game/editor/editable_terrain.gd

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GDScript3
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class_name EditableTerrain extends Node
##
## Blank sample value.
##
const BLANK := Color(0.0, 0.0, 0.0, 0.0)
var _image := Image.create(1, 1, false, Image.FORMAT_RGBAF)
##
## Tracked [TerrainInstance3D] to echo all terrain editing changes to.
##
var instance: TerrainInstance3D = null:
get:
return instance
set(value):
if (value != null) and (value != instance):
value.terrain_map = ImageTexture.create_from_image(_image)
instance = value
##
## Width and height of the editable terrain in units.
##
var size := Vector2i.ZERO:
get:
return size
set(value):
_image.resize(value.x, value.y)
if instance != null:
instance.size = value
instance.terrain_map = ImageTexture.create_from_image(_image)
size = value
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func _get_draw_area(point: Vector2i, mask: Image, scale: float) -> Rect2i:
# Convert worldspace point to image-space coordinates for brush and calculate drawable area.
var mask_size := mask.get_size()
var scaled_mask_size := mask_size * scale
return Rect2i(Vector2i.ZERO, size).intersection(
Rect2i((point - Vector2i(scaled_mask_size * 0.5)) + Vector2i(size * 0.5), scaled_mask_size))
func _init() -> void:
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clear(BLANK)
##
## Clears the image to the value of [code]clear_color[/code].
##
func clear(clear_color: Color) -> void:
_image.fill(clear_color)
##
##
##
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func erase(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void:
var draw_area := _get_draw_area(point, mask, scale)
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if draw_area.has_area():
var mask_ratio := mask.get_size() / draw_area.size
for y in draw_area.size.y:
var brush_mask_y := int(y * mask_ratio.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_delta := intensity *\
delta * mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a
_image.set_pixelv(terrain_map_coord, Color(
lerpf(pixel.r, 0.0, mask_intensity_delta),
lerpf(pixel.g, 0.0, mask_intensity_delta),
lerpf(pixel.b, 0.0, mask_intensity_delta),
pixel.a))
instance.terrain_map.update(_image)
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##
##
##
func lower(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void:
var draw_area := _get_draw_area(point, mask, scale)
if draw_area.has_area():
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var mask_ratio := mask.get_size() / draw_area.size
for y in draw_area.size.y:
var brush_mask_y := int(y * mask_ratio.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)
_image.set_pixelv(terrain_map_coord, Color(pixel.r, pixel.g, pixel.b,
lerpf(pixel.a, pixel.a - (intensity *
mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), delta)))
instance.terrain_map.update(_image)
##
##
##
func paint_blue(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void:
var draw_area := _get_draw_area(point, mask, scale)
if draw_area.has_area():
var mask_ratio := mask.get_size() / draw_area.size
for y in draw_area.size.y:
var brush_mask_y := int(y * mask_ratio.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)
_image.set_pixelv(terrain_map_coord, Color(
pixel.r, pixel.g, lerpf(pixel.b, intensity, delta *\
mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a),
pixel.a))
instance.terrain_map.update(_image)
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##
##
##
func paint_green(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void:
var draw_area := _get_draw_area(point, mask, scale)
if draw_area.has_area():
var mask_ratio := mask.get_size() / draw_area.size
for y in draw_area.size.y:
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var brush_mask_y := int(y * mask_ratio.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)
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_image.set_pixelv(terrain_map_coord, Color(
pixel.r, lerpf(pixel.g, intensity, delta *\
mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a),
pixel.b, pixel.a))
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instance.terrain_map.update(_image)
##
##
##
func paint_red(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void:
var draw_area := _get_draw_area(point, mask, scale)
if draw_area.has_area():
var mask_ratio := mask.get_size() / draw_area.size
for y in draw_area.size.y:
var brush_mask_y := int(y * mask_ratio.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)
_image.set_pixelv(terrain_map_coord, Color(
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lerpf(pixel.r, intensity, delta *\
mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a),
pixel.g, pixel.b, pixel.a))
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instance.terrain_map.update(_image)
##
##
##
func raise(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void:
var draw_area := _get_draw_area(point, mask, scale)
if draw_area.has_area():
var mask_ratio := mask.get_size() / draw_area.size
for y in draw_area.size.y:
var brush_mask_y := int(y * mask_ratio.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)
_image.set_pixelv(terrain_map_coord, Color(pixel.r, pixel.g, pixel.b,
lerpf(pixel.a, pixel.a + (intensity *
mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), delta)))
instance.terrain_map.update(_image)
##
## Samples the color value in the editable terrain at the worldspace [code]point[/code], returning
## its respective [Color] value.
##
## For sample coordinates outside of the terrain map worldspace, [code]BLANK[/code] is returned
## instead.
##
func sample(point: Vector2i) -> Color:
var image_point := point + Vector2i(size * 0.5)
if Rect2i(Vector2i.ZERO, size).has_point(image_point):
return _image.get_pixelv(image_point)
return BLANK
##
##
##
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func smooth(point: Vector2i, mask: Image, scale: float, level: float, delta: float) -> void:
var draw_area := _get_draw_area(point, mask, scale)
if draw_area.has_area():
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var mask_ratio := mask.get_size() / draw_area.size
for y in draw_area.size.y:
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var brush_mask_y := int(y * mask_ratio.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)
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_image.set_pixelv(terrain_map_coord, Color(pixel.r, pixel.g, pixel.b,
lerpf(pixel.a, level, delta * mask.get_pixel(
int(x * mask_ratio.x), brush_mask_y).a)))
instance.terrain_map.update(_image)