Files
Trinittu/proc-terrain/terrain_generator.gd
2026-01-31 22:48:55 +01:00

205 lines
5.4 KiB
GDScript

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