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