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: 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 _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: # 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 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 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))) 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: # 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))) instance.terrain_map.update(_image)