Fix leaky abstractions in EditableTerrain
This commit is contained in:
parent
64d0280b1f
commit
6a4cb1a431
BIN
editor.scn (Stored with Git LFS)
BIN
editor.scn (Stored with Git LFS)
Binary file not shown.
|
@ -1,15 +1,37 @@
|
|||
class_name EditableTerrain extends Node
|
||||
|
||||
const _DEFAULT_COLOR := Color(0.0, 0.0, 0.0, 0.5)
|
||||
|
||||
##
|
||||
## Blank sample value.
|
||||
##
|
||||
const BLANK := Color(0.0, 0.0, 0.0, 0.0)
|
||||
|
||||
var _image := Image.create(1, 1, false, Image.FORMAT_RGBAF)
|
||||
|
||||
##
|
||||
## Terrain texture channel mixing values.
|
||||
##
|
||||
## Affects the color that terrain is mixed into during editing operations like [method paint].
|
||||
##
|
||||
@export
|
||||
var channels := Vector3.ZERO
|
||||
|
||||
##
|
||||
## 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.
|
||||
##
|
||||
@export
|
||||
var size := Vector2i.ZERO:
|
||||
|
@ -18,18 +40,23 @@ var size := Vector2i.ZERO:
|
|||
|
||||
set(value):
|
||||
_image.resize(value.x, value.y)
|
||||
_image.fill(Color(0.0, 0.0, 0.0, 0.5))
|
||||
|
||||
if instance != null:
|
||||
instance.size = value
|
||||
instance.terrain_map = ImageTexture.create_from_image(_image)
|
||||
|
||||
size = value
|
||||
|
||||
##
|
||||
##
|
||||
##
|
||||
func get_image() -> void:
|
||||
return _image
|
||||
func _init() -> void:
|
||||
_image.fill(_DEFAULT_COLOR)
|
||||
|
||||
##
|
||||
## Mixes the texture [member channels] and raises the terrain by [code]elevation_level[/code] in a
|
||||
## brush pattern masked by [code]brush_mask[/code] to the worldspace [code]point[/code] with
|
||||
## [code]brush_intensity[/code] as the intensity of the applied effects for a single paint.
|
||||
##
|
||||
## For continuous painting, a delta value may be supplied to [code]brush_intensity[/code] to avoid
|
||||
## issues with variable-rate paint updates.
|
||||
##
|
||||
func paint(point: Vector2i, elevation_level: float,
|
||||
brush_mask: Image, brush_scale: float, brush_intensity: float) -> void:
|
||||
|
@ -37,10 +64,9 @@ func paint(point: Vector2i, elevation_level: float,
|
|||
# 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))
|
||||
var draw_area := Rect2i(Vector2i.ZERO, size).intersection(
|
||||
Rect2i((point - Vector2i(brush_size * 0.5)) + Vector2i(size * 0.5), brush_size))
|
||||
|
||||
if draw_area.has_area():
|
||||
var scaled_brush_mask_size := brush_mask_size / draw_area.size
|
||||
|
@ -65,8 +91,30 @@ func paint(point: Vector2i, elevation_level: float,
|
|||
lerpf(pixel.b, channels.z, mask_intensity),
|
||||
lerpf(pixel.a, pixel.a + (elevation_level * mask), brush_intensity)))
|
||||
|
||||
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
|
||||
|
||||
##
|
||||
## Mixes the texture [member channels] and smooths the terrain to [code]smoothing_level[/code] in a
|
||||
## brush pattern masked by [code]brush_mask[/code] to the worldspace [code]point[/code] with
|
||||
## [code]brush_intensity[/code] as the intensity of the applied effects for a single paint.
|
||||
##
|
||||
## For continuous smoothing, a delta value may be supplied to [code]brush_intensity[/code] to avoid
|
||||
## issues with variable-rate smooth updates.
|
||||
##
|
||||
func smooth(point: Vector2i, smoothing_level: float,
|
||||
brush_mask: Image, brush_scale: float, brush_intensity: float) -> void:
|
||||
|
@ -98,3 +146,5 @@ func smooth(point: Vector2i, smoothing_level: float,
|
|||
lerpf(pixel.g, channels.y, mask_intensity),
|
||||
lerpf(pixel.b, channels.z, mask_intensity),
|
||||
lerpf(pixel.a, smoothing_level, mask_intensity)))
|
||||
|
||||
instance.terrain_map.update(_image)
|
||||
|
|
Loading…
Reference in New Issue