205 lines
5.4 KiB
GDScript
205 lines
5.4 KiB
GDScript
@tool
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class_name TerrainGenerator
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extends MeshInstance3D
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@export var noise_setting: FastNoiseLite:
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set(value):
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if noise_setting and noise_setting.changed.is_connected(_on_settings_changed):
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noise_setting.changed.disconnect(_on_settings_changed)
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noise_setting = value
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if noise_setting:
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noise_setting.changed.connect(_on_settings_changed)
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_request_update()
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@export var material_setting: ShaderMaterial:
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set(value):
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material_setting = value
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if mesh:
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mesh.surface_set_material(0, material_setting)
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@export_group("Terrain Size")
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@export var terrain_size: Vector2 = Vector2(200, 200):
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set(value):
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terrain_size = value
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_request_update()
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@export_range(2, 512) var subdivision: int = 128:
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set(value):
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subdivision = value
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_request_update()
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@export var max_height: float = 50.0:
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set(value):
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max_height = value
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_request_update()
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@export_group("Island Mask")
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@export var island_mask: bool = true:
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set(value):
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island_mask = value
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_request_update()
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@export_range(0.0, 1.0) var mask_falloff_start: float = 0.5:
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set(value):
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mask_falloff_start = value
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_request_update()
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@export_range(0.1, 2.0) var mask_power: float = 1.5:
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set(value):
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mask_power = value
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_request_update()
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@export_group("Actions")
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@export var regenerate: bool = false:
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set(_value):
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generate_terrain()
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@export var bake_collision: bool = false:
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set(_value):
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_bake_collision()
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var _update_queued: bool = false
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func _ready() -> void:
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if noise_setting:
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if not noise_setting.changed.is_connected(_on_settings_changed):
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noise_setting.changed.connect(_on_settings_changed)
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generate_terrain()
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func _on_settings_changed() -> void:
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_request_update()
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func _request_update() -> void:
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if _update_queued:
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return
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_update_queued = true
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call_deferred("_do_update")
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func _do_update() -> void:
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_update_queued = false
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generate_terrain()
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func generate_terrain() -> void:
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if not noise_setting:
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return
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var step_x: float = terrain_size.x / float(subdivision - 1)
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var step_z: float = terrain_size.y / float(subdivision - 1)
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var half_x: float = terrain_size.x / 2.0
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var half_z: float = terrain_size.y / 2.0
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var heights: Array[float] = []
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heights.resize(subdivision * subdivision)
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for z in range(subdivision):
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for x in range(subdivision):
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var world_x: float = x * step_x - half_x
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var world_z: float = z * step_z - half_z
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var height: float = noise_setting.get_noise_2d(world_x, world_z) * max_height
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if island_mask:
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height *= _calculate_island_mask(world_x, world_z, half_x, half_z)
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heights[z * subdivision + x] = height
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for z in range(subdivision - 1):
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for x in range(subdivision - 1):
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var idx00: int = z * subdivision + x
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var idx10: int = z * subdivision + (x + 1)
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var idx01: int = (z + 1) * subdivision + x
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var idx11: int = (z + 1) * subdivision + (x + 1)
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var x0: float = x * step_x - half_x
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var x1: float = (x + 1) * step_x - half_x
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var z0: float = z * step_z - half_z
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var z1: float = (z + 1) * step_z - half_z
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var v00 := Vector3(x0, heights[idx00], z0)
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var v10 := Vector3(x1, heights[idx10], z0)
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var v01 := Vector3(x0, heights[idx01], z1)
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var v11 := Vector3(x1, heights[idx11], z1)
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# Triangle 1: v00, v01, v10
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var normal1: Vector3 = (v01 - v00).cross(v10 - v00).normalized()
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st.set_normal(normal1)
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st.set_uv(Vector2(x0 / terrain_size.x + 0.5, z0 / terrain_size.y + 0.5))
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st.add_vertex(v00)
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st.set_uv(Vector2(x0 / terrain_size.x + 0.5, z1 / terrain_size.y + 0.5))
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st.add_vertex(v01)
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st.set_uv(Vector2(x1 / terrain_size.x + 0.5, z0 / terrain_size.y + 0.5))
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st.add_vertex(v10)
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# Triangle 2: v10, v01, v11
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var normal2: Vector3 = (v01 - v10).cross(v11 - v10).normalized()
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st.set_normal(normal2)
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st.set_uv(Vector2(x1 / terrain_size.x + 0.5, z0 / terrain_size.y + 0.5))
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st.add_vertex(v10)
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st.set_uv(Vector2(x0 / terrain_size.x + 0.5, z1 / terrain_size.y + 0.5))
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st.add_vertex(v01)
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st.set_uv(Vector2(x1 / terrain_size.x + 0.5, z1 / terrain_size.y + 0.5))
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st.add_vertex(v11)
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mesh = st.commit()
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if material_setting:
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mesh.surface_set_material(0, material_setting)
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func _calculate_island_mask(x: float, z: float, half_x: float, half_z: float) -> float:
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var nx: float = x / half_x
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var nz: float = z / half_z
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var dist: float = sqrt(nx * nx + nz * nz)
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if dist < mask_falloff_start:
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return 1.0
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elif dist > 1.0:
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return 0.0
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else:
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var t: float = (dist - mask_falloff_start) / (1.0 - mask_falloff_start)
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return pow(1.0 - t, mask_power)
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func _bake_collision() -> void:
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if not mesh:
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push_warning("TerrainGenerator: No mesh to bake collision from")
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return
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var static_body: StaticBody3D
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var collision_shape: CollisionShape3D
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for child in get_children():
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if child is StaticBody3D:
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static_body = child
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break
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if not static_body:
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static_body = StaticBody3D.new()
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static_body.name = "TerrainCollision"
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add_child(static_body)
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if Engine.is_editor_hint():
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static_body.owner = get_tree().edited_scene_root
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for child in static_body.get_children():
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if child is CollisionShape3D:
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collision_shape = child
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break
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if not collision_shape:
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collision_shape = CollisionShape3D.new()
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collision_shape.name = "CollisionShape"
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static_body.add_child(collision_shape)
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if Engine.is_editor_hint():
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collision_shape.owner = get_tree().edited_scene_root
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collision_shape.shape = mesh.create_trimesh_shape()
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print("TerrainGenerator: Collision baked successfully")
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