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author Gone2Daly <71726742+Gone2Daly@users.noreply.github.com>2023-07-22 21:05:42 +0200
committer Gone2Daly <71726742+Gone2Daly@users.noreply.github.com>2023-07-22 21:05:42 +0200
commit71b3cd829f80de4c2cd3972d8bfd5ee470a5d180 (patch)
treeb4280fde6eef2ae6987648bc7bf8e00e9011bb7f /game/addons/zylann.hterrain/hterrain.gd
parentce9022d0df74d6c33db3686622be2050d873ab0b (diff)
init_testtest3d
Diffstat (limited to 'game/addons/zylann.hterrain/hterrain.gd')
-rw-r--r--game/addons/zylann.hterrain/hterrain.gd1665
1 files changed, 1665 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/hterrain.gd b/game/addons/zylann.hterrain/hterrain.gd
new file mode 100644
index 0000000..4a186a7
--- /dev/null
+++ b/game/addons/zylann.hterrain/hterrain.gd
@@ -0,0 +1,1665 @@
+@tool
+extends Node3D
+
+const HT_NativeFactory = preload("./native/factory.gd")
+const HT_Mesher = preload("./hterrain_mesher.gd")
+const HT_Grid = preload("./util/grid.gd")
+const HTerrainData = preload("./hterrain_data.gd")
+const HTerrainChunk = preload("./hterrain_chunk.gd")
+const HTerrainChunkDebug = preload("./hterrain_chunk_debug.gd")
+const HT_Util = preload("./util/util.gd")
+const HTerrainCollider = preload("./hterrain_collider.gd")
+const HTerrainTextureSet = preload("./hterrain_texture_set.gd")
+const HT_Logger = preload("./util/logger.gd")
+
+const SHADER_CLASSIC4 = "Classic4"
+const SHADER_CLASSIC4_LITE = "Classic4Lite"
+const SHADER_LOW_POLY = "LowPoly"
+const SHADER_ARRAY = "Array"
+const SHADER_MULTISPLAT16 = "MultiSplat16"
+const SHADER_MULTISPLAT16_LITE = "MultiSplat16Lite"
+const SHADER_CUSTOM = "Custom"
+
+const MIN_MAP_SCALE = 0.01
+
+# Note, the `str()` syntax is no longer accepted in constants in Godot 4
+const _SHADER_TYPE_HINT_STRING = \
+ "Classic4," + \
+ "Classic4Lite," + \
+ "LowPoly," + \
+ "Array," + \
+ "MultiSplat16," + \
+ "MultiSplat16Lite," + \
+ "Custom"
+
+# TODO Had to downgrade this to support Godot 3.1.
+# Referring to other constants with this syntax isn't working...
+#const _SHADER_TYPE_HINT_STRING = str(
+# SHADER_CLASSIC4, ",",
+# SHADER_CLASSIC4_LITE, ",",
+# SHADER_LOW_POLY, ",",
+# SHADER_ARRAY, ",",
+# SHADER_CUSTOM
+#)
+
+const _builtin_shaders = {
+ SHADER_CLASSIC4: {
+ path = "res://addons/zylann.hterrain/shaders/simple4.gdshader",
+ global_path = "res://addons/zylann.hterrain/shaders/simple4_global.gdshader"
+ },
+ SHADER_CLASSIC4_LITE: {
+ path = "res://addons/zylann.hterrain/shaders/simple4_lite.gdshader",
+ global_path = "res://addons/zylann.hterrain/shaders/simple4_global.gdshader"
+ },
+ SHADER_LOW_POLY: {
+ path = "res://addons/zylann.hterrain/shaders/low_poly.gdshader",
+ global_path = "" # Not supported
+ },
+ SHADER_ARRAY: {
+ path = "res://addons/zylann.hterrain/shaders/array.gdshader",
+ global_path = "res://addons/zylann.hterrain/shaders/array_global.gdshader"
+ },
+ SHADER_MULTISPLAT16: {
+ path = "res://addons/zylann.hterrain/shaders/multisplat16.gdshader",
+ global_path = "res://addons/zylann.hterrain/shaders/multisplat16_global.gdshader"
+ },
+ SHADER_MULTISPLAT16_LITE: {
+ path = "res://addons/zylann.hterrain/shaders/multisplat16_lite.gdshader",
+ global_path = "res://addons/zylann.hterrain/shaders/multisplat16_global.gdshader"
+ }
+}
+
+const _NORMAL_BAKER_PATH = "res://addons/zylann.hterrain/tools/normalmap_baker.gd"
+const _LOOKDEV_SHADER_PATH = "res://addons/zylann.hterrain/shaders/lookdev.gdshader"
+
+const SHADER_PARAM_INVERSE_TRANSFORM = "u_terrain_inverse_transform"
+const SHADER_PARAM_NORMAL_BASIS = "u_terrain_normal_basis"
+
+const SHADER_PARAM_GROUND_PREFIX = "u_ground_" # + name + _0, _1, _2, _3...
+
+# Those parameters are filtered out in the inspector,
+# because they are not supposed to be set through it
+const _api_shader_params = {
+ "u_terrain_heightmap": true,
+ "u_terrain_normalmap": true,
+ "u_terrain_colormap": true,
+ "u_terrain_splatmap": true,
+ "u_terrain_splatmap_1": true,
+ "u_terrain_splatmap_2": true,
+ "u_terrain_splatmap_3": true,
+ "u_terrain_splat_index_map": true,
+ "u_terrain_splat_weight_map": true,
+ "u_terrain_globalmap": true,
+
+ "u_terrain_inverse_transform": true,
+ "u_terrain_normal_basis": true,
+
+ "u_ground_albedo_bump_0": true,
+ "u_ground_albedo_bump_1": true,
+ "u_ground_albedo_bump_2": true,
+ "u_ground_albedo_bump_3": true,
+
+ "u_ground_normal_roughness_0": true,
+ "u_ground_normal_roughness_1": true,
+ "u_ground_normal_roughness_2": true,
+ "u_ground_normal_roughness_3": true,
+
+ "u_ground_albedo_bump_array": true,
+ "u_ground_normal_roughness_array": true
+}
+
+const _api_shader_ground_albedo_params = {
+ "u_ground_albedo_bump_0": true,
+ "u_ground_albedo_bump_1": true,
+ "u_ground_albedo_bump_2": true,
+ "u_ground_albedo_bump_3": true
+}
+
+const _ground_texture_array_shader_params = [
+ "u_ground_albedo_bump_array",
+ "u_ground_normal_roughness_array"
+]
+
+const _splatmap_shader_params = [
+ "u_terrain_splatmap",
+ "u_terrain_splatmap_1",
+ "u_terrain_splatmap_2",
+ "u_terrain_splatmap_3"
+]
+
+const MIN_CHUNK_SIZE = 16
+const MAX_CHUNK_SIZE = 64
+
+# Same as HTerrainTextureSet.get_texture_type_name, used for shader parameter names.
+# Indexed by HTerrainTextureSet.TYPE_*
+const _ground_enum_to_name = [
+ "albedo_bump",
+ "normal_roughness"
+]
+
+const _DEBUG_AABB = false
+
+signal transform_changed(global_transform)
+
+@export_range(0.0, 1.0) var ambient_wind : float:
+ get:
+ return ambient_wind
+ set(amplitude):
+ if ambient_wind == amplitude:
+ return
+ ambient_wind = amplitude
+ for layer in _detail_layers:
+ layer.update_material()
+
+
+@export_range(2, 5) var lod_scale := 2.0:
+ get:
+ return lod_scale
+ set(value):
+ _lodder.set_split_scale(value)
+
+
+# Prefer using this instead of scaling the node's transform.
+# Node3D.scale isn't used because it's not suitable for terrains,
+# it would scale grass too and other environment objects.
+# TODO Replace with `size` in world units?
+@export var map_scale := Vector3(1, 1, 1):
+ get:
+ return map_scale
+ set(p_map_scale):
+ if map_scale == p_map_scale:
+ return
+ p_map_scale.x = maxf(p_map_scale.x, MIN_MAP_SCALE)
+ p_map_scale.y = maxf(p_map_scale.y, MIN_MAP_SCALE)
+ p_map_scale.z = maxf(p_map_scale.z, MIN_MAP_SCALE)
+ map_scale = p_map_scale
+ _on_transform_changed()
+
+
+@export var centered := false:
+ get:
+ return centered
+ set(p_centered):
+ if p_centered == centered:
+ return
+ centered = p_centered
+ _on_transform_changed()
+
+
+var _custom_shader : Shader = null
+var _custom_globalmap_shader : Shader = null
+var _shader_type := SHADER_CLASSIC4_LITE
+var _shader_uses_texture_array := false
+var _material := ShaderMaterial.new()
+var _material_params_need_update := false
+# Possible values are the same as the enum `GeometryInstance.SHADOW_CASTING_SETTING_*`.
+var _cast_shadow_setting := GeometryInstance3D.SHADOW_CASTING_SETTING_ON
+
+var _render_layer_mask := 1
+
+# Actual number of textures supported by the shader currently selected
+var _ground_texture_count_cache := 0
+
+var _used_splatmaps_count_cache := 0
+var _is_using_indexed_splatmap := false
+
+var _texture_set := HTerrainTextureSet.new()
+var _texture_set_migration_textures = null
+
+var _data: HTerrainData = null
+
+var _mesher := HT_Mesher.new()
+var _lodder = HT_NativeFactory.get_quad_tree_lod()
+var _viewer_pos_world := Vector3()
+
+# [lod][z][x] -> chunk
+# This container owns chunks
+var _chunks := []
+var _chunk_size: int = 32
+var _pending_chunk_updates := []
+
+var _detail_layers := []
+
+var _collision_enabled := true
+var _collider: HTerrainCollider = null
+var _collision_layer := 1
+var _collision_mask := 1
+
+# Stats & debug
+var _updated_chunks := 0
+var _logger = HT_Logger.get_for(self)
+
+# Editor-only
+var _normals_baker = null
+
+var _lookdev_enabled := false
+var _lookdev_material : ShaderMaterial
+
+
+func _init():
+ _logger.debug("Create HeightMap")
+ # This sets up the defaults. They may be overridden shortly after by the scene loader.
+
+ _lodder.set_callbacks(_cb_make_chunk, _cb_recycle_chunk, _cb_get_vertical_bounds)
+
+ set_notify_transform(true)
+
+ # TODO Temporary!
+ # This is a workaround for https://github.com/godotengine/godot/issues/24488
+ _material.set_shader_parameter("u_ground_uv_scale", 20)
+ _material.set_shader_parameter("u_ground_uv_scale_vec4", Color(20, 20, 20, 20))
+ _material.set_shader_parameter("u_depth_blending", true)
+
+ _material.shader = load(_builtin_shaders[_shader_type].path)
+
+ _texture_set.changed.connect(_on_texture_set_changed)
+
+ if _collision_enabled:
+ if _check_heightmap_collider_support():
+ _collider = HTerrainCollider.new(self, _collision_layer, _collision_mask)
+
+
+func _get_property_list():
+ # A lot of properties had to be exported like this instead of using `export`,
+ # because Godot 3 does not support easy categorization and lacks some hints
+ var props = [
+ {
+ # Terrain data is exposed only as a path in the editor,
+ # because it can only be saved if it has a directory selected.
+ # That property is not used in scene saving (data is instead).
+ "name": "data_directory",
+ "type": TYPE_STRING,
+ "usage": PROPERTY_USAGE_EDITOR,
+ "hint": PROPERTY_HINT_DIR
+ },
+ {
+ # The actual data resource is only exposed for storage.
+ # I had to name it so that Godot won't try to assign _data directly
+ # instead of using the setter I made...
+ "name": "_terrain_data",
+ "type": TYPE_OBJECT,
+ "usage": PROPERTY_USAGE_STORAGE,
+ "hint": PROPERTY_HINT_RESOURCE_TYPE,
+ # This actually triggers `ERROR: Cannot get class`,
+ # if it were to be shown in the inspector.
+ # See https://github.com/godotengine/godot/pull/41264
+ "hint_string": "HTerrainData"
+ },
+ {
+ "name": "chunk_size",
+ "type": TYPE_INT,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
+ #"hint": PROPERTY_HINT_ENUM,
+ "hint_string": "16, 32"
+ },
+ {
+ "name": "Collision",
+ "type": TYPE_NIL,
+ "usage": PROPERTY_USAGE_GROUP
+ },
+ {
+ "name": "collision_enabled",
+ "type": TYPE_BOOL,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE
+ },
+ {
+ "name": "collision_layer",
+ "type": TYPE_INT,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
+ "hint": PROPERTY_HINT_LAYERS_3D_PHYSICS
+ },
+ {
+ "name": "collision_mask",
+ "type": TYPE_INT,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
+ "hint": PROPERTY_HINT_LAYERS_3D_PHYSICS
+ },
+ {
+ "name": "Rendering",
+ "type": TYPE_NIL,
+ "usage": PROPERTY_USAGE_GROUP
+ },
+ {
+ "name": "shader_type",
+ "type": TYPE_STRING,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
+ "hint": PROPERTY_HINT_ENUM,
+ "hint_string": _SHADER_TYPE_HINT_STRING
+ },
+ {
+ "name": "custom_shader",
+ "type": TYPE_OBJECT,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
+ "hint": PROPERTY_HINT_RESOURCE_TYPE,
+ "hint_string": "Shader"
+ },
+ {
+ "name": "custom_globalmap_shader",
+ "type": TYPE_OBJECT,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
+ "hint": PROPERTY_HINT_RESOURCE_TYPE,
+ "hint_string": "Shader"
+ },
+ {
+ "name": "texture_set",
+ "type": TYPE_OBJECT,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
+ "hint": PROPERTY_HINT_RESOURCE_TYPE,
+ "hint_string": "Resource"
+ # TODO Cannot properly hint the type of the resource in the inspector.
+ # This triggers `ERROR: Cannot get class 'HTerrainTextureSet'`
+ # See https://github.com/godotengine/godot/pull/41264
+ #"hint_string": "HTerrainTextureSet"
+ },
+ {
+ "name": "render_layers",
+ "type": TYPE_INT,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
+ "hint": PROPERTY_HINT_LAYERS_3D_RENDER
+ },
+ {
+ "name": "cast_shadow",
+ "type": TYPE_INT,
+ "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
+ "hint": PROPERTY_HINT_ENUM,
+ "hint_string": "Off,On,DoubleSided,ShadowsOnly"
+ }
+ ]
+
+ if _material.shader != null:
+ var shader_params := RenderingServer.get_shader_parameter_list(_material.shader.get_rid())
+ for p in shader_params:
+ if _api_shader_params.has(p.name):
+ continue
+ var cp := {}
+ for k in p:
+ cp[k] = p[k]
+ cp.name = str("shader_params/", p.name)
+ props.append(cp)
+
+ return props
+
+
+func _get(key: StringName):
+ if key == &"data_directory":
+ return _get_data_directory()
+
+ if key == &"_terrain_data":
+ if _data == null or _data.resource_path == "":
+ # Consider null if the data is not set or has no path,
+ # because in those cases we can't save the terrain properly
+ return null
+ else:
+ return _data
+
+ if key == &"texture_set":
+ return get_texture_set()
+
+ elif key == &"shader_type":
+ return get_shader_type()
+
+ elif key == &"custom_shader":
+ return get_custom_shader()
+
+ elif key == &"custom_globalmap_shader":
+ return _custom_globalmap_shader
+
+ elif key.begins_with("shader_params/"):
+ var param_name := key.substr(len("shader_params/"))
+ return get_shader_param(param_name)
+
+ elif key == &"chunk_size":
+ return _chunk_size
+
+ elif key == &"collision_enabled":
+ return _collision_enabled
+
+ elif key == &"collision_layer":
+ return _collision_layer
+
+ elif key == &"collision_mask":
+ return _collision_mask
+
+ elif key == &"render_layers":
+ return get_render_layer_mask()
+
+ elif key == &"cast_shadow":
+ return _cast_shadow_setting
+
+
+func _set(key: StringName, value):
+ if key == &"data_directory":
+ _set_data_directory(value)
+
+ # Can't use setget when the exported type is custom,
+ # because we were also are forced to use _get_property_list...
+ elif key == &"_terrain_data":
+ set_data(value)
+
+ elif key == &"texture_set":
+ set_texture_set(value)
+
+ # Legacy, left for migration from 1.4
+ var key_str := String(key)
+ if key_str.begins_with("ground/"):
+ for ground_texture_type in HTerrainTextureSet.TYPE_COUNT:
+ var type_name = _ground_enum_to_name[ground_texture_type]
+ if key_str.begins_with(str("ground/", type_name, "_")):
+ var i = key_str.substr(len(key_str) - 1).to_int()
+ if _texture_set_migration_textures == null:
+ _texture_set_migration_textures = []
+ while i >= len(_texture_set_migration_textures):
+ _texture_set_migration_textures.append([null, null])
+ var texs = _texture_set_migration_textures[i]
+ texs[ground_texture_type] = value
+
+ elif key == &"shader_type":
+ set_shader_type(value)
+
+ elif key == &"custom_shader":
+ set_custom_shader(value)
+
+ elif key == &"custom_globalmap_shader":
+ _custom_globalmap_shader = value
+
+ elif key.begins_with("shader_params/"):
+ var param_name := String(key).substr(len("shader_params/"))
+ set_shader_param(param_name, value)
+
+ elif key == &"chunk_size":
+ set_chunk_size(value)
+
+ elif key == &"collision_enabled":
+ set_collision_enabled(value)
+
+ elif key == &"collision_layer":
+ _collision_layer = value
+ if _collider != null:
+ _collider.set_collision_layer(value)
+
+ elif key == &"collision_mask":
+ _collision_mask = value
+ if _collider != null:
+ _collider.set_collision_mask(value)
+
+ elif key == &"render_layers":
+ return set_render_layer_mask(value)
+
+ elif key == &"cast_shadow":
+ set_cast_shadow(value)
+
+
+func get_texture_set() -> HTerrainTextureSet:
+ return _texture_set
+
+
+func set_texture_set(new_set: HTerrainTextureSet):
+ if _texture_set == new_set:
+ return
+
+ if _texture_set != null:
+ # TODO This causes `ERROR: Nonexistent signal 'changed' in [Resource:36653]` for some reason
+ _texture_set.changed.disconnect(_on_texture_set_changed)
+
+ _texture_set = new_set
+
+ if _texture_set != null:
+ _texture_set.changed.connect(_on_texture_set_changed)
+
+ _material_params_need_update = true
+
+
+func _on_texture_set_changed():
+ _material_params_need_update = true
+ HT_Util.update_configuration_warning(self, false)
+
+
+func get_shader_param(param_name: String):
+ return _material.get_shader_parameter(param_name)
+
+
+func set_shader_param(param_name: String, v):
+ _material.set_shader_parameter(param_name, v)
+
+
+func set_render_layer_mask(mask: int):
+ _render_layer_mask = mask
+ _for_all_chunks(HT_SetRenderLayerMaskAction.new(mask))
+
+
+func get_render_layer_mask() -> int:
+ return _render_layer_mask
+
+
+func set_cast_shadow(setting: int):
+ if setting == _cast_shadow_setting:
+ return
+ _cast_shadow_setting = setting
+ _for_all_chunks(HT_SetCastShadowSettingAction.new(setting))
+
+
+func get_cast_shadow() -> int:
+ return _cast_shadow_setting
+
+
+func _set_data_directory(dirpath: String):
+ if dirpath != _get_data_directory():
+ if dirpath == "":
+ set_data(null)
+ else:
+ var fpath := dirpath.path_join(HTerrainData.META_FILENAME)
+ if FileAccess.file_exists(fpath):
+ # Load existing
+ var d = load(fpath)
+ set_data(d)
+ else:
+ # Create new
+ var d := HTerrainData.new()
+ d.resource_path = fpath
+ set_data(d)
+ else:
+ _logger.warn("Setting twice the same terrain directory??")
+
+
+func _get_data_directory() -> String:
+ if _data != null:
+ return _data.resource_path.get_base_dir()
+ return ""
+
+
+func _check_heightmap_collider_support() -> bool:
+ return true
+ # var v = Engine.get_version_info()
+ # if v.major == 3 and v.minor == 0 and v.patch < 4:
+ # _logger.error("Heightmap collision shape not supported in this version of Godot,"
+ # + " please upgrade to 3.0.4 or later")
+ # return false
+ # return true
+
+
+func set_collision_enabled(enabled: bool):
+ if _collision_enabled != enabled:
+ _collision_enabled = enabled
+ if _collision_enabled:
+ if _check_heightmap_collider_support():
+ _collider = HTerrainCollider.new(self, _collision_layer, _collision_mask)
+ # Collision is not updated with data here,
+ # because loading is quite a mess at the moment...
+ # 1) This function can be called while no data has been set yet
+ # 2) I don't want to update the collider more times than necessary
+ # because it's expensive
+ # 3) I would prefer not defer that to the moment the terrain is
+ # added to the tree, because it would screw up threaded loading
+ else:
+ # Despite this object being a Reference,
+ # this should free it, as it should be the only reference
+ _collider = null
+
+
+func _for_all_chunks(action):
+ for lod in len(_chunks):
+ var grid = _chunks[lod]
+ for y in len(grid):
+ var row = grid[y]
+ for x in len(row):
+ var chunk = row[x]
+ if chunk != null:
+ action.exec(chunk)
+
+
+func get_chunk_size() -> int:
+ return _chunk_size
+
+
+func set_chunk_size(p_cs: int):
+ assert(typeof(p_cs) == TYPE_INT)
+ _logger.debug(str("Setting chunk size to ", p_cs))
+ var cs := HT_Util.next_power_of_two(p_cs)
+ if cs < MIN_CHUNK_SIZE:
+ cs = MIN_CHUNK_SIZE
+ if cs > MAX_CHUNK_SIZE:
+ cs = MAX_CHUNK_SIZE
+ if p_cs != cs:
+ _logger.debug(str("Chunk size snapped to ", cs))
+ if cs == _chunk_size:
+ return
+ _chunk_size = cs
+ _reset_ground_chunks()
+
+
+# Compat
+func set_map_scale(p_map_scale: Vector3):
+ map_scale = p_map_scale
+
+
+# Compat
+func set_centered(p_centered: bool):
+ centered = p_centered
+
+
+# Gets the global transform to apply to terrain geometry,
+# which is different from Node3D.global_transform gives.
+# global_transform must only have translation and rotation. Scale support is undefined.
+func get_internal_transform() -> Transform3D:
+ var gt := global_transform
+ var it := Transform3D(gt.basis * Basis().scaled(map_scale), gt.origin)
+ if centered and _data != null:
+ var half_size := 0.5 * (_data.get_resolution() - 1.0)
+ it.origin += it.basis * (-Vector3(half_size, 0, half_size))
+ return it
+
+
+func get_internal_transform_unscaled():
+ var gt := global_transform
+ if centered and _data != null:
+ var half_size := 0.5 * (_data.get_resolution() - 1.0)
+ gt.origin += gt.basis * (-Vector3(half_size, 0, half_size))
+ return gt
+
+
+# Converts a world-space position into a map-space position.
+# Map space X and Z coordinates correspond to pixel coordinates of the heightmap.
+func world_to_map(world_pos: Vector3) -> Vector3:
+ return get_internal_transform().affine_inverse() * world_pos
+
+
+func _notification(what: int):
+ match what:
+ NOTIFICATION_PREDELETE:
+ _logger.debug("Destroy HTerrain")
+ # Note: might get rid of a circular ref in GDScript port
+ _clear_all_chunks()
+
+ NOTIFICATION_ENTER_WORLD:
+ _logger.debug("Enter world")
+
+ if _texture_set_migration_textures != null and _texture_set.get_slots_count() == 0:
+ # Convert from 1.4 textures properties to HTerrainTextureSet
+ # TODO Unfortunately this might not always work,
+ # once again because Godot wants the editor's UndoRedo to have modified the
+ # resource for it to be saved... which sucks, sucks, and sucks.
+ # I'll never say it enough.
+ _texture_set.set_mode(HTerrainTextureSet.MODE_TEXTURES)
+ while _texture_set.get_slots_count() < len(_texture_set_migration_textures):
+ _texture_set.insert_slot(-1)
+ for slot_index in len(_texture_set_migration_textures):
+ var texs = _texture_set_migration_textures[slot_index]
+ for type in len(texs):
+ _texture_set.set_texture(slot_index, type, texs[type])
+ _texture_set_migration_textures = null
+
+ _for_all_chunks(HT_EnterWorldAction.new(get_world_3d()))
+ if _collider != null:
+ _collider.set_world(get_world_3d())
+ _collider.set_transform(get_internal_transform())
+
+ NOTIFICATION_EXIT_WORLD:
+ _logger.debug("Exit world")
+ _for_all_chunks(HT_ExitWorldAction.new())
+ if _collider != null:
+ _collider.set_world(null)
+
+ NOTIFICATION_TRANSFORM_CHANGED:
+ _on_transform_changed()
+
+ NOTIFICATION_VISIBILITY_CHANGED:
+ _logger.debug("Visibility changed")
+ _for_all_chunks(HT_VisibilityChangedAction.new(is_visible_in_tree()))
+
+
+func _on_transform_changed():
+ _logger.debug("Transform changed")
+
+ if not is_inside_tree():
+ # The transform and other properties can be set by the scene loader,
+ # before we enter the tree
+ return
+
+ var gt = get_internal_transform()
+
+ _for_all_chunks(HT_TransformChangedAction.new(gt))
+
+ _material_params_need_update = true
+
+ if _collider != null:
+ _collider.set_transform(gt)
+
+ transform_changed.emit(gt)
+
+
+func _enter_tree():
+ _logger.debug("Enter tree")
+
+ if Engine.is_editor_hint() and _normals_baker == null:
+ _normals_baker = load(_NORMAL_BAKER_PATH).new()
+ add_child(_normals_baker)
+ _normals_baker.set_terrain_data(_data)
+
+ set_process(true)
+
+
+func _clear_all_chunks():
+ # The lodder has to be cleared because otherwise it will reference dangling pointers
+ _lodder.clear()
+
+ #_for_all_chunks(DeleteChunkAction.new())
+
+ for i in len(_chunks):
+ _chunks[i].clear()
+
+
+func _get_chunk_at(pos_x: int, pos_y: int, lod: int) -> HTerrainChunk:
+ if lod < len(_chunks):
+ return HT_Grid.grid_get_or_default(_chunks[lod], pos_x, pos_y, null)
+ return null
+
+
+func get_data() -> HTerrainData:
+ return _data
+
+
+func has_data() -> bool:
+ return _data != null
+
+
+func set_data(new_data: HTerrainData):
+ assert(new_data == null or new_data is HTerrainData)
+
+ _logger.debug(str("Set new data ", new_data))
+
+ if _data == new_data:
+ return
+
+ if has_data():
+ _logger.debug("Disconnecting old HeightMapData")
+ _data.resolution_changed.disconnect(_on_data_resolution_changed)
+ _data.region_changed.disconnect(_on_data_region_changed)
+ _data.map_changed.disconnect(_on_data_map_changed)
+ _data.map_added.disconnect(_on_data_map_added)
+ _data.map_removed.disconnect(_on_data_map_removed)
+
+ if _normals_baker != null:
+ _normals_baker.set_terrain_data(null)
+ _normals_baker.queue_free()
+ _normals_baker = null
+
+ _data = new_data
+
+ # Note: the order of these two is important
+ _clear_all_chunks()
+
+ if has_data():
+ _logger.debug("Connecting new HeightMapData")
+
+ # This is a small UX improvement so that the user sees a default terrain
+ if is_inside_tree() and Engine.is_editor_hint():
+ if _data.get_resolution() == 0:
+ _data._edit_load_default()
+
+ if _collider != null:
+ _collider.create_from_terrain_data(_data)
+
+ _data.resolution_changed.connect(_on_data_resolution_changed)
+ _data.region_changed.connect(_on_data_region_changed)
+ _data.map_changed.connect(_on_data_map_changed)
+ _data.map_added.connect(_on_data_map_added)
+ _data.map_removed.connect(_on_data_map_removed)
+
+ if _normals_baker != null:
+ _normals_baker.set_terrain_data(_data)
+
+ _on_data_resolution_changed()
+
+ _material_params_need_update = true
+
+ HT_Util.update_configuration_warning(self, true)
+
+ _logger.debug("Set data done")
+
+
+# The collider might be used in editor for other tools (like snapping to floor),
+# so the whole collider can be updated in one go.
+# It may be slow for ingame use, so prefer calling it when appropriate.
+func update_collider():
+ assert(_collision_enabled)
+ assert(_collider != null)
+ _collider.create_from_terrain_data(_data)
+
+
+func _on_data_resolution_changed():
+ _reset_ground_chunks()
+
+
+func _reset_ground_chunks():
+ if _data == null:
+ return
+
+ _clear_all_chunks()
+
+ _pending_chunk_updates.clear()
+
+ _lodder.create_from_sizes(_chunk_size, _data.get_resolution())
+
+ _chunks.resize(_lodder.get_lod_count())
+
+ var cres := _data.get_resolution() / _chunk_size
+ var csize_x := cres
+ var csize_y := cres
+
+ for lod in _lodder.get_lod_count():
+ _logger.debug(str("Create grid for lod ", lod, ", ", csize_x, "x", csize_y))
+ var grid = HT_Grid.create_grid(csize_x, csize_y)
+ _chunks[lod] = grid
+ csize_x /= 2
+ csize_y /= 2
+
+ _mesher.configure(_chunk_size, _chunk_size, _lodder.get_lod_count())
+
+
+func _on_data_region_changed(min_x, min_y, size_x, size_y, channel):
+ # Testing only heights because it's the only channel that can impact geometry and LOD
+ if channel == HTerrainData.CHANNEL_HEIGHT:
+ set_area_dirty(min_x, min_y, size_x, size_y)
+
+ if _normals_baker != null:
+ _normals_baker.request_tiles_in_region(Vector2(min_x, min_y), Vector2(size_x, size_y))
+
+
+func _on_data_map_changed(type: int, index: int):
+ if type == HTerrainData.CHANNEL_DETAIL \
+ or type == HTerrainData.CHANNEL_HEIGHT \
+ or type == HTerrainData.CHANNEL_NORMAL \
+ or type == HTerrainData.CHANNEL_GLOBAL_ALBEDO:
+
+ for layer in _detail_layers:
+ layer.update_material()
+
+ if type != HTerrainData.CHANNEL_DETAIL:
+ _material_params_need_update = true
+
+
+func _on_data_map_added(type: int, index: int):
+ if type == HTerrainData.CHANNEL_DETAIL:
+ for layer in _detail_layers:
+ # Shift indexes up since one was inserted
+ if layer.layer_index >= index:
+ layer.layer_index += 1
+ layer.update_material()
+ else:
+ _material_params_need_update = true
+ HT_Util.update_configuration_warning(self, true)
+
+
+func _on_data_map_removed(type: int, index: int):
+ if type == HTerrainData.CHANNEL_DETAIL:
+ for layer in _detail_layers:
+ # Shift indexes down since one was removed
+ if layer.layer_index > index:
+ layer.layer_index -= 1
+ layer.update_material()
+ else:
+ _material_params_need_update = true
+ HT_Util.update_configuration_warning(self, true)
+
+
+func get_shader_type() -> String:
+ return _shader_type
+
+
+func set_shader_type(type: String):
+ if type == _shader_type:
+ return
+ _shader_type = type
+
+ if _shader_type == SHADER_CUSTOM:
+ _material.shader = _custom_shader
+ else:
+ _material.shader = load(_builtin_shaders[_shader_type].path)
+
+ _material_params_need_update = true
+
+ if Engine.is_editor_hint():
+ notify_property_list_changed()
+
+
+func get_custom_shader() -> Shader:
+ return _custom_shader
+
+
+func set_custom_shader(shader: Shader):
+ if _custom_shader == shader:
+ return
+
+ if _custom_shader != null:
+ _custom_shader.changed.disconnect(_on_custom_shader_changed)
+
+ if Engine.is_editor_hint() and shader != null and is_inside_tree():
+ # When the new shader is empty, allow to fork from the previous shader
+ if shader.code.is_empty():
+ _logger.debug("Populating custom shader with default code")
+ var src := _material.shader
+ if src == null:
+ src = load(_builtin_shaders[SHADER_CLASSIC4].path)
+ shader.code = src.code
+ # TODO If code isn't empty,
+ # verify existing parameters and issue a warning if important ones are missing
+
+ _custom_shader = shader
+
+ if _shader_type == SHADER_CUSTOM:
+ _material.shader = _custom_shader
+
+ if _custom_shader != null:
+ _custom_shader.changed.connect(_on_custom_shader_changed)
+ if _shader_type == SHADER_CUSTOM:
+ _material_params_need_update = true
+
+ if Engine.is_editor_hint():
+ notify_property_list_changed()
+
+
+func _on_custom_shader_changed():
+ _material_params_need_update = true
+
+
+func _update_material_params():
+ assert(_material != null)
+ _logger.debug("Updating terrain material params")
+
+ var terrain_textures := {}
+ var res := Vector2(-1, -1)
+
+ var lookdev_material : ShaderMaterial
+ if _lookdev_enabled:
+ lookdev_material = _get_lookdev_material()
+
+ # TODO Only get textures the shader supports
+
+ if has_data():
+ for map_type in HTerrainData.CHANNEL_COUNT:
+ var count := _data.get_map_count(map_type)
+ for i in count:
+ var param_name: String = HTerrainData.get_map_shader_param_name(map_type, i)
+ terrain_textures[param_name] = _data.get_texture(map_type, i)
+ res.x = _data.get_resolution()
+ res.y = res.x
+
+ # Set all parameters from the terrain system.
+
+ if is_inside_tree():
+ var gt := get_internal_transform()
+ var t := gt.affine_inverse()
+ _material.set_shader_parameter(SHADER_PARAM_INVERSE_TRANSFORM, t)
+
+ # This is needed to properly transform normals if the terrain is scaled
+ var normal_basis = gt.basis.inverse().transposed()
+ _material.set_shader_parameter(SHADER_PARAM_NORMAL_BASIS, normal_basis)
+
+ if lookdev_material != null:
+ lookdev_material.set_shader_parameter(SHADER_PARAM_INVERSE_TRANSFORM, t)
+ lookdev_material.set_shader_parameter(SHADER_PARAM_NORMAL_BASIS, normal_basis)
+
+ for param_name in terrain_textures:
+ var tex = terrain_textures[param_name]
+ _material.set_shader_parameter(param_name, tex)
+ if lookdev_material != null:
+ lookdev_material.set_shader_parameter(param_name, tex)
+
+ if _texture_set != null:
+ match _texture_set.get_mode():
+ HTerrainTextureSet.MODE_TEXTURES:
+ var slots_count := _texture_set.get_slots_count()
+ for type in HTerrainTextureSet.TYPE_COUNT:
+ for slot_index in slots_count:
+ var texture := _texture_set.get_texture(slot_index, type)
+ var shader_param := _get_ground_texture_shader_param_name(type, slot_index)
+ _material.set_shader_parameter(shader_param, texture)
+
+ HTerrainTextureSet.MODE_TEXTURE_ARRAYS:
+ for type in HTerrainTextureSet.TYPE_COUNT:
+ var texture_array := _texture_set.get_texture_array(type)
+ var shader_params := _get_ground_texture_array_shader_param_name(type)
+ _material.set_shader_parameter(shader_params, texture_array)
+
+ _shader_uses_texture_array = false
+ _is_using_indexed_splatmap = false
+ _used_splatmaps_count_cache = 0
+
+ var shader := _material.shader
+ if shader != null:
+ var param_list := RenderingServer.get_shader_parameter_list(shader.get_rid())
+ _ground_texture_count_cache = 0
+ for p in param_list:
+ if _api_shader_ground_albedo_params.has(p.name):
+ _ground_texture_count_cache += 1
+ elif p.name == "u_ground_albedo_bump_array":
+ _shader_uses_texture_array = true
+ elif p.name == "u_terrain_splat_index_map":
+ _is_using_indexed_splatmap = true
+ elif p.name in _splatmap_shader_params:
+ _used_splatmaps_count_cache += 1
+
+
+# TODO Rename is_shader_using_texture_array()
+# Tells if the current shader is using a texture array.
+# This will only be valid once the material has been updated internally.
+# (for example it won't be valid before the terrain is added to the SceneTree)
+func is_using_texture_array() -> bool:
+ return _shader_uses_texture_array
+
+
+# Gets how many splatmaps the current shader is using.
+# This will only be valid once the material has been updated internally.
+# (for example it won't be valid before the terrain is added to the SceneTree)
+func get_used_splatmaps_count() -> int:
+ return _used_splatmaps_count_cache
+
+
+# Tells if the current shader is using a splatmap type based on indexes and weights.
+# This will only be valid once the material has been updated internally.
+# (for example it won't be valid before the terrain is added to the SceneTree)
+func is_using_indexed_splatmap() -> bool:
+ return _is_using_indexed_splatmap
+
+
+static func _get_common_shader_params(shader1: Shader, shader2: Shader) -> Array:
+ var shader1_param_names := {}
+ var common_params := []
+
+ var shader1_params := RenderingServer.get_shader_parameter_list(shader1.get_rid())
+ var shader2_params := RenderingServer.get_shader_parameter_list(shader2.get_rid())
+
+ for p in shader1_params:
+ shader1_param_names[p.name] = true
+
+ for p in shader2_params:
+ if shader1_param_names.has(p.name):
+ common_params.append(p.name)
+
+ return common_params
+
+
+# Helper used for globalmap baking
+func setup_globalmap_material(mat: ShaderMaterial):
+ mat.shader = get_globalmap_shader()
+ if mat.shader == null:
+ _logger.error("Could not find a shader to use for baking the global map.")
+ return
+ # Copy all parameters shaders have in common
+ var common_params = _get_common_shader_params(mat.shader, _material.shader)
+ for param_name in common_params:
+ var v = _material.get_shader_parameter(param_name)
+ mat.set_shader_parameter(param_name, v)
+
+
+# Gets which shader will be used to bake the globalmap
+func get_globalmap_shader() -> Shader:
+ if _shader_type == SHADER_CUSTOM:
+ if _custom_globalmap_shader != null:
+ return _custom_globalmap_shader
+ _logger.warn("The terrain uses a custom shader but doesn't have one for baking the "
+ + "global map. Will attempt to use a built-in shader.")
+ if is_using_texture_array():
+ return load(_builtin_shaders[SHADER_ARRAY].global_path) as Shader
+ return load(_builtin_shaders[SHADER_CLASSIC4].global_path) as Shader
+ return load(_builtin_shaders[_shader_type].global_path) as Shader
+
+
+# Compat
+func set_lod_scale(p_lod_scale: float):
+ lod_scale = p_lod_scale
+
+
+# Compat
+func get_lod_scale() -> float:
+ return lod_scale
+
+
+func get_lod_count() -> int:
+ return _lodder.get_lod_count()
+
+
+# 3
+# o---o
+# 0 | | 1
+# o---o
+# 2
+# Directions to go to neighbor chunks
+const s_dirs = [
+ [-1, 0], # SEAM_LEFT
+ [1, 0], # SEAM_RIGHT
+ [0, -1], # SEAM_BOTTOM
+ [0, 1] # SEAM_TOP
+]
+
+# 7 6
+# o---o---o
+# 0 | | 5
+# o o
+# 1 | | 4
+# o---o---o
+# 2 3
+#
+# Directions to go to neighbor chunks of higher LOD
+const s_rdirs = [
+ [-1, 0],
+ [-1, 1],
+ [0, 2],
+ [1, 2],
+ [2, 1],
+ [2, 0],
+ [1, -1],
+ [0, -1]
+]
+
+
+func _edit_update_viewer_position(camera: Camera3D):
+ _update_viewer_position(camera)
+
+
+func _update_viewer_position(camera: Camera3D):
+ if camera == null:
+ var viewport := get_viewport()
+ if viewport != null:
+ camera = viewport.get_camera_3d()
+
+ if camera == null:
+ return
+
+ if camera.projection == Camera3D.PROJECTION_ORTHOGONAL:
+ # In this mode, due to the fact Godot does not allow negative near plane,
+ # users have to pull the camera node very far away, but it confuses LOD
+ # into very low detail, while the seen area remains the same.
+ # So we need to base LOD on a different metric.
+ var cam_pos := camera.global_transform.origin
+ var cam_dir := -camera.global_transform.basis.z
+ var max_distance := camera.far * 1.2
+ var hit_cell_pos = cell_raycast(cam_pos, cam_dir, max_distance)
+
+ if hit_cell_pos != null:
+ var cell_to_world := get_internal_transform()
+ var h := _data.get_height_at(hit_cell_pos.x, hit_cell_pos.y)
+ _viewer_pos_world = cell_to_world * Vector3(hit_cell_pos.x, h, hit_cell_pos.y)
+
+ else:
+ _viewer_pos_world = camera.global_transform.origin
+
+
+func _process(delta: float):
+ if not Engine.is_editor_hint():
+ # In editor, the camera is only accessible from an editor plugin
+ _update_viewer_position(null)
+
+ if has_data():
+ if _data.is_locked():
+ # Can't use the data for now
+ return
+
+ if _data.get_resolution() != 0:
+ var gt := get_internal_transform()
+ # Viewer position such that 1 unit == 1 pixel in the heightmap
+ var viewer_pos_heightmap_local := gt.affine_inverse() * _viewer_pos_world
+ #var time_before = OS.get_ticks_msec()
+ _lodder.update(viewer_pos_heightmap_local)
+ #var time_elapsed = OS.get_ticks_msec() - time_before
+ #if Engine.get_frames_drawn() % 60 == 0:
+ # _logger.debug(str("Lodder time: ", time_elapsed))
+
+ if _data.get_map_count(HTerrainData.CHANNEL_DETAIL) > 0:
+ # Note: the detail system is not affected by map scale,
+ # so we have to send viewer position in world space
+ for layer in _detail_layers:
+ layer.process(delta, _viewer_pos_world)
+
+ _updated_chunks = 0
+
+ # Add more chunk updates for neighboring (seams):
+ # This adds updates to higher-LOD chunks around lower-LOD ones,
+ # because they might not needed to update by themselves, but the fact a neighbor
+ # chunk got joined or split requires them to create or revert seams
+ var precount = _pending_chunk_updates.size()
+ for i in precount:
+ var u: HT_PendingChunkUpdate = _pending_chunk_updates[i]
+
+ # In case the chunk got split
+ for d in 4:
+ var ncpos_x = u.pos_x + s_dirs[d][0]
+ var ncpos_y = u.pos_y + s_dirs[d][1]
+
+ var nchunk := _get_chunk_at(ncpos_x, ncpos_y, u.lod)
+ if nchunk != null and nchunk.is_active():
+ # Note: this will append elements to the array we are iterating on,
+ # but we iterate only on the previous count so it should be fine
+ _add_chunk_update(nchunk, ncpos_x, ncpos_y, u.lod)
+
+ # In case the chunk got joined
+ if u.lod > 0:
+ var cpos_upper_x := u.pos_x * 2
+ var cpos_upper_y := u.pos_y * 2
+ var nlod := u.lod - 1
+
+ for rd in 8:
+ var ncpos_upper_x = cpos_upper_x + s_rdirs[rd][0]
+ var ncpos_upper_y = cpos_upper_y + s_rdirs[rd][1]
+
+ var nchunk := _get_chunk_at(ncpos_upper_x, ncpos_upper_y, nlod)
+ if nchunk != null and nchunk.is_active():
+ _add_chunk_update(nchunk, ncpos_upper_x, ncpos_upper_y, nlod)
+
+ # Update chunks
+ var lvisible := is_visible_in_tree()
+ for i in len(_pending_chunk_updates):
+ var u: HT_PendingChunkUpdate = _pending_chunk_updates[i]
+ var chunk := _get_chunk_at(u.pos_x, u.pos_y, u.lod)
+ assert(chunk != null)
+ _update_chunk(chunk, u.lod, lvisible)
+ _updated_chunks += 1
+
+ _pending_chunk_updates.clear()
+
+ if _material_params_need_update:
+ _update_material_params()
+ HT_Util.update_configuration_warning(self, false)
+ _material_params_need_update = false
+
+ # DEBUG
+# if(_updated_chunks > 0):
+# _logger.debug(str("Updated {0} chunks".format(_updated_chunks)))
+
+
+func _update_chunk(chunk: HTerrainChunk, lod: int, p_visible: bool):
+ assert(has_data())
+
+ # Check for my own seams
+ var seams := 0
+ var cpos_x := chunk.cell_origin_x / (_chunk_size << lod)
+ var cpos_y := chunk.cell_origin_y / (_chunk_size << lod)
+ var cpos_lower_x := cpos_x / 2
+ var cpos_lower_y := cpos_y / 2
+
+ # Check for lower-LOD chunks around me
+ for d in 4:
+ var ncpos_lower_x = (cpos_x + s_dirs[d][0]) / 2
+ var ncpos_lower_y = (cpos_y + s_dirs[d][1]) / 2
+ if ncpos_lower_x != cpos_lower_x or ncpos_lower_y != cpos_lower_y:
+ var nchunk := _get_chunk_at(ncpos_lower_x, ncpos_lower_y, lod + 1)
+ if nchunk != null and nchunk.is_active():
+ seams |= (1 << d)
+
+ var mesh := _mesher.get_chunk(lod, seams)
+ chunk.set_mesh(mesh)
+
+ # Because chunks are rendered using vertex shader displacement,
+ # the renderer cannot rely on the mesh's AABB.
+ var s := _chunk_size << lod
+ var aabb := _data.get_region_aabb(chunk.cell_origin_x, chunk.cell_origin_y, s, s)
+ aabb.position.x = 0
+ aabb.position.z = 0
+ chunk.set_aabb(aabb)
+
+ chunk.set_visible(p_visible)
+ chunk.set_pending_update(false)
+
+
+func _add_chunk_update(chunk: HTerrainChunk, pos_x: int, pos_y: int, lod: int):
+ if chunk.is_pending_update():
+ #_logger.debug("Chunk update is already pending!")
+ return
+
+ assert(lod < len(_chunks))
+ assert(pos_x >= 0)
+ assert(pos_y >= 0)
+ assert(pos_y < len(_chunks[lod]))
+ assert(pos_x < len(_chunks[lod][pos_y]))
+
+ # No update pending for this chunk, create one
+ var u := HT_PendingChunkUpdate.new()
+ u.pos_x = pos_x
+ u.pos_y = pos_y
+ u.lod = lod
+ _pending_chunk_updates.push_back(u)
+
+ chunk.set_pending_update(true)
+
+ # TODO Neighboring chunks might need an update too
+ # because of normals and seams being updated
+
+
+# Used when editing an existing terrain
+func set_area_dirty(origin_in_cells_x: int, origin_in_cells_y: int, \
+ size_in_cells_x: int, size_in_cells_y: int):
+
+ var cpos0_x := origin_in_cells_x / _chunk_size
+ var cpos0_y := origin_in_cells_y / _chunk_size
+ var csize_x := (size_in_cells_x - 1) / _chunk_size + 1
+ var csize_y := (size_in_cells_y - 1) / _chunk_size + 1
+
+ # For each lod
+ for lod in _lodder.get_lod_count():
+ # Get grid and chunk size
+ var grid = _chunks[lod]
+ var s : int = _lodder.get_lod_factor(lod)
+
+ # Convert rect into this lod's coordinates:
+ # Pick min and max (included), divide them, then add 1 to max so it's excluded again
+ var min_x := cpos0_x / s
+ var min_y := cpos0_y / s
+ var max_x := (cpos0_x + csize_x - 1) / s + 1
+ var max_y := (cpos0_y + csize_y - 1) / s + 1
+
+ # Find which chunks are within
+ for cy in range(min_y, max_y):
+ for cx in range(min_x, max_x):
+ var chunk = HT_Grid.grid_get_or_default(grid, cx, cy, null)
+ if chunk != null and chunk.is_active():
+ _add_chunk_update(chunk, cx, cy, lod)
+
+
+# Called when a chunk is needed to be seen
+func _cb_make_chunk(cpos_x: int, cpos_y: int, lod: int):
+ # TODO What if cpos is invalid? _get_chunk_at will return NULL but that's still invalid
+ var chunk := _get_chunk_at(cpos_x, cpos_y, lod)
+
+ if chunk == null:
+ # This is the first time this chunk is required at this lod, generate it
+
+ var lod_factor : int = _lodder.get_lod_factor(lod)
+ var origin_in_cells_x := cpos_x * _chunk_size * lod_factor
+ var origin_in_cells_y := cpos_y * _chunk_size * lod_factor
+
+ var material = _material
+ if _lookdev_enabled:
+ material = _get_lookdev_material()
+
+ if _DEBUG_AABB:
+ chunk = HTerrainChunkDebug.new(
+ self, origin_in_cells_x, origin_in_cells_y, material)
+ else:
+ chunk = HTerrainChunk.new(self, origin_in_cells_x, origin_in_cells_y, material)
+ chunk.parent_transform_changed(get_internal_transform())
+
+ chunk.set_render_layer_mask(_render_layer_mask)
+ chunk.set_cast_shadow_setting(_cast_shadow_setting)
+
+ var grid = _chunks[lod]
+ var row = grid[cpos_y]
+ row[cpos_x] = chunk
+
+ # Make sure it gets updated
+ _add_chunk_update(chunk, cpos_x, cpos_y, lod)
+
+ chunk.set_active(true)
+ return chunk
+
+
+# Called when a chunk is no longer seen
+func _cb_recycle_chunk(chunk: HTerrainChunk, cx: int, cy: int, lod: int):
+ chunk.set_visible(false)
+ chunk.set_active(false)
+
+
+func _cb_get_vertical_bounds(cpos_x: int, cpos_y: int, lod: int):
+ var chunk_size : int = _chunk_size * _lodder.get_lod_factor(lod)
+ var origin_in_cells_x := cpos_x * chunk_size
+ var origin_in_cells_y := cpos_y * chunk_size
+ # This is a hack for speed,
+ # because the proper algorithm appears to be too slow for GDScript.
+ # It should be good enough for most common cases, unless you have super-sharp cliffs.
+ return _data.get_point_aabb(
+ origin_in_cells_x + chunk_size / 2,
+ origin_in_cells_y + chunk_size / 2)
+# var aabb = _data.get_region_aabb(
+# origin_in_cells_x, origin_in_cells_y, chunk_size, chunk_size)
+# return Vector2(aabb.position.y, aabb.end.y)
+
+
+# static func _get_height_or_default(im: Image, pos_x: int, pos_y: int):
+# if pos_x < 0 or pos_y < 0 or pos_x >= im.get_width() or pos_y >= im.get_height():
+# return 0.0
+# return im.get_pixel(pos_x, pos_y).r
+
+
+# Performs a raycast to the terrain without using the collision engine.
+# This is mostly useful in the editor, where the collider can't be updated in realtime.
+# Returns cell hit position as Vector2, or null if there was no hit.
+# TODO Cannot type hint nullable return value
+func cell_raycast(origin_world: Vector3, dir_world: Vector3, max_distance: float):
+ assert(typeof(origin_world) == TYPE_VECTOR3)
+ assert(typeof(dir_world) == TYPE_VECTOR3)
+ if not has_data():
+ return null
+ # Transform to local (takes map scale into account)
+ var to_local := get_internal_transform().affine_inverse()
+ var origin = to_local * origin_world
+ var dir = to_local.basis * dir_world
+ return _data.cell_raycast(origin, dir, max_distance)
+
+
+static func _get_ground_texture_shader_param_name(ground_texture_type: int, slot: int) -> String:
+ assert(typeof(slot) == TYPE_INT and slot >= 0)
+ _check_ground_texture_type(ground_texture_type)
+ return str(SHADER_PARAM_GROUND_PREFIX, _ground_enum_to_name[ground_texture_type], "_", slot)
+
+
+# @obsolete
+func get_ground_texture(slot: int, type: int) -> Texture:
+ _logger.error(
+ "HTerrain.get_ground_texture is obsolete, " +
+ "use HTerrain.get_texture_set().get_texture(slot, type) instead")
+ var shader_param = _get_ground_texture_shader_param_name(type, slot)
+ return _material.get_shader_parameter(shader_param)
+
+
+# @obsolete
+func set_ground_texture(slot: int, type: int, tex: Texture):
+ _logger.error(
+ "HTerrain.set_ground_texture is obsolete, " +
+ "use HTerrain.get_texture_set().set_texture(slot, type, texture) instead")
+ assert(tex == null or tex is Texture)
+ var shader_param := _get_ground_texture_shader_param_name(type, slot)
+ _material.set_shader_parameter(shader_param, tex)
+
+
+func _get_ground_texture_array_shader_param_name(type: int) -> String:
+ return _ground_texture_array_shader_params[type] as String
+
+
+# @obsolete
+func get_ground_texture_array(type: int) -> TextureLayered:
+ _logger.error(
+ "HTerrain.get_ground_texture_array is obsolete, " +
+ "use HTerrain.get_texture_set().get_texture_array(type) instead")
+ var param_name := _get_ground_texture_array_shader_param_name(type)
+ return _material.get_shader_parameter(param_name)
+
+
+# @obsolete
+func set_ground_texture_array(type: int, texture_array: TextureLayered):
+ _logger.error(
+ "HTerrain.set_ground_texture_array is obsolete, " +
+ "use HTerrain.get_texture_set().set_texture_array(type, texarray) instead")
+ var param_name := _get_ground_texture_array_shader_param_name(type)
+ _material.set_shader_parameter(param_name, texture_array)
+
+
+func _internal_add_detail_layer(layer):
+ assert(_detail_layers.find(layer) == -1)
+ _detail_layers.append(layer)
+
+
+func _internal_remove_detail_layer(layer):
+ assert(_detail_layers.find(layer) != -1)
+ _detail_layers.erase(layer)
+
+
+# Returns a list copy of all child HTerrainDetailLayer nodes.
+# The order in that list has no relevance.
+func get_detail_layers() -> Array:
+ return _detail_layers.duplicate()
+
+
+# @obsolete
+func set_detail_texture(slot, tex):
+ _logger.error(
+ "HTerrain.set_detail_texture is obsolete, use HTerrainDetailLayer.texture instead")
+
+
+# @obsolete
+func get_detail_texture(slot):
+ _logger.error(
+ "HTerrain.get_detail_texture is obsolete, use HTerrainDetailLayer.texture instead")
+
+
+# Compat
+func set_ambient_wind(amplitude: float):
+ ambient_wind = amplitude
+
+
+static func _check_ground_texture_type(ground_texture_type: int):
+ assert(typeof(ground_texture_type) == TYPE_INT)
+ assert(ground_texture_type >= 0 and ground_texture_type < HTerrainTextureSet.TYPE_COUNT)
+
+
+# @obsolete
+func get_ground_texture_slot_count() -> int:
+ _logger.error("get_ground_texture_slot_count is obsolete, " \
+ + "use get_cached_ground_texture_slot_count instead")
+ return get_max_ground_texture_slot_count()
+
+# @obsolete
+func get_max_ground_texture_slot_count() -> int:
+ _logger.error("get_ground_texture_slot_count is obsolete, " \
+ + "use get_cached_ground_texture_slot_count instead")
+ return get_cached_ground_texture_slot_count()
+
+
+# This is a cached value based on the actual number of texture parameters
+# in the current shader. It won't update immediately when the shader changes,
+# only after a frame. This is mostly used in the editor.
+func get_cached_ground_texture_slot_count() -> int:
+ return _ground_texture_count_cache
+
+
+func _edit_debug_draw(ci: CanvasItem):
+ _lodder.debug_draw_tree(ci)
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings := PackedStringArray()
+
+ if _data == null:
+ warnings.append("The terrain is missing data.\n" \
+ + "Select the `Data Directory` property in the inspector to assign it.")
+
+ if _texture_set == null:
+ warnings.append("The terrain does not have a HTerrainTextureSet assigned\n" \
+ + "This is required if you want to paint textures on it.")
+
+ else:
+ var mode := _texture_set.get_mode()
+
+ if mode == HTerrainTextureSet.MODE_TEXTURES and is_using_texture_array():
+ warnings.append("The current shader needs texture arrays,\n" \
+ + "but the current HTerrainTextureSet is setup with individual textures.\n" \
+ + "You may need to switch it to TEXTURE_ARRAYS mode,\n" \
+ + "or re-import images in this mode with the import tool.")
+
+ elif mode == HTerrainTextureSet.MODE_TEXTURE_ARRAYS and not is_using_texture_array():
+ warnings.append("The current shader needs individual textures,\n" \
+ + "but the current HTerrainTextureSet is setup with texture arrays.\n" \
+ + "You may need to switch it to TEXTURES mode,\n" \
+ + "or re-import images in this mode with the import tool.")
+
+ # TODO Warn about unused data maps, have a tool to clean them up
+ return warnings
+
+
+func set_lookdev_enabled(enable: bool):
+ if _lookdev_enabled == enable:
+ return
+ _lookdev_enabled = enable
+ _material_params_need_update = true
+ if _lookdev_enabled:
+ _for_all_chunks(HT_SetMaterialAction.new(_get_lookdev_material()))
+ else:
+ _for_all_chunks(HT_SetMaterialAction.new(_material))
+
+
+func set_lookdev_shader_param(param_name: String, value):
+ var mat = _get_lookdev_material()
+ mat.set_shader_parameter(param_name, value)
+
+
+func is_lookdev_enabled() -> bool:
+ return _lookdev_enabled
+
+
+func _get_lookdev_material() -> ShaderMaterial:
+ if _lookdev_material == null:
+ _lookdev_material = ShaderMaterial.new()
+ _lookdev_material.shader = load(_LOOKDEV_SHADER_PATH)
+ return _lookdev_material
+
+
+class HT_PendingChunkUpdate:
+ var pos_x := 0
+ var pos_y := 0
+ var lod := 0
+
+
+class HT_EnterWorldAction:
+ var world : World3D = null
+ func _init(w):
+ world = w
+ func exec(chunk):
+ chunk.enter_world(world)
+
+
+class HT_ExitWorldAction:
+ func exec(chunk):
+ chunk.exit_world()
+
+
+class HT_TransformChangedAction:
+ var transform : Transform3D
+ func _init(t):
+ transform = t
+ func exec(chunk):
+ chunk.parent_transform_changed(transform)
+
+
+class HT_VisibilityChangedAction:
+ var visible := false
+ func _init(v):
+ visible = v
+ func exec(chunk):
+ chunk.set_visible(visible and chunk.is_active())
+
+
+#class HT_DeleteChunkAction:
+# func exec(chunk):
+# pass
+
+
+class HT_SetMaterialAction:
+ var material : Material = null
+ func _init(m):
+ material = m
+ func exec(chunk):
+ chunk.set_material(material)
+
+
+class HT_SetRenderLayerMaskAction:
+ var mask: int = 0
+ func _init(m: int):
+ mask = m
+ func exec(chunk):
+ chunk.set_render_layer_mask(mask)
+
+
+class HT_SetCastShadowSettingAction:
+ var setting := 0
+ func _init(s: int):
+ setting = s
+ func exec(chunk):
+ chunk.set_cast_shadow_setting(setting)