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@tool
# Shows a cursor on top of the terrain to preview where the brush will paint
# TODO Use an actual decal node, it wasn't available in Godot 3
const HT_DirectMeshInstance = preload("../../util/direct_mesh_instance.gd")
const HTerrain = preload("../../hterrain.gd")
const HTerrainData = preload("../../hterrain_data.gd")
const HT_Util = preload("../../util/util.gd")
var _mesh_instance : HT_DirectMeshInstance
var _mesh : PlaneMesh
var _material = ShaderMaterial.new()
#var _debug_mesh = CubeMesh.new()
#var _debug_mesh_instance = null
var _terrain : HTerrain = null
func _init():
_material.shader = load("res://addons/zylann.hterrain/tools/brush/decal.gdshader")
_mesh_instance = HT_DirectMeshInstance.new()
_mesh_instance.set_material(_material)
_mesh = PlaneMesh.new()
_mesh_instance.set_mesh(_mesh)
#_debug_mesh_instance = DirectMeshInstance.new()
#_debug_mesh_instance.set_mesh(_debug_mesh)
func set_size(size: float):
_mesh.size = Vector2(size, size)
# Must line up to terrain vertex policy, so must apply an off-by-one.
# If I don't do that, the brush will appear to wobble above the ground
var ss := size - 1
# Don't subdivide too much
while ss > 50:
ss /= 2
_mesh.subdivide_width = ss
_mesh.subdivide_depth = ss
#func set_shape(shape_image):
# set_size(shape_image.get_width())
func _on_terrain_transform_changed(terrain_global_trans: Transform3D):
var inv = terrain_global_trans.affine_inverse()
_material.set_shader_parameter("u_terrain_inverse_transform", inv)
var normal_basis = terrain_global_trans.basis.inverse().transposed()
_material.set_shader_parameter("u_terrain_normal_basis", normal_basis)
func set_terrain(terrain: HTerrain):
if _terrain == terrain:
return
if _terrain != null:
_terrain.transform_changed.disconnect(_on_terrain_transform_changed)
_mesh_instance.exit_world()
#_debug_mesh_instance.exit_world()
_terrain = terrain
if _terrain != null:
_terrain.transform_changed.connect(_on_terrain_transform_changed)
_on_terrain_transform_changed(_terrain.get_internal_transform())
_mesh_instance.enter_world(terrain.get_world_3d())
#_debug_mesh_instance.enter_world(terrain.get_world())
update_visibility()
func set_position(p_local_pos: Vector3):
assert(_terrain != null)
assert(typeof(p_local_pos) == TYPE_VECTOR3)
# Set custom AABB (in local cells) because the decal is displaced by shader
var data = _terrain.get_data()
if data != null:
var r = _mesh.size / 2
var aabb = data.get_region_aabb( \
int(p_local_pos.x - r.x), \
int(p_local_pos.z - r.y), \
int(2 * r.x), \
int(2 * r.y))
aabb.position = Vector3(-r.x, aabb.position.y, -r.y)
_mesh.custom_aabb = aabb
#_debug_mesh.size = aabb.size
var trans = Transform3D(Basis(), p_local_pos)
var terrain_gt = _terrain.get_internal_transform()
trans = terrain_gt * trans
_mesh_instance.set_transform(trans)
#_debug_mesh_instance.set_transform(trans)
# This is called very often so it should be cheap
func update_visibility():
var heightmap = _get_heightmap(_terrain)
if heightmap == null:
# I do this for refcounting because heightmaps are large resources
_material.set_shader_parameter("u_terrain_heightmap", null)
_mesh_instance.set_visible(false)
#_debug_mesh_instance.set_visible(false)
else:
_material.set_shader_parameter("u_terrain_heightmap", heightmap)
_mesh_instance.set_visible(true)
#_debug_mesh_instance.set_visible(true)
func _get_heightmap(terrain):
if terrain == null:
return null
var data = terrain.get_data()
if data == null:
return null
return data.get_texture(HTerrainData.CHANNEL_HEIGHT)
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