86 lines
3.2 KiB
GDScript
86 lines
3.2 KiB
GDScript
## Загрузчик Элвиннского леса — 3×3 ADT тайла из extracted/
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extends Node3D
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const ADT_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/adt_builder.gd")
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@export var extracted_dir : String = "res://extracted"
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@export var map_name : String = "Azeroth"
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## Центр Элвиннского леса (тайл 32,48), загружаем 3×3 вокруг него
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@export var center_x : int = 32
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@export var center_y : int = 48
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@export var radius : int = 1 ## 1 = 3×3, 2 = 5×5
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func _ready() -> void:
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if not ClassDB.class_exists("ADTLoader"):
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push_error("ADTLoader не найден — пересобери GDExtension")
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return
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var abs_extracted := ProjectSettings.globalize_path(extracted_dir)
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print("Папка extracted: ", abs_extracted)
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var loader = ClassDB.instantiate("ADTLoader")
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var loaded := 0
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for dy in range(-radius, radius + 1):
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for dx in range(-radius, radius + 1):
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var tx := center_x + dx
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var ty := center_y + dy
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var path := "%s/World/Maps/%s/%s_%d_%d.adt" % [
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abs_extracted, map_name, map_name, tx, ty]
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print("Проверяю: ", path, " → ", FileAccess.file_exists(path))
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if not FileAccess.file_exists(path):
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continue
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var data: Dictionary = loader.call("load_adt", path)
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if data.is_empty() or not data.has("chunks"):
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push_warning("Не удалось загрузить: ", path)
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continue
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# Debug first chunk of first tile only
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if loaded == 0:
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var chunks: Array = data.get("chunks", [])
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if chunks.size() > 0:
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var c0 = chunks[0]
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var origin0: Vector3 = c0.get("origin", Vector3.ZERO)
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var h: PackedFloat32Array = c0.get("heights", PackedFloat32Array())
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print("DEBUG chunk[0] origin=", origin0)
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if h.size() > 0:
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print("DEBUG heights[0]=", h[0], " [72]=", h[72] if h.size()>72 else 0.0)
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var builder := ADT_BUILDER_SCRIPT.new()
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var terrain: Node3D = builder.build_scene(data, abs_extracted)
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add_child(terrain)
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loaded += 1
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print("Загружен тайл %d,%d (%d чанков)" % [tx, ty, terrain.get_child_count()])
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print("Всего тайлов загружено: ", loaded)
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# Print terrain AABB so you know where to fly
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await get_tree().process_frame
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var aabb := AABB(); var first := true
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for child in get_children():
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if not (child is Node3D): continue
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for chunk in child.get_children():
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if chunk is MeshInstance3D and chunk.mesh:
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var b: AABB = chunk.get_aabb()
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b.position += chunk.global_position
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if first: aabb = b; first = false
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else: aabb = aabb.merge(b)
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var bad_count := 0
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for child in get_children():
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if not (child is Node3D): continue
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for chunk in child.get_children():
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if not (chunk is MeshInstance3D): continue
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var gpos: Vector3 = chunk.global_position
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var local_aabb: AABB = chunk.get_aabb()
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if abs(gpos.y) > 1000.0 or abs(local_aabb.position.y) > 1000.0 or local_aabb.size.y > 1000.0:
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if bad_count < 5:
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print("BAD chunk ", chunk.name, " gpos=", gpos, " local_aabb=", local_aabb)
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bad_count += 1
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if bad_count > 0:
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print("Total bad chunks: ", bad_count)
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if not first:
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print("Terrain AABB center=", aabb.get_center(), " size=", aabb.size)
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print("Fly to: ", aabb.get_center() + Vector3(0, aabb.size.length() * 0.3, 0))
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