Ingame Karte weitergebaut
This commit is contained in:
@@ -114,12 +114,12 @@ public class CompassHudState extends BaseAppState {
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roseH = roseTex.getImage().getHeight();
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} catch (Exception ignored) {}
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// Kompass zentriert über der Minimap (links unten)
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float cx = MinimapState.MARGIN + MinimapState.MINIMAP_SIZE / 2f;
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float cy = MinimapState.MARGIN + MinimapState.MINIMAP_SIZE + GAP + roseH / 2f;
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// Kompass-Mittelpunkt: 220px vom linken und unteren Bildschirmrand
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float cx = 240f;
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float cy = 240f;
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compassNode = new Node("compass");
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compassNode.setLocalTranslation(cx, cy, 0f);
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compassNode.setLocalTranslation(cx, cy, 60f); // über Minimap (max z=51)
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roseNode = new Node("rose");
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compassNode.attachChild(roseNode);
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@@ -54,7 +54,6 @@ import de.blight.game.scene.WorldScene;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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import javax.imageio.ImageIO;
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import java.awt.image.BufferedImage;
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import java.nio.FloatBuffer;
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import java.nio.file.Files;
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@@ -73,17 +72,33 @@ public class MinimapState extends BaseAppState {
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private static final float WORLD_HALF = WorldMapRenderer.WORLD_HALF;
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private static final float WORLD_SIZE = WorldMapRenderer.WORLD_SIZE;
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public static final float MINIMAP_SIZE = 200f;
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public static final float MINIMAP_SIZE = 170f; // Karte: 170px Durchmesser im Rahmen
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public static final float MINIMAP_RADIUS = MINIMAP_SIZE / 2f; // = 85px
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public static final float MARGIN = 16f;
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public static final float BORDER_DISPLAY = 256f; // Rahmen in natürlicher Größe
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// Versatz vom Rahmen-Ursprung zur linken/unteren Kante des Kreises
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private static final float MINIMAP_OFFSET = (BORDER_DISPLAY - MINIMAP_SIZE) / 2f; // = 43px
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private static final float VIEW_RADIUS_DEF = 100f; // Minimap: 100 m Sichtradius (fest)
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private static final float FM_VIEW_DEF = 200f; // Vollbild: Öffnungs-Radius 200 m
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private static final float FM_VIEW_MIN = 50f; // Vollbild: engster Ausschnitt
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private static final float FM_VIEW_MAX = WORLD_HALF; // Vollbild: ganze Welt
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// 5 diskrete Zoom-Stufen (identisch zum Editor: 1×, 2×, 4×, 8×, 16× fit)
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private static final float[] FM_ZOOM_RADII = { WORLD_HALF, 512f, 200f, 100f, 50f };
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private static final int FM_ZOOM_DEFAULT = 2; // Index 2 = 200 m
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private static final int TEXTURE_SIZE = 2048;
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private static final int VEC_TEX_SIZE = 1024; // Vektor-Overlay-Textur (neu gerastert bei Zoom/Pan)
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private static final float DOT_SIZE = 8f;
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private static final float MARK_DIST_SQ = 4f * 4f;
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private static final float AUTOSAVE_SEC = 60f;
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private static final int MINIMAP_SEGS = 64;
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// Vorberechnete cos/sin für die Kreissegmente (einmal beim Laden)
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private static final float[] SEG_COS = new float[MINIMAP_SEGS];
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private static final float[] SEG_SIN = new float[MINIMAP_SEGS];
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static {
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for (int i = 0; i < MINIMAP_SEGS; i++) {
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double a = 2 * Math.PI * i / MINIMAP_SEGS;
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SEG_COS[i] = (float) Math.cos(a);
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SEG_SIN[i] = (float) Math.sin(a);
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}
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}
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private static final String ACT_MAP_TOGGLE = "_MinimapToggle_";
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private static final String ACT_MAP_ESC = "_MinimapEsc_";
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@@ -97,13 +112,22 @@ public class MinimapState extends BaseAppState {
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private Camera camera;
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private boolean textureReady = false;
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// Frisch gerenderte Karten-Images (vom Render-Thread, ausgewertet in onTextureReady im GL-Thread)
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private volatile BufferedImage pendingWorldBi;
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private volatile BufferedImage pendingCaveBi;
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// Direkt aus BufferedImage erzeugte JME3-Texturen (kein AssetManager-Cache, immer aktuell)
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private Texture2D worldMapTex;
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private Texture2D caveMapTex;
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// Vorberechnete Overlay-Daten (Pfade, Dichte-Maps) – einmalig beim Laden gecacht
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private volatile de.blight.common.map.WorldMapRenderer.MapOverlayData overlayData;
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private volatile de.blight.common.map.WorldMapRenderModel renderModel;
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// ── Erkundungs-Nebel ──────────────────────────────────────────────────────
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private ExploreTracker exploreTracker;
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private Material fogMat; // Minimap-Nebel
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private Material fogFullMat; // Vollbild-Nebel (eigene Overlay-Bounds)
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private float fogTime = 0f;
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private float posUpdateTimer = 0f;
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// ── Blur-Filter (aktiv wenn Vollbild-Karte offen) ─────────────────────────
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@@ -119,10 +143,10 @@ public class MinimapState extends BaseAppState {
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private Geometry vectorGeo;
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private volatile boolean vecRenderPending = false;
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private volatile boolean vecLayerDirty = false;
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// UV-Position des letzten abgeschlossenen Vektor-Renders (für Live-Verschiebung ohne Ghost)
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private float vecRenderU = 0.5f;
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private float vecRenderV = 0.5f;
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private float vecRenderHU = 0.5f;
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// UV-Mittelpunkt und Halbbreite des zuletzt abgeschlossenen Renders (für Live-Pan-Tracking)
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private float vecRenderCenterU = 0.5f;
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private float vecRenderCenterV = 0.5f;
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private float vecRenderHU = 0f;
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private float lastMarkX = Float.NaN;
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private float lastMarkZ = Float.NaN;
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private float autoSaveTimer = 0f;
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@@ -154,13 +178,14 @@ public class MinimapState extends BaseAppState {
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private Geometry caveGeoMini = null; // Höhlenkarte über Minimap
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private Geometry caveGeoFull = null; // Höhlenkarte über Vollkarte
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private float caveBlend = 0f; // 0 = Außen, 1 = Höhle
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/** upperHole-Maske der geladenen Karte für Laufzeit-Erkennung; null = nicht verfügbar. */
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private byte[] upperHoleMask = null;
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/** Cave-Fußabdruck-Maske für Laufzeit-Erkennung (via WorldMapRenderer.isCavePoint). */
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private boolean[] upperHoleMask = null;
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private float fmMapSize;
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private float fmMapOriginX;
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private float fmMapOriginY;
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private float fmViewRadius = FM_VIEW_DEF;
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private int fmZoomLevelIdx = FM_ZOOM_DEFAULT;
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private float fmViewRadius = FM_ZOOM_RADII[FM_ZOOM_DEFAULT];
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private float fmCenterU = 0.5f;
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private float fmCenterV = 0.5f;
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private boolean fmDragging = false;
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@@ -231,12 +256,8 @@ public class MinimapState extends BaseAppState {
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if (fogMat != null) { fogMat.setFloat("Time", fogTime); }
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if (fogFullMat != null) { fogFullMat.setFloat("Time", fogTime); }
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posUpdateTimer += tpf;
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boolean doPosUpdate = posUpdateTimer >= 1f;
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if (doPosUpdate) posUpdateTimer = 0f;
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if (!fullMapOpen) {
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if (doPosUpdate) updateMinimapUV(px, pz);
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updateMinimapUV(px, pz);
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} else {
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if (fmDragging) {
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Vector2f cursor = app.getInputManager().getCursorPosition();
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@@ -248,11 +269,11 @@ public class MinimapState extends BaseAppState {
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float uvPerPixel = (2f * fmViewRadius / WORLD_SIZE) / fmMapSize;
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fmCenterU -= dx * uvPerPixel;
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fmCenterV -= dy * uvPerPixel;
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// Nur UV des Hintergrunds verschieben – kein Re-Render während des Ziehens
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updateFullMapUV();
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scheduleVectorRedraw();
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}
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}
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if (doPosUpdate) updateFullMapPlayerDot(px, pz);
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updateFullMapPlayerDot(px, pz);
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}
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}
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@@ -280,17 +301,17 @@ public class MinimapState extends BaseAppState {
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private void tickCaveBlend(float px, float py, float pz, float tpf) {
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if (upperHoleMask == null || caveGeoMini == null) return;
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int C = MapData.UPPER_CELLS;
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int cx = Math.max(0, Math.min(C-1, (int)((px + WORLD_HALF) / WORLD_SIZE * C)));
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int cz = Math.max(0, Math.min(C-1, (int)((pz + WORLD_HALF) / WORLD_SIZE * C)));
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boolean inHole = upperHoleMask[cz * C + cx] != 0;
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boolean inHole = WorldMapRenderer.isCavePoint(upperHoleMask, px, pz);
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float target = inHole ? 1f : 0f;
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if (caveBlend != target) {
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float speed = 1.5f; // blend completes in ~0.67s
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float speed = 5f; // ~1 Sekunde Übergang (exponentiell, 99% nach 1s bei 60fps)
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caveBlend += (target - caveBlend) * Math.min(tpf * speed, 1f);
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if (Math.abs(caveBlend - target) < 0.005f) caveBlend = target;
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ColorRGBA col = new ColorRGBA(1f, 1f, 1f, caveBlend);
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caveGeoMini.getMaterial().setColor("Color", col);
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if (caveGeoFull != null) {
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caveGeoFull.getMaterial().setColor("Color", col);
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}
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}
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}
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@@ -319,14 +340,15 @@ public class MinimapState extends BaseAppState {
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sinA = FastMath.sin(yaw);
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}
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// minimapMesh wird von minimapGeo UND fogMiniGeo geteilt
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// Vertex-Reihenfolge: BL(-1,-1), BR(+1,-1), TR(+1,+1), TL(-1,+1)
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float[] nx = { -1f, 1f, 1f, -1f };
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float[] ny = { -1f, -1f, 1f, 1f };
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// Kreis-Mesh: Vertex 0 = Zentrum, Vertices 1..MINIMAP_SEGS = Rand
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FloatBuffer uv = (FloatBuffer) minimapMesh.getBuffer(VertexBuffer.Type.TexCoord).getData();
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for (int i = 0; i < 4; i++) {
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uv.put(i * 2, cu + (nx[i] * cosA + ny[i] * sinA) * hu);
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uv.put(i * 2 + 1, cv + (-nx[i] * sinA + ny[i] * cosA) * hu);
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uv.put(0, cu);
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uv.put(1, cv);
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for (int i = 0; i < MINIMAP_SEGS; i++) {
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float nx = SEG_COS[i];
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float ny = SEG_SIN[i];
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uv.put((i + 1) * 2, cu + (nx * cosA + ny * sinA) * hu);
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uv.put((i + 1) * 2 + 1, cv + (-nx * sinA + ny * cosA) * hu);
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}
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minimapMesh.getBuffer(VertexBuffer.Type.TexCoord).setUpdateNeeded();
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}
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@@ -344,14 +366,11 @@ public class MinimapState extends BaseAppState {
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fmMapSize = Math.min(sw, sh) * 0.85f;
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fmMapOriginX = (sw - fmMapSize) / 2f;
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fmMapOriginY = (sh - fmMapSize) / 2f;
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fmViewRadius = FM_VIEW_DEF;
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fmViewRadius = FM_ZOOM_RADII[fmZoomLevelIdx];
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float px = playerNode.getWorldTranslation().x;
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float pz = playerNode.getWorldTranslation().z;
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fmCenterU = (px + WORLD_HALF) / WORLD_SIZE;
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fmCenterV = 1f - (pz + WORLD_HALF) / WORLD_SIZE;
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vecRenderU = fmCenterU;
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vecRenderV = fmCenterV;
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vecRenderHU = FM_VIEW_DEF / WORLD_SIZE;
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// Blur auf dem geteilten FPP – genau wie das ESC-Menü
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WorldScene ws = app.getStateManager().getState(WorldScene.class);
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@@ -399,6 +418,19 @@ public class MinimapState extends BaseAppState {
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vectorGeo.setQueueBucket(RenderQueue.Bucket.Gui);
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fullMapNode.attachChild(vectorGeo);
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// Höhlenkarte-Overlay (teilt UV mit fullMapMesh, da gleicher Weltausschnitt)
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if (caveMapTex != null) {
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caveGeoFull = new Geometry("wm_cave", fullMapMesh);
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Material caveFMat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
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caveFMat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
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caveFMat.setTexture("ColorMap", caveMapTex);
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caveFMat.setColor("Color", new ColorRGBA(1f, 1f, 1f, caveBlend));
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caveGeoFull.setMaterial(caveFMat);
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caveGeoFull.setQueueBucket(RenderQueue.Bucket.Gui);
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caveGeoFull.setLocalTranslation(0f, 0f, 0.4f); // über vectorGeo (z=20.3) und fullMapGeo (z=20)
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fullMapNode.attachChild(caveGeoFull);
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}
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app.getGuiNode().attachChild(fullMapNode);
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app.getInputManager().setCursorVisible(true);
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@@ -466,23 +498,7 @@ public class MinimapState extends BaseAppState {
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uv.put(4, fmCenterU + hu); uv.put(5, fmCenterV + hu);
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uv.put(6, fmCenterU - hu); uv.put(7, fmCenterV + hu);
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fullMapMesh.getBuffer(VertexBuffer.Type.TexCoord).setUpdateNeeded();
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updateVectorMeshUV();
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}
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private void updateVectorMeshUV() {
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if (vectorMesh == null || vecRenderHU <= 0f) { return; }
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float hu = fmViewRadius / WORLD_SIZE;
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float rhu = vecRenderHU;
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float uMin = (fmCenterU - hu - (vecRenderU - rhu)) / (2f * rhu);
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float uMax = (fmCenterU + hu - (vecRenderU - rhu)) / (2f * rhu);
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float vMin = (fmCenterV - hu - (vecRenderV - rhu)) / (2f * rhu);
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float vMax = (fmCenterV + hu - (vecRenderV - rhu)) / (2f * rhu);
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FloatBuffer uv = (FloatBuffer) vectorMesh.getBuffer(VertexBuffer.Type.TexCoord).getData();
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uv.put(0, uMin); uv.put(1, vMin);
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uv.put(2, uMax); uv.put(3, vMin);
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uv.put(4, uMax); uv.put(5, vMax);
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uv.put(6, uMin); uv.put(7, vMax);
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vectorMesh.getBuffer(VertexBuffer.Type.TexCoord).setUpdateNeeded();
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updateVectorMeshUV(); // vectorGeo trackt Pan/Zoom live
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}
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// ── Input ─────────────────────────────────────────────────────────────────
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@@ -527,29 +543,12 @@ public class MinimapState extends BaseAppState {
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private final AnalogListener analogListener = (name, value, tpf) -> {
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if (!isEnabled() || !fullMapOpen) { return; }
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float factor = ANA_FM_ZOOM_IN.equals(name) ? 1f / 1.15f : 1.15f;
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float oldHu = fmViewRadius / WORLD_SIZE;
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fmViewRadius = Math.max(FM_VIEW_MIN, Math.min(FM_VIEW_MAX, fmViewRadius * factor));
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float newHu = fmViewRadius / WORLD_SIZE;
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// Cursor-Anker: UV unter dem Mauszeiger bleibt an gleicher Bildschirmposition
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Vector2f c = app.getInputManager().getCursorPosition();
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float rx = (c.x - fmMapOriginX) / fmMapSize;
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float ry = (c.y - fmMapOriginY) / fmMapSize;
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if (rx >= 0f && rx <= 1f && ry >= 0f && ry <= 1f) {
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fmCenterU += (rx - 0.5f) * 2f * (oldHu - newHu);
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fmCenterV += (ry - 0.5f) * 2f * (oldHu - newHu);
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} else {
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// Zoom auf Spielerposition wenn Cursor außerhalb der Karte
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float wpx = playerNode.getWorldTranslation().x;
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float wpz = playerNode.getWorldTranslation().z;
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float pu = (wpx + WORLD_HALF) / WORLD_SIZE;
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float pv = 1f - (wpz + WORLD_HALF) / WORLD_SIZE;
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float ratio = newHu / oldHu;
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fmCenterU = pu + (fmCenterU - pu) * ratio;
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fmCenterV = pv + (fmCenterV - pv) * ratio;
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}
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// Diskrete Zoom-Stufen wie im Editor (Mausrad springt eine Stufe pro Klick)
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int newIdx = fmZoomLevelIdx + (ANA_FM_ZOOM_IN.equals(name) ? 1 : -1);
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newIdx = Math.max(0, Math.min(FM_ZOOM_RADII.length - 1, newIdx));
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if (newIdx == fmZoomLevelIdx) { return; }
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fmZoomLevelIdx = newIdx;
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fmViewRadius = FM_ZOOM_RADII[fmZoomLevelIdx];
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updateFullMapUV();
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scheduleVectorRedraw();
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float px = playerNode.getWorldTranslation().x;
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@@ -562,12 +561,9 @@ public class MinimapState extends BaseAppState {
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private void startRenderThread() {
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Thread t = new Thread(() -> {
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try {
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Path root = AnimationLibrary.findAssetRoot();
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Path dir = root.resolve("Textures").resolve("hud");
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Files.createDirectories(dir);
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Path png = dir.resolve("minimap_world.png");
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Path cavePng = java.nio.file.Paths.get(System.getProperty("user.home"), ".blight", "map_chunks", "minimap_cave.png");
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log.debug("[Minimap] Lade Weltdaten für Render-Modell…");
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log.debug("[Minimap] Lade Weltdaten…");
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long t0 = System.currentTimeMillis();
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MapData mapData = MapIO.load();
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List<PlacedArea> areas = AreaIO.load();
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@@ -575,30 +571,44 @@ public class MinimapState extends BaseAppState {
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List<Location> locs = LocationIO.load();
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List<PlacedWater> waters = WaterBodyIO.load();
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List<PlacedModel> models = PlacedModelIO.load();
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log.debug("[Minimap] Weltdaten geladen ({} ms)", System.currentTimeMillis() - t0);
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// Render-Modell aufbauen (wird für Weltkarte + Vektor-Layer verwendet)
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List<PlacedWaterfall> waterfalls = WaterfallIO.load();
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int[] slotColors = computeSlotColors(mapData, root);
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int[][] tilePixels = WorldMapRenderer.loadMapTiles(root);
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int[] slotColors = computeSlotColors(mapData, AnimationLibrary.findAssetRoot());
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int[][] tilePixels = WorldMapRenderer.loadMapTiles(AnimationLibrary.findAssetRoot());
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float[] voxelSurface = WorldMapRenderer.bakeVoxelSurface(mapData);
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renderInput = new RenderInput(mapData, areas, zones, locs, waters, models, slotColors);
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de.blight.common.map.WorldMapRenderModel renderModel = new de.blight.common.map.WorldMapRenderModel(
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de.blight.common.map.WorldMapRenderModel rm = new de.blight.common.map.WorldMapRenderModel(
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mapData, areas, zones, locs, waters, models, waterfalls,
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slotColors, null, voxelSurface, null, null, null, tilePixels, null);
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log.debug("[Minimap] Render-Modell bereit – {} Areas, {} Orte, {} Wasser ({} ms)",
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areas.size(), locs.size(), waters.size(), System.currentTimeMillis() - t0);
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log.info("[Minimap] Rendere Weltkarte {}×{}…", TEXTURE_SIZE, TEXTURE_SIZE);
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renderInput = new RenderInput(mapData, areas, zones, locs, waters, models, slotColors);
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// Overlay-Daten einmalig vorberechnen (Pfade, Dichte-Maps – für alle Zoom-Level)
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log.info("[Minimap] Berechne Overlay-Daten…");
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long t1 = System.currentTimeMillis();
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BufferedImage bi = WorldMapRenderer.render(renderModel, TEXTURE_SIZE, RenderOptions.all());
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ImageIO.write(bi, "PNG", png.toFile());
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log.debug("[Minimap] Weltkarte gerendert und gespeichert ({} ms): {}",
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System.currentTimeMillis() - t1, png);
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overlayData = WorldMapRenderer.computeOverlayData(rm);
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renderModel = rm;
|
||||
log.info("[Minimap] Overlay-Daten fertig ({} ms)", System.currentTimeMillis() - t1);
|
||||
|
||||
BufferedImage caveBi = WorldMapRenderer.buildCaveMap(mapData, TEXTURE_SIZE);
|
||||
ImageIO.write(caveBi, "PNG", dir.resolve("minimap_cave.png").toFile());
|
||||
// Verwende Voxel-basierten Tunnel-Maske für Laufzeit-Erkennung (UPPER_CELLS Auflösung)
|
||||
boolean[] tunnelMask256 = WorldMapRenderer.buildCaveTunnelMask(mapData, MapData.UPPER_CELLS);
|
||||
upperHoleMask = new byte[tunnelMask256.length];
|
||||
for (int i = 0; i < tunnelMask256.length; i++) upperHoleMask[i] = tunnelMask256[i] ? (byte)1 : 0;
|
||||
// Weltkarte: Echtzeit-Rendering mit allen Layern (identisch zum Editor)
|
||||
log.info("[Minimap] Rendere Weltkarte mit allen Layern {}×{}…", TEXTURE_SIZE, TEXTURE_SIZE);
|
||||
long t2 = System.currentTimeMillis();
|
||||
pendingWorldBi = WorldMapRenderer.renderAllLayers(rm, overlayData, TEXTURE_SIZE);
|
||||
log.info("[Minimap] Weltkarte fertig ({} ms)", System.currentTimeMillis() - t2);
|
||||
|
||||
// Höhlenkarte
|
||||
if (Files.exists(cavePng)) {
|
||||
log.info("[Minimap] Lade Höhlenkarte aus Editor-Cache: {}", cavePng);
|
||||
pendingCaveBi = javax.imageio.ImageIO.read(cavePng.toFile());
|
||||
} else {
|
||||
log.info("[Minimap] Kein Editor-Cache – rendere Höhlenkarte {}×{}…", TEXTURE_SIZE, TEXTURE_SIZE);
|
||||
pendingCaveBi = WorldMapRenderer.buildCaveMap(mapData, TEXTURE_SIZE);
|
||||
}
|
||||
|
||||
// Cave-Fußabdruck-Maske für Laufzeit-Erkennung (gleiche Logik wie beim Pfad-Splitting)
|
||||
upperHoleMask = WorldMapRenderer.buildCaveFootprintMask(
|
||||
mapData, WorldMapRenderer.VOXEL_SURFACE_RES);
|
||||
|
||||
app.enqueue(() -> { onTextureReady(); return null; });
|
||||
} catch (Exception e) {
|
||||
@@ -622,52 +632,60 @@ public class MinimapState extends BaseAppState {
|
||||
}
|
||||
|
||||
private void onTextureReady() {
|
||||
// Texturen direkt aus dem gerenderten BufferedImage erzeugen — kein AssetManager,
|
||||
// kein Classpath-Cache, immer der aktuelle Render-Stand.
|
||||
worldMapTex = biToTexture(pendingWorldBi);
|
||||
caveMapTex = biToTexture(pendingCaveBi);
|
||||
pendingWorldBi = null;
|
||||
pendingCaveBi = null;
|
||||
|
||||
exploreTracker = new ExploreTracker();
|
||||
exploreTracker.load();
|
||||
|
||||
float x = MARGIN;
|
||||
float y = MARGIN;
|
||||
// Node an der Rahmen-Ecke (MARGIN, MARGIN) – Rahmen füllt 256×256 ab dort
|
||||
float x = MARGIN;
|
||||
float y = MARGIN;
|
||||
|
||||
fogMat = buildFogMat(x, y, MINIMAP_SIZE, MINIMAP_SIZE);
|
||||
// Fog-Material: Ursprung und Größe des Kreisbereichs in Bildschirm-Koordinaten
|
||||
fogMat = buildFogMat(x + MINIMAP_OFFSET, y + MINIMAP_OFFSET, MINIMAP_SIZE, MINIMAP_SIZE);
|
||||
|
||||
minimapMesh = buildMinimapMesh(MINIMAP_SIZE, MINIMAP_SIZE);
|
||||
// Kreisförmiges Mesh: Radius 85px, Mittelpunkt bei (85,85) in lokalem Raum
|
||||
minimapMesh = buildCircleMesh(MINIMAP_RADIUS, MINIMAP_SEGS);
|
||||
|
||||
// Welt-Textur-Geo
|
||||
// Alle Map-Layer teilen dasselbe Mesh; Kreis wird um MINIMAP_OFFSET verschoben
|
||||
minimapGeo = new Geometry("minimap_geo", minimapMesh);
|
||||
minimapGeo.setMaterial(buildTexMat());
|
||||
minimapGeo.setQueueBucket(RenderQueue.Bucket.Gui);
|
||||
minimapGeo.setLocalTranslation(MINIMAP_OFFSET, MINIMAP_OFFSET, 0f);
|
||||
|
||||
// Fog-Geo teilt dasselbe Mesh – UV-Updates gelten für beide
|
||||
fogMiniGeo = new Geometry("minimap_fog", minimapMesh);
|
||||
fogMiniGeo.setMaterial(fogMat);
|
||||
fogMiniGeo.setQueueBucket(RenderQueue.Bucket.Gui);
|
||||
fogMiniGeo.setLocalTranslation(0f, 0f, 1f); // eine Schicht vor der Karte
|
||||
|
||||
// Rand-Schatten
|
||||
Geometry border = makeSolidQuad("minimap_border",
|
||||
MINIMAP_SIZE + 4f, MINIMAP_SIZE + 4f,
|
||||
new ColorRGBA(0f, 0f, 0f, 0.6f));
|
||||
border.setLocalTranslation(-2f, -2f, -1f);
|
||||
|
||||
// Spieler-Punkt fest in der Mitte
|
||||
playerDotMini = makeSolidQuad("minimap_dot", DOT_SIZE, DOT_SIZE,
|
||||
new ColorRGBA(1f, 0.85f, 0f, 1f));
|
||||
playerDotMini.setLocalTranslation(
|
||||
MINIMAP_SIZE / 2f - DOT_SIZE / 2f,
|
||||
MINIMAP_SIZE / 2f - DOT_SIZE / 2f, 2f);
|
||||
fogMiniGeo.setLocalTranslation(MINIMAP_OFFSET, MINIMAP_OFFSET, 1f);
|
||||
|
||||
caveGeoMini = new Geometry("minimap_cave", minimapMesh);
|
||||
caveGeoMini.setMaterial(buildCaveTexMat());
|
||||
caveGeoMini.setQueueBucket(RenderQueue.Bucket.Gui);
|
||||
caveGeoMini.setLocalTranslation(0f, 0f, 0.5f); // between world map and fog
|
||||
caveGeoMini.setLocalTranslation(MINIMAP_OFFSET, MINIMAP_OFFSET, 0.5f);
|
||||
|
||||
// Spieler-Punkt fest in der Mitte des Kreises
|
||||
playerDotMini = makeSolidQuad("minimap_dot", DOT_SIZE, DOT_SIZE,
|
||||
new ColorRGBA(1f, 0.85f, 0f, 1f));
|
||||
playerDotMini.setLocalTranslation(
|
||||
MINIMAP_OFFSET + MINIMAP_RADIUS - DOT_SIZE / 2f,
|
||||
MINIMAP_OFFSET + MINIMAP_RADIUS - DOT_SIZE / 2f, 2f);
|
||||
|
||||
// PNG-Rahmen: 256×256 px, liegt über allen anderen Layern
|
||||
Geometry borderGeo = makeBorderGeo(BORDER_DISPLAY);
|
||||
borderGeo.setLocalTranslation(0f, 0f, 3f);
|
||||
|
||||
minimapNode = new Node("minimap");
|
||||
minimapNode.setLocalTranslation(x, y, 48f);
|
||||
minimapNode.attachChild(border);
|
||||
minimapNode.attachChild(minimapGeo);
|
||||
minimapNode.attachChild(caveGeoMini);
|
||||
minimapNode.attachChild(fogMiniGeo);
|
||||
minimapNode.attachChild(playerDotMini);
|
||||
minimapNode.attachChild(borderGeo);
|
||||
|
||||
textureReady = true;
|
||||
if (isEnabled()) {
|
||||
@@ -679,12 +697,8 @@ public class MinimapState extends BaseAppState {
|
||||
private Material buildCaveTexMat() {
|
||||
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
|
||||
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
|
||||
try {
|
||||
Texture tex = app.getAssetManager().loadTexture("Textures/hud/minimap_cave.png");
|
||||
tex.setWrap(Texture.WrapMode.EdgeClamp);
|
||||
mat.setTexture("ColorMap", tex);
|
||||
} catch (Exception e) {
|
||||
log.warn("[Minimap] Höhlenkarten-Textur nicht ladbar");
|
||||
if (caveMapTex != null) {
|
||||
mat.setTexture("ColorMap", caveMapTex);
|
||||
}
|
||||
mat.setColor("Color", new ColorRGBA(1f, 1f, 1f, 0f)); // zunächst unsichtbar
|
||||
return mat;
|
||||
@@ -693,31 +707,31 @@ public class MinimapState extends BaseAppState {
|
||||
// ── Vektor-Layer ──────────────────────────────────────────────────────────
|
||||
|
||||
private void scheduleVectorRedraw() {
|
||||
if (renderInput == null || !fullMapOpen) { return; }
|
||||
if (overlayData == null || !fullMapOpen) { return; }
|
||||
if (vecRenderPending) { vecLayerDirty = true; return; }
|
||||
vecRenderPending = true;
|
||||
vecLayerDirty = false;
|
||||
|
||||
float wx = fmCenterU * WORLD_SIZE - WORLD_HALF;
|
||||
float wz = (1f - fmCenterV) * WORLD_SIZE - WORLD_HALF;
|
||||
// Render-Zielposition jetzt einfrieren; vectorGeo bleibt sichtbar und trackt Pan via UV
|
||||
float capturedCU = fmCenterU;
|
||||
float capturedCV = fmCenterV;
|
||||
float capturedHU = fmViewRadius / WORLD_SIZE;
|
||||
float wx = capturedCU * WORLD_SIZE - WORLD_HALF;
|
||||
float wz = (1f - capturedCV) * WORLD_SIZE - WORLD_HALF;
|
||||
float vr = fmViewRadius;
|
||||
final float capU = fmCenterU;
|
||||
final float capV = fmCenterV;
|
||||
final float capHU = vr / WORLD_SIZE;
|
||||
|
||||
Thread t = new Thread(() -> {
|
||||
log.debug("[Minimap] Vektor-Layer neu rendern – Zentrum ({}/{}), Radius {}",
|
||||
log.debug("[Minimap] Region rendern – Zentrum ({}/{}), Radius {}",
|
||||
Math.round(wx), Math.round(wz), Math.round(vr));
|
||||
long t0 = System.currentTimeMillis();
|
||||
RenderOptions opts = new RenderOptions(false, false, true, true, true, true, true);
|
||||
BufferedImage bi = WorldMapRenderer.renderRegion(renderInput, VEC_TEX_SIZE, opts, wx, wz, vr);
|
||||
log.debug("[Minimap] Vektor-Layer fertig ({} ms)", System.currentTimeMillis() - t0);
|
||||
BufferedImage bi = WorldMapRenderer.renderFullRegion(overlayData, VEC_TEX_SIZE, wx, wz, vr);
|
||||
log.debug("[Minimap] Region fertig ({} ms)", System.currentTimeMillis() - t0);
|
||||
app.enqueue(() -> {
|
||||
updateVectorTexture(bi);
|
||||
vecRenderU = capU;
|
||||
vecRenderV = capV;
|
||||
vecRenderHU = capHU;
|
||||
updateVectorMeshUV();
|
||||
vecRenderCenterU = capturedCU;
|
||||
vecRenderCenterV = capturedCV;
|
||||
vecRenderHU = capturedHU;
|
||||
updateVectorMeshUV(); // UV auf frischen Render ausrichten
|
||||
vecRenderPending = false;
|
||||
if (vecLayerDirty) { scheduleVectorRedraw(); }
|
||||
return null;
|
||||
@@ -727,6 +741,23 @@ public class MinimapState extends BaseAppState {
|
||||
t.start();
|
||||
}
|
||||
|
||||
/** Passt die UVs des vectorMesh an, damit das alte Render bei Pan/Zoom korrekt sitzt. */
|
||||
private void updateVectorMeshUV() {
|
||||
if (vectorMesh == null || vecRenderHU <= 0f) { return; }
|
||||
float hu = fmViewRadius / WORLD_SIZE;
|
||||
float rhu = vecRenderHU;
|
||||
float uMin = (fmCenterU - hu - vecRenderCenterU + rhu) / (2f * rhu);
|
||||
float uMax = (fmCenterU + hu - vecRenderCenterU + rhu) / (2f * rhu);
|
||||
float vMin = (fmCenterV - hu - vecRenderCenterV + rhu) / (2f * rhu);
|
||||
float vMax = (fmCenterV + hu - vecRenderCenterV + rhu) / (2f * rhu);
|
||||
FloatBuffer uv = (FloatBuffer) vectorMesh.getBuffer(VertexBuffer.Type.TexCoord).getData();
|
||||
uv.put(0, uMin); uv.put(1, vMin);
|
||||
uv.put(2, uMax); uv.put(3, vMin);
|
||||
uv.put(4, uMax); uv.put(5, vMax);
|
||||
uv.put(6, uMin); uv.put(7, vMax);
|
||||
vectorMesh.getBuffer(VertexBuffer.Type.TexCoord).setUpdateNeeded();
|
||||
}
|
||||
|
||||
private void updateVectorTexture(BufferedImage bi) {
|
||||
if (vectorBuf == null || vectorImage == null) { return; }
|
||||
int sz = VEC_TEX_SIZE;
|
||||
@@ -749,12 +780,9 @@ public class MinimapState extends BaseAppState {
|
||||
private Material buildTexMat() {
|
||||
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
|
||||
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Off);
|
||||
try {
|
||||
Texture tex = app.getAssetManager().loadTexture("Textures/hud/minimap_world.png");
|
||||
tex.setWrap(Texture.WrapMode.EdgeClamp);
|
||||
mat.setTexture("ColorMap", tex);
|
||||
} catch (Exception e) {
|
||||
log.warn("[Minimap] Weltkarten-Textur nicht ladbar");
|
||||
if (worldMapTex != null) {
|
||||
mat.setTexture("ColorMap", worldMapTex);
|
||||
} else {
|
||||
mat.setColor("Color", new ColorRGBA(0.05f, 0.1f, 0.2f, 1f));
|
||||
}
|
||||
return mat;
|
||||
@@ -779,12 +807,8 @@ public class MinimapState extends BaseAppState {
|
||||
|
||||
private Material buildOverlayTexMat(float originX, float originY, float size) {
|
||||
Material mat = new Material(app.getAssetManager(), "MatDefs/MapOverlay.j3md");
|
||||
try {
|
||||
Texture tex = app.getAssetManager().loadTexture("Textures/hud/minimap_world.png");
|
||||
tex.setWrap(Texture.WrapMode.EdgeClamp);
|
||||
mat.setTexture("ColorMap", tex);
|
||||
} catch (Exception e) {
|
||||
log.warn("[Minimap] Weltkarten-Textur nicht ladbar");
|
||||
if (worldMapTex != null) {
|
||||
mat.setTexture("ColorMap", worldMapTex);
|
||||
}
|
||||
mat.setVector2("OverlayOrigin", new Vector2f(originX, originY));
|
||||
mat.setVector2("OverlaySize", new Vector2f(size, size));
|
||||
@@ -793,19 +817,85 @@ public class MinimapState extends BaseAppState {
|
||||
|
||||
// ── Mesh-Helfer ───────────────────────────────────────────────────────────
|
||||
|
||||
private static Mesh buildMinimapMesh(float w, float h) {
|
||||
/**
|
||||
* Konvertiert ein BufferedImage direkt in eine JME3-Textur (Y-flip für OpenGL-Konvention).
|
||||
* Umgeht den AssetManager-Cache vollständig — immer aktueller Render-Stand.
|
||||
*/
|
||||
private static Texture2D biToTexture(BufferedImage bi) {
|
||||
int w = bi.getWidth(), h = bi.getHeight();
|
||||
int[] pixels = bi.getRGB(0, 0, w, h, null, 0, w); // Bulk-Read aller Pixel auf einmal
|
||||
java.nio.ByteBuffer buf = BufferUtils.createByteBuffer(w * h * 4);
|
||||
for (int row = 0; row < h; row++) {
|
||||
int bufRow = h - 1 - row; // Y-flip: OpenGL V=0 ist unten, Bild-Row 0 ist oben
|
||||
for (int col = 0; col < w; col++) {
|
||||
int argb = pixels[row * w + col];
|
||||
int off = (bufRow * w + col) * 4;
|
||||
buf.put(off, (byte) ((argb >> 16) & 0xFF));
|
||||
buf.put(off + 1, (byte) ((argb >> 8) & 0xFF));
|
||||
buf.put(off + 2, (byte) ( argb & 0xFF));
|
||||
buf.put(off + 3, (byte) ((argb >> 24) & 0xFF));
|
||||
}
|
||||
}
|
||||
Image jmeImg = new Image(Image.Format.RGBA8, w, h, buf);
|
||||
Texture2D tex = new Texture2D(jmeImg);
|
||||
tex.setWrap(Texture.WrapMode.EdgeClamp);
|
||||
tex.setMagFilter(Texture.MagFilter.Bilinear);
|
||||
tex.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
|
||||
return tex;
|
||||
}
|
||||
|
||||
/**
|
||||
* Kreis-Mesh als Triangle-Fan: Vertex 0 = Mittelpunkt, Vertices 1..segs = Rand.
|
||||
* Mittelpunkt liegt bei (radius, radius) in lokalem Koordinatenraum.
|
||||
*/
|
||||
private static Mesh buildCircleMesh(float radius, int segs) {
|
||||
float cx = radius, cy = radius;
|
||||
float[] pos = new float[(segs + 1) * 3];
|
||||
float[] uvs = new float[(segs + 1) * 2];
|
||||
// Mittelpunkt
|
||||
pos[0] = cx; pos[1] = cy; pos[2] = 0f;
|
||||
uvs[0] = 0.5f; uvs[1] = 0.5f;
|
||||
// Randpunkte
|
||||
for (int i = 0; i < segs; i++) {
|
||||
double a = 2 * Math.PI * i / segs;
|
||||
float ca = (float) Math.cos(a), sa = (float) Math.sin(a);
|
||||
pos[(i + 1) * 3] = cx + radius * ca;
|
||||
pos[(i + 1) * 3 + 1] = cy + radius * sa;
|
||||
pos[(i + 1) * 3 + 2] = 0f;
|
||||
uvs[(i + 1) * 2] = 0.5f + 0.5f * ca;
|
||||
uvs[(i + 1) * 2 + 1] = 0.5f + 0.5f * sa;
|
||||
}
|
||||
// Triangle-Fan-Indizes
|
||||
short[] idx = new short[segs * 3];
|
||||
for (int i = 0; i < segs; i++) {
|
||||
idx[i * 3] = 0;
|
||||
idx[i * 3 + 1] = (short) (i + 1);
|
||||
idx[i * 3 + 2] = (short) (i + 1 < segs ? i + 2 : 1);
|
||||
}
|
||||
Mesh m = new Mesh();
|
||||
m.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(
|
||||
0f, 0f, 0f, w, 0f, 0f, w, h, 0f, 0f, h, 0f));
|
||||
m.setBuffer(VertexBuffer.Type.TexCoord, 2, BufferUtils.createFloatBuffer(
|
||||
0f, 0f, 1f, 0f, 1f, 1f, 0f, 1f));
|
||||
m.setBuffer(VertexBuffer.Type.Index, 3, BufferUtils.createShortBuffer(
|
||||
(short) 0, (short) 1, (short) 2, (short) 0, (short) 2, (short) 3));
|
||||
m.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(pos));
|
||||
m.setBuffer(VertexBuffer.Type.TexCoord, 2, BufferUtils.createFloatBuffer(uvs));
|
||||
m.setBuffer(VertexBuffer.Type.Index, 3, BufferUtils.createShortBuffer(idx));
|
||||
m.setMode(Mesh.Mode.Triangles);
|
||||
m.updateBound();
|
||||
return m;
|
||||
}
|
||||
|
||||
/** Lädt map_border.png und erzeugt ein quadratisches Geo mit Alpha-Blending. */
|
||||
private Geometry makeBorderGeo(float size) {
|
||||
Texture2D tex = (Texture2D) app.getAssetManager().loadTexture("Textures/hud/map_border.png");
|
||||
tex.setWrap(Texture.WrapMode.EdgeClamp);
|
||||
tex.setMagFilter(Texture.MagFilter.Bilinear);
|
||||
tex.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
|
||||
Material mat = new Material(app.getAssetManager(), "Common/MatDefs/Misc/Unshaded.j3md");
|
||||
mat.setTexture("ColorMap", tex);
|
||||
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
|
||||
Geometry g = new Geometry("minimap_border_img", new Quad(size, size));
|
||||
g.setMaterial(mat);
|
||||
g.setQueueBucket(RenderQueue.Bucket.Gui);
|
||||
return g;
|
||||
}
|
||||
|
||||
private static Mesh buildQuadMesh(float x, float y, float w, float h, float z) {
|
||||
Mesh m = new Mesh();
|
||||
m.setBuffer(VertexBuffer.Type.Position, 3, BufferUtils.createFloatBuffer(
|
||||
|
||||
Reference in New Issue
Block a user