game/editor/editable_terrain.gd

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2.9 KiB
GDScript3
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class_name EditableTerrain extends Node
var _image := Image.create(1, 1, false, Image.FORMAT_RGBAF)
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@export
var channels := Vector3.ZERO
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@export
var size := Vector2i.ZERO:
get:
return size
set(value):
_image.resize(value.x, value.y)
_image.fill(Color(0.0, 0.0, 0.0, 0.5))
size = value
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func get_image() -> void:
return _image
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func paint(point: Vector2i, elevation_level: float,
brush_mask: Image, brush_scale: float, brush_intensity: float) -> void:
# Convert worldspace point to image-space coordinates for brush and calculate drawable area.
var brush_mask_size := brush_mask.get_size()
var brush_size := brush_mask_size * brush_scale
var image_size := _image.get_size()
var draw_area := Rect2i(Vector2i.ZERO, image_size).intersection(
Rect2i((point - Vector2i(brush_size * 0.5)) + Vector2i(image_size * 0.5), brush_size))
if draw_area.has_area():
var scaled_brush_mask_size := brush_mask_size / draw_area.size
elevation_level = clampf(elevation_level, -1.0, 1.0)
for y in draw_area.size.y:
var brush_mask_y := int(y * scaled_brush_mask_size.y)
for x in draw_area.size.x:
var terrain_map_coord := draw_area.position + Vector2i(x, y)
var pixel := _image.get_pixelv(terrain_map_coord)
var mask := brush_mask.get_pixel(
int(x * scaled_brush_mask_size.x), brush_mask_y).a
var mask_intensity := brush_intensity * mask
_image.set_pixelv(terrain_map_coord, Color(
lerpf(pixel.r, channels.x, mask_intensity),
lerpf(pixel.g, channels.y, mask_intensity),
lerpf(pixel.b, channels.z, mask_intensity),
lerpf(pixel.a, pixel.a + (elevation_level * mask), brush_intensity)))
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func smooth(point: Vector2i, smoothing_level: float,
brush_mask: Image, brush_scale: float, brush_intensity: float) -> void:
# Convert worldspace point to image-space coordinates for brush and calculate drawable area.
var brush_mask_size := brush_mask.get_size()
var brush_size := brush_mask_size * brush_scale
var terrain_map_size := _image.get_size()
var draw_area := Rect2i(Vector2i.ZERO, terrain_map_size).intersection(
Rect2i((point - Vector2i(brush_size * 0.5)) +\
Vector2i(terrain_map_size * 0.5), brush_size))
if draw_area.has_area():
var scaled_brush_mask_size := brush_mask_size / draw_area.size
for y in draw_area.size.y:
var brush_mask_y := int(y * scaled_brush_mask_size.y)
for x in draw_area.size.x:
var terrain_map_coord := draw_area.position + Vector2i(x, y)
var pixel := _image.get_pixelv(terrain_map_coord)
var mask_intensity := brush_intensity * brush_mask.get_pixel(
int(x * scaled_brush_mask_size.x), brush_mask_y).a
_image.set_pixelv(terrain_map_coord, Color(
lerpf(pixel.r, channels.x, mask_intensity),
lerpf(pixel.g, channels.y, mask_intensity),
lerpf(pixel.b, channels.z, mask_intensity),
lerpf(pixel.a, smoothing_level, mask_intensity)))