, Mathf.Sin(x), -Mathf.Cos(x));
var godotDirection = new Vector3(afterX.x * Mathf.Cos(y) + afterX.z * Mathf.Sin(y), afterX.y, -afterX.x * Mathf.Sin(y) + afterX.z * Mathf.Cos(y));
var light = new GameObject(name).AddComponent<Light>();
light.type = LightType.Directional;
light.transform.rotation = Quaternion.LookRotation(LuneSpace.FromGodot(godotDirection), Vector3.up);
light.color = LuneMaterialFactory.ColorOf(entry["color"]);
light.intensity = (float)entry["energy"];
light.shadows = shadows ? LightShadows.Soft : LightShadows.None;
return light;
}
/// <summary>ACES tone mapping, glow and colour adjustment of scripts/presentation/lighting.gd.</summary>
static VolumeProfile VolumeProfile()
{
var profile = AssetDatabase.LoadAssetAtPath<VolumeProfile>(VolumePath);
if (profile == null)
{
profile = ScriptableObject.CreateInstance<VolumeProfile>();
AssetDatabase.CreateAsset(profile, VolumePath);
}
foreach (VolumeComponent old in profile.components.ToList())
{
profile.Remove(old.GetType());
UnityEngine.Object.DestroyImmediate(old, true);
}
var tonemapping = profile.Add<Tonemapping>(true);
tonemapping.mode.Override(TonemappingMode.ACES);
var bloom = profile.Add<Bloom>(true);
bloom.threshold.Override(1.2f);
bloom.intensity.Override(.55f);
bloom.scatter.Override(.6f);
var colors = profile.Add<ColorAdjustments>(true);
colors.contrast.Override(12f);
colors.saturation.Override(18f);
foreach (VolumeComponent component in profile.components)
AssetDatabase.AddObjectToAsset(component, profile);
EditorUtility.SetDirty(profile);
return profile;
}
// ------------------------------------------------------------ terrain
static void Terrain(LuneWorldBake bake, Transform world, Dictionary<int, Material> materials)
{
Material terrain = AssetDatabase.LoadAssetAtPath<Material>(LuneMaterialFactory.Folder + "/World/Terrain.mat");
var group = new GameObject("Terrain").transform;
group.SetParent(world, false);
foreach (string key in new[] { "inner", "outer" })
{
JToken grid = bake.Data["terrain"][key];
Mesh mesh = GridMesh(key == "inner" ? "Ground" : "Mountains", bake.Floats(grid["ground"]), bake.Floats(grid["colors"], 4),
(int)grid["size"], (float)grid["extent"], (float)grid["step"], (float)grid["hole"]);
string label = mesh.name;
mesh = Save(mesh);
var go = Place(label, group, mesh, new[] { terrain }, key == "inner");
go.isStatic = true;
}
}
/// <summary>Port of LuneTerrain._mesh: grid with alternating diagonals, normals from neighbours.</summary>
static Mesh GridMesh(string name, float[] heights, float[] colors, int n, float extent, float step, float hole)
{
var vertices = new Vector3[n * n];
var normals = new Vector3[n * n];
var tints = new Color[n * n];
for (int j = 0; j < n; j++)
{
for (int i = 0; i < n; i++)
{
int index = j * n + i;
vertices[index] = LuneSpace.FromGodot(new Vector3(-extent + i * step, heights[index], -extent + j * step));
float left = heights[j * n + Math.Max(0, i - 1)];
float right = heights[j * n + Math.Min(n - 1, i + 1)];
float up = heights[Math.Max(0, j - 1) * n + i];
float down = heights[Math.Min(n - 1, j + 1) * n + i];
normals[index] = LuneSpace.FromGodot(new Vector3(left - right, 2f * step, up - down).normalized);
tints[index] = new Color(colors[index * 4], colors[index * 4 + 1], colors[index * 4 + 2], colors[index * 4 + 3]);
}
}
var indices = new List<int>((n - 1) * (n - 1) * 6);
for (int j = 0; j < n - 1; j++)
{
for (int i = 0; i < n - 1; i++)
{
if (hole > 0f)
{
float cx = Mathf.Abs(-extent + (i + .5f) * step);
float cz = Mathf.Abs(-extent + (j + .5f) * step);
if (Mathf.Max(cx, cz) < hole)
continue;
}
int a = j * n + i;
int b = a + 1;
int c = a + n;
int d = c + 1;
if ((i + j) % 2 == 0)
indices.AddRange(new[] { a, b, d, a, d, c });
else
indices.AddRange(new[] { a, b, c, b, d, c });
}
}
var mesh = new Mesh { name = name, indexFormat = IndexFormat.UInt32 };
mesh.SetVertices(vertices);
mesh.SetNormals(normals);
mesh.SetColors(tints);
mesh.SetTriangles(indices, 0);
mesh.RecalculateBounds();
return mesh;
}
// ------------------------------------------------------------ baked nodes
static int Nodes(LuneWorldBake bake, Transform world, Dictionary<int, Material> worldMaterials, LuneMaterialSet set)
{
var meshes = new Dictionary<int, Mesh>();
var bakedMeshes = (JArray)bake.Data["meshes"];
var props = PropLibrary(set);
foreach (JObject node in bake.Data["nodes"])
{
string name = (string)node["name"];
if (name.StartsWith("@"))
name = "Part";
Mesh mesh;
Material[] materials;
if (node["prop"] != null)
{
var prop = props[(string)node["prop"]];
mesh = prop.Key;
materials = prop.Value;
}
else
{
int index = (int)node["mesh"];
var baked = (JObject)bakedMeshes[index];
if (!meshes.TryGetValue(index, out mesh))
{
mesh = Save(BakedMesh(bake, baked, name + "_" + index));
meshes[index] = mesh;
}
var surfaces = (JArray)baked["surfaces"];
materials = new Material[surfaces.Count];
for (int s = 0; s < surfaces.Count; s++)
{
JToken reference = node["material"] ?? surfaces[s]["material"];
materials[s] = reference != null && worldMaterials.TryGetValue((int)reference, out Material found) ? found : null;
}
if (name.StartsWith("Vein_"))
{
JToken parameters = node["instance_params"];
materials = new[] { LuneMaterialFactory.VeinMaterial(name, LuneMaterialFactory.ColorOf(parameters["tint"]), (float)parameters["seed"]) };
}
}
var transforms = (JArray)node["transforms"];
bool shadows = (bool)node["cast_shadow"];
bool visible = (bool)node["visible"];
var group = new GameObject(name).transform;
group.SetParent(world, false);
for (int k = 0; k < transforms.Count; k++)
{
float[] t = LuneWorldBake.Transform(transforms[k]);
LuneSpace.FromGodot(t, 0, out Vector3 position, out Quaternion rotation, out Vector3 scale);
GameObject go = transforms.Count == 1 ? group.gameObject : new GameObject(name + "_" + k);
if (transforms.Count > 1)
go.transform.SetParent(group, false);
go.transform.localPosition = position;
go.transform.localRotation = rotation;
go.transform.localScale = scale;
AddRenderer(go, mesh, materials, shadows);
go.isStatic = visible;
}
group.gameObject.SetActive(visible);
}
return meshes.Count + 2;
}
/// <summary>Prop meshes of map_props.fbx by name, with their surfaces dressed (ENV_* materials).</summary>
static Dictionary<string, KeyValuePair<Mesh, Material[]>> PropLibrary(LuneMaterialSet set)
{
var result = new Dictionary<string, KeyValuePair<Mesh, Material[]>>();
var root = AssetDatabase.LoadAssetAtPath<GameObject>(Art + "Environment/map_props.fbx");
foreach (MeshFilter filter in root.GetComponentsInChildren<MeshFilter>(true))
{
var renderer = filter.GetComponent<MeshRenderer>();
Material[] materials = renderer.sharedMaterials.Select(m => set.Get(LuneMaterialSet.KeyOf(m), 2) ?? m).ToArray();
result[filter.gameObject.name] = new KeyValuePair<Mesh, Material[]>(filter.sharedMesh, materials);
}
return result;
}
/// <summary>A baked Godot mesh in Unity: x mirrored (with the handedness change the picture and
/// the clockwise front faces are kept, so the index order stays).</summary>
static Mesh BakedMesh(LuneWorldBake bake, JObject baked, string name)
{
var vertices = new List<Vector3>();
var normals = new List<Vector3>();
var uvs = new List<Vector2>();
var colors = new List<Color>();
var submeshes = new List<int[]>();
bool hasNormals = true;
bool hasUvs = true;
bool hasColors = true;
foreach (JObject surface in baked["surfaces"])
{
int start = vertices.Count;
float[] v = bake.Floats(surface["vertices"], 3);
int count = v.Length / 3;
for (int i = 0; i < count; i++)
vertices.Add(LuneSpace.FromGodot(new Vector3(v[i * 3], v[i * 3 + 1], v[i * 3 + 2])));
if (surface["normals"] != null)
{
float[] n = bake.Floats(surface["normals"], 3);
for (int i = 0; i < count; i++)
normals.Add(LuneSpace.FromGodot(new Vector3(n[i * 3], n[i * 3 + 1], n[i * 3 + 2])));
}
else
{
hasNormals = false;
}
if (surface["uvs"] != null)
{
float[] uv = bake.Floats(surface["uvs"], 2);
for (int i = 0; i < count; i++)
uvs.Add(new Vector2(uv[i * 2], uv[i * 2 + 1]));
}
else
{
hasUvs = false;
for (int i = 0; i < count; i++)
uvs.Add(Vector2.zero);
}
if (surface["colors"] != null)
{
float[] c = bake.Floats(surface["colors"], 4);
for (int i = 0; i < count; i++)
colors.Add(new Color(c[i * 4], c[i * 4 + 1], c[i * 4 + 2], c[i * 4 + 3]));
}
else
{
hasColors = false;
for (int i = 0; i < count; i++)
colors.Add(Color.white);
}
int[] indices = surface["indices"] != null ? bake.Ints(surface["indices"]) : Enumerable.Range(0, count).ToArray();
submeshes.Add(indices.Select(i => i + start).ToArray());
}
var mesh = new Mesh { name = name, indexFormat = vertices.Count > 65000 ? IndexFormat.UInt32 : IndexFormat.UInt16 };
mesh.SetVertices(vertices);
if (hasUvs)
mesh.SetUVs(0, uvs);
if (hasColors)
mesh.SetColors(colors);
mesh.subMeshCount = submeshes.Count;
for (int s = 0; s < submeshes.Count; s++)
mesh.SetTriangles(submeshes[s], s);
if (hasNormals && normals.Count == vertices.Count)
mesh.SetNormals(normals);
else
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return mesh;
}
static readonly HashSet<string> _written = new HashSet<string>();
/// <summary>Writes a generated mesh; an existing asset is updated in place so its GUID (and the
/// scene's reference) stays the same from build to build.</summary>
static Mesh Save(Mesh mesh)
{
string path = GeneratedFolder + "/" + mesh.name + ".asset";
if (!_written.Add(path))
throw new InvalidOperationException("duplicate generated mesh " + path);
var existing = AssetDatabase.LoadAssetAtPath<Mesh>(path);
if (existing == null)
{
AssetDatabase.CreateAsset(mesh, path);
return mesh;
}
EditorUtility.CopySerialized(mesh, existing);
EditorUtility.SetDirty(existing);
UnityEngine.Object.DestroyImmediate(mesh);
return existing;
}
static GameObject Place(string name, Transform parent, Mesh mesh, Material[] materials, bool shadows)
{
var go = new GameObject(name);
go.transform.SetParent(parent, false);
AddRenderer(go, mesh, materials, shadows);
return go;
}
static void AddRenderer(GameObject go, Mesh mesh, Material[] materials, bool shadows)
{
go.AddComponent<MeshFilter>().sharedMesh = mesh;
var renderer = go.AddComponent<MeshRenderer>();
renderer.sharedMaterials = materials;
renderer.shadowCastingMode = shadows ? ShadowCastingMode.On : ShadowCastingMode.Off;
}
// ------------------------------------------------------------ strategic buildings
static int Buildings(LuneMaterialSet materials, LuneGround ground)
{
var root = new GameObject("Buildings").transform;
var map = new LuneMap(new LuneBalance());
const float PlazaLift = .08f;
int count = 0;
foreach (BuildingDef definition in map.Buildings)
{
Vec2 at = definition.Position;
string asset;
Vec2 facing;
float height = ground.WalkHeight(at);
if (definition.Tier == "core")
{
asset = "ancient";
facing = (-at).Normalized();
height += PlazaLift;
}
else if (definition.Tier == "base")
{
asset = "kernwacht";
facing = (at - map.CorePosition(definition.Team)).Normalized();
}
else
{
asset = definition.Tier == "outer" ? "grenzwacht" : "bastion";
facing = (map.LanePoint(definition.Team, definition.Lane, definition.Progress) - at).Normalized();
}
var view = new GameObject(definition.Id).AddComponent<LuneBuildingView>();
view.transform.SetParent(root, false);
view.transform.position = LuneSpace.World(at, height);
view.BuildingId = definition.Id;
view.Team = definition.Team;
view.Tier = definition.Tier;
GameObject model = Model(asset, view.transform, materials, definition.Team);
model.transform.localRotation = LuneSpace.Facing(facing);
view.Show(LuneBuildingView.Look.Intact);
count++;
}
var grotto = new GameObject("BossGrotto").transform;
grotto.SetParent(root, false);
grotto.position = LuneSpace.World(LuneMap.Grotto, 1.7f);
Model("bossgrotte", grotto, materials, 2);
return count + 1;
}
static GameObject Model(string asset, Transform parent, LuneMaterialSet materials, int team)
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(Art + "Buildings/" + asset + ".fbx");
var model = (GameObject)PrefabUtility.InstantiatePrefab(prefab, parent);
model.name = "Model";
materials.Dress(model, team);
return model;
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using Luneraria.Core;
using Luneraria.View;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace Luneraria.EditorTools
{
/// <summary>
/// Screenshots of the G1 map scene with the camera settings of the Godot G2 captures
/// (../saumwacht-godot/tools/luneraria/g2_views.gd), so both can be compared side by side:
/// 15 overview, 01 Blau Ancient, 05 Grenzwacht, 06 Bastion, 07 base towers, 10 grotto.
/// Unity -batchmode -projectPath . -executeMethod Luneraria.EditorTools.LuneWorldCapture.CaptureAll
/// </summary>
public static class LuneWorldCapture
{
public const int Width = 1920;
public const int Height = 1080;
struct View
{
public string Label;
public Vec2 At;
public float Zoom;
public int YawSteps;
}
public static void CaptureAll()
{
int code = 0;
try
{
EditorSceneManager.OpenScene(LuneWorldBuilder.ScenePath, OpenSceneMode.Single);
var ground = AssetDatabase.LoadAssetAtPath<LuneGround>(LuneWorldBuilder.GroundPath);
var map = new LuneMap(new LuneBalance());
Vec2 blue = map.CorePosition(0);
Vec2 red = map.CorePosition(1);
Vec2 outer = map.BuildingDef("rot_mid_outer").Position;
Vec2 inner = map.BuildingDef("rot_mid_inner").Position;
Vec2 baseA = map.BuildingDef("rot_base_1").Position;
Vec2 baseB = map.BuildingDef("rot_base_2").Position;
var views = new List<View>
{
new View { Label = "15-gesamtkarte", At = new Vec2(0, 0), Zoom = LuneCameraMath.OverviewZoom },
new View { Label = "01-ancient-100", At = blue + new Vec2(1.0, -1.0), Zoom = 28f, YawSteps = -1 },
new View { Label = "05-tower1-grenzwacht", At = outer + new Vec2(0, -2.4), Zoom = 14f },
new View { Label = "06-tower2-bastion", At = inner + new Vec2(0, -2.8), Zoom = 14f },
new View { Label = "07-basistuerme", At = (baseA + baseB) * .5 * .5 + red * .5, Zoom = 24f, YawSteps = -1 },
new View { Label = "10-grotte", At = map.GrottoCenter(), Zoom = 20f },
};
string folder = Path.Combine(Path.GetDirectoryName(Application.dataPath), "docs/port/screenshots/u2b");
Directory.CreateDirectory(folder);
Camera camera = Camera.main;
foreach (View view in views)
{
// Godot: look_at_point clamps the focus and puts it on the ground under it.
var focus = new Vec2(Mathf.Clamp((float)view.At.X, -LuneCameraMath.FocusLimit, LuneCameraMath.FocusLimit), Mathf.Clamp((float)view.At.Y, -LuneCameraMath.FocusLimit, LuneCameraMath.FocusLimit));
Vector3 point = LuneSpace.World(focus, ground.StandHeight(focus));
LuneCameraMath.Pose(point, view.Zoom, view.YawSteps * Mathf.PI * .25f, out Vector3 position, out Quaternion rotation);
camera.transform.SetPositionAndRotation(position, rotation);
Render(camera, Path.Combine(folder, view.Label + ".png"));
}
}
catch (Exception error)
{
Debug.LogError("LUNE_CAPTURE failed: " + error);
code = 1;
}
EditorApplication.Exit(code);
}
public static void Render(Camera camera, string file)
{
var target = new RenderTexture(Width, Height, 24, RenderTextureFormat.ARGB32) { antiAliasing = 4 };
camera.aspect = (float)Width / Height;
camera.targetTexture = target;
camera.Render();
RenderTexture.active = target;
var image = new Texture2D(Width, Height, TextureFormat.RGB24, false);
image.ReadPixels(new Rect(0, 0, Width, Height), 0, 0);
image.Apply();
File.WriteAllBytes(file, image.EncodeToPNG());
RenderTexture.active = null;
camera.targetTexture = null;
UnityEngine.Object.DestroyImmediate(target);
UnityEngine.Object.DestroyImmediate(image);
Debug.Log("LUNE_CAPTURE wrote " + file);
}
}
}

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