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 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: clear(BLANK) ## ## Clears the image to the value of [code]clear_color[/code]. ## func clear(clear_color: Color) -> void: _image.fill(clear_color) ## ## ## func erase(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) 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) ## ## ## 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(): 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) ## ## ## 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: 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, lerpf(pixel.g, intensity, delta *\ mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), pixel.b, pixel.a)) 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( lerpf(pixel.r, intensity, delta *\ mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), pixel.g, pixel.b, pixel.a)) 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 ## ## ## 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(): 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, level, delta * mask.get_pixel( int(x * mask_ratio.x), brush_mask_y).a))) instance.terrain_map.update(_image)