Files
Trinittu/proc-terrain/terrain_generator.gd

508 lines
15 KiB
GDScript

@tool
class_name TerrainGenerator
extends MeshInstance3D
enum PreviewMode { NONE, BIOME, SLOPE, MASK_INDEX, RAIL_DISTANCE, STATION_DISTANCE }
signal terrain_generated
signal props_data_ready(props_data: TerrainPropsData)
@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: Material:
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("Control Layers")
@export var control_layers: TerrainControlLayers:
set(value):
if control_layers and control_layers.layers_changed.is_connected(_on_settings_changed):
control_layers.layers_changed.disconnect(_on_settings_changed)
control_layers = value
if control_layers:
control_layers.layers_changed.connect(_on_settings_changed)
_request_update()
@export_group("Rail Constraints")
@export var rail_paths: Array[NodePath] = []:
set(value):
rail_paths = value
_request_update()
@export var rail_influence_radius: float = 10.0:
set(value):
rail_influence_radius = value
_request_update()
@export var rail_flatten_strength: float = 1.0:
set(value):
rail_flatten_strength = value
_request_update()
@export_range(0.0, 45.0) var rail_max_slope: float = 5.0:
set(value):
rail_max_slope = value
_request_update()
@export_group("Station Constraints")
@export var station_paths: Array[NodePath] = []:
set(value):
station_paths = value
_request_update()
@export var station_influence_radius: float = 25.0:
set(value):
station_influence_radius = value
_request_update()
@export var station_flatten_height: float = 0.0:
set(value):
station_flatten_height = value
_request_update()
@export var use_station_y_as_height: bool = true:
set(value):
use_station_y_as_height = value
_request_update()
@export_group("Preview")
@export var preview_mode: PreviewMode = PreviewMode.NONE:
set(value):
preview_mode = value
_request_update()
@export var preview_mask_index: int = 0:
set(value):
preview_mask_index = value
if preview_mode == PreviewMode.MASK_INDEX:
_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
var _rail_spline_cache: Array[Curve3D] = []
var _station_positions: Array[Vector3] = []
var _props_data: TerrainPropsData
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
_cache_constraints()
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] = []
var biome_ids: Array[int] = []
var slope_values: Array[float] = []
var rail_distances: Array[float] = []
var station_distances: Array[float] = []
var mask_values: Array[Array] = []
heights.resize(subdivision * subdivision)
biome_ids.resize(subdivision * subdivision)
slope_values.resize(subdivision * subdivision)
rail_distances.resize(subdivision * subdivision)
station_distances.resize(subdivision * subdivision)
var mask_count := 0
if control_layers:
mask_count = control_layers.mask_layers.size()
for i in range(mask_count):
var arr: Array[float] = []
arr.resize(subdivision * subdivision)
mask_values.append(arr)
# Pass 1: Generate base heights
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 idx: int = z * subdivision + x
var uv := Vector2(float(x) / float(subdivision - 1), float(z) / float(subdivision - 1))
var base_noise: float = (noise_setting.get_noise_2d(world_x, world_z) + 1.0) * 0.5
var height: float = base_noise * max_height
# Apply height profile from control layers
if control_layers and control_layers.height_profile:
height = control_layers.get_height_profile_value(base_noise) * max_height
# Apply island mask
if island_mask:
height *= _calculate_island_mask(world_x, world_z, half_x, half_z)
# Sample biome
var biome_color := Color.WHITE
if control_layers:
biome_color = control_layers.get_biome_value(uv)
biome_ids[idx] = _color_to_biome_id(biome_color)
# Sample slope limit
var slope_limit := 45.0
if control_layers:
slope_limit = control_layers.get_slope_limit(uv)
slope_values[idx] = slope_limit
# Sample masks
for m in range(mask_count):
mask_values[m][idx] = control_layers.get_mask_value(m, uv)
heights[idx] = height
# Pass 2: Apply rail constraints
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 idx: int = z * subdivision + x
var world_pos := Vector3(world_x, heights[idx], world_z)
var rail_result := _get_rail_constraint(world_pos)
rail_distances[idx] = rail_result.distance
if rail_result.distance < rail_influence_radius and rail_result.distance >= 0.0:
var t: float = 1.0 - (rail_result.distance / rail_influence_radius)
t = t * t * rail_flatten_strength
heights[idx] = lerpf(heights[idx], rail_result.height, t)
# Pass 3: Apply station constraints
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 idx: int = z * subdivision + x
var world_pos := Vector3(world_x, heights[idx], world_z)
var station_result := _get_station_constraint(world_pos)
station_distances[idx] = station_result.distance
if station_result.distance < station_influence_radius and station_result.distance >= 0.0:
var t: float = 1.0 - (station_result.distance / station_influence_radius)
t = t * t
heights[idx] = lerpf(heights[idx], station_result.height, t)
# Pass 4: Apply slope limits
_apply_slope_limits(heights, slope_values, step_x, step_z)
# Build props data
_props_data = TerrainPropsData.new()
_props_data.resolution = Vector2i(subdivision, subdivision)
_props_data.terrain_size = terrain_size
_props_data.heights = heights
_props_data.biome_ids = biome_ids
_props_data.slope_values = slope_values
_props_data.rail_distances = rail_distances
_props_data.station_distances = station_distances
_props_data.mask_values = mask_values
# Build mesh
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)
var uv00 := Vector2(x0 / terrain_size.x + 0.5, z0 / terrain_size.y + 0.5)
var uv10 := Vector2(x1 / terrain_size.x + 0.5, z0 / terrain_size.y + 0.5)
var uv01 := Vector2(x0 / terrain_size.x + 0.5, z1 / terrain_size.y + 0.5)
var uv11 := Vector2(x1 / terrain_size.x + 0.5, z1 / terrain_size.y + 0.5)
# Preview mode coloring
var c00 := _get_preview_color(idx00, biome_ids, slope_values, rail_distances, station_distances, mask_values)
var c10 := _get_preview_color(idx10, biome_ids, slope_values, rail_distances, station_distances, mask_values)
var c01 := _get_preview_color(idx01, biome_ids, slope_values, rail_distances, station_distances, mask_values)
var c11 := _get_preview_color(idx11, biome_ids, slope_values, rail_distances, station_distances, mask_values)
# Triangle 1: v00, v10, v01 (CCW winding, normal pointing up)
var normal1: Vector3 = (v01 - v00).cross(v10 - v00).normalized()
st.set_normal(normal1)
st.set_color(c00)
st.set_uv(uv00)
st.add_vertex(v00)
st.set_color(c10)
st.set_uv(uv10)
st.add_vertex(v10)
st.set_color(c01)
st.set_uv(uv01)
st.add_vertex(v01)
# Triangle 2: v10, v11, v01 (CCW winding, normal pointing up)
var normal2: Vector3 = (v01 - v10).cross(v11 - v10).normalized()
st.set_normal(normal2)
st.set_color(c10)
st.set_uv(uv10)
st.add_vertex(v10)
st.set_color(c11)
st.set_uv(uv11)
st.add_vertex(v11)
st.set_color(c01)
st.set_uv(uv01)
st.add_vertex(v01)
mesh = st.commit()
if material_setting:
mesh.surface_set_material(0, material_setting)
terrain_generated.emit()
props_data_ready.emit(_props_data)
func _cache_constraints() -> void:
_rail_spline_cache.clear()
_station_positions.clear()
for path in rail_paths:
if path.is_empty():
continue
var node := get_node_or_null(path)
if node is Path3D:
var path3d := node as Path3D
if path3d.curve:
_rail_spline_cache.append(path3d.curve)
for path in station_paths:
if path.is_empty():
continue
var node := get_node_or_null(path)
if node is Node3D:
_station_positions.append((node as Node3D).global_position)
func _get_rail_constraint(world_pos: Vector3) -> Dictionary:
var min_dist := INF
var rail_height := world_pos.y
for curve in _rail_spline_cache:
var closest := curve.get_closest_point(world_pos)
var dist := Vector2(world_pos.x - closest.x, world_pos.z - closest.z).length()
if dist < min_dist:
min_dist = dist
rail_height = closest.y
return {"distance": min_dist, "height": rail_height}
func _get_station_constraint(world_pos: Vector3) -> Dictionary:
var min_dist := INF
var target_height := station_flatten_height
for station_pos in _station_positions:
var dist := Vector2(world_pos.x - station_pos.x, world_pos.z - station_pos.z).length()
if dist < min_dist:
min_dist = dist
if use_station_y_as_height:
target_height = station_pos.y
return {"distance": min_dist, "height": target_height}
func _apply_slope_limits(heights: Array[float], slope_limits: Array[float], step_x: float, step_z: float) -> void:
var max_iterations := 10
for _iter in range(max_iterations):
var changed := false
for z in range(1, subdivision - 1):
for x in range(1, subdivision - 1):
var idx: int = z * subdivision + x
var slope_limit_rad: float = deg_to_rad(slope_limits[idx])
var max_delta_x: float = tan(slope_limit_rad) * step_x
var max_delta_z: float = tan(slope_limit_rad) * step_z
var h := heights[idx]
var h_xm := heights[idx - 1]
var h_xp := heights[idx + 1]
var h_zm := heights[idx - subdivision]
var h_zp := heights[idx + subdivision]
var target := h
if abs(h - h_xm) > max_delta_x:
target = minf(target, h_xm + max_delta_x) if h > h_xm else maxf(target, h_xm - max_delta_x)
changed = true
if abs(h - h_xp) > max_delta_x:
target = minf(target, h_xp + max_delta_x) if h > h_xp else maxf(target, h_xp - max_delta_x)
changed = true
if abs(h - h_zm) > max_delta_z:
target = minf(target, h_zm + max_delta_z) if h > h_zm else maxf(target, h_zm - max_delta_z)
changed = true
if abs(h - h_zp) > max_delta_z:
target = minf(target, h_zp + max_delta_z) if h > h_zp else maxf(target, h_zp - max_delta_z)
changed = true
heights[idx] = lerpf(h, target, 0.5)
if not changed:
break
func _color_to_biome_id(color: Color) -> int:
return int(color.r * 255.0) + int(color.g * 255.0) * 256
func _get_preview_color(idx: int, biome_ids: Array[int], slope_values: Array[float],
rail_distances: Array[float], station_distances: Array[float], mask_values: Array[Array]) -> Color:
match preview_mode:
PreviewMode.NONE:
return Color.WHITE
PreviewMode.BIOME:
var biome := biome_ids[idx]
return Color.from_hsv(fmod(float(biome) * 0.618033988749, 1.0), 0.7, 0.9)
PreviewMode.SLOPE:
var slope := slope_values[idx] / 90.0
return Color(slope, 1.0 - slope, 0.0)
PreviewMode.MASK_INDEX:
if preview_mask_index < mask_values.size():
var v: float = mask_values[preview_mask_index][idx]
return Color(v, v, v)
return Color.BLACK
PreviewMode.RAIL_DISTANCE:
var d: float = clampf(rail_distances[idx] / (rail_influence_radius * 2.0), 0.0, 1.0)
return Color(1.0 - d, 0.2, d)
PreviewMode.STATION_DISTANCE:
var d: float = clampf(station_distances[idx] / (station_influence_radius * 2.0), 0.0, 1.0)
return Color(0.2, 1.0 - d, d)
return Color.WHITE
func get_props_data() -> TerrainPropsData:
return _props_data
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")