130 lines
3.9 KiB
GDScript
130 lines
3.9 KiB
GDScript
@tool
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# Shows a cursor on top of the terrain to preview where the brush will paint
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# TODO Use an actual decal node, it wasn't available in Godot 3
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const HT_DirectMeshInstance = preload("../../util/direct_mesh_instance.gd")
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const HTerrain = preload("../../hterrain.gd")
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const HTerrainData = preload("../../hterrain_data.gd")
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const HT_Util = preload("../../util/util.gd")
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var _mesh_instance : HT_DirectMeshInstance
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var _mesh : PlaneMesh
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var _material := ShaderMaterial.new()
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#var _debug_mesh := BoxMesh.new()
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#var _debug_mesh_instance : HT_DirectMeshInstance = null
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var _terrain : HTerrain = null
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func _init():
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_material.shader = load("res://addons/zylann.hterrain/tools/brush/decal.gdshader")
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_mesh_instance = HT_DirectMeshInstance.new()
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_mesh_instance.set_material(_material)
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_mesh = PlaneMesh.new()
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_mesh_instance.set_mesh(_mesh)
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# _debug_mesh_instance = HT_DirectMeshInstance.new()
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# _debug_mesh_instance.set_mesh(_debug_mesh)
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func set_size(size: float):
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_mesh.size = Vector2(size, size)
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# Must line up to terrain vertex policy, so must apply an off-by-one.
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# If I don't do that, the brush will appear to wobble above the ground
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var ss := size - 1
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# Adding extra subdivisions, notably for small brush sizes
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ss *= 4
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# Don't subdivide too much
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while ss > 50:
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ss /= 2
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_mesh.subdivide_width = ss
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_mesh.subdivide_depth = ss
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# Move decal closer to ground at small sizes, otherwise it looks off.
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# At larger sizes it needs to be further away because of Z-fighting and LOD imprecision.
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var distance := clampf(size / 50.0, 0.1, 1.0)
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_material.set_shader_parameter(&"u_distance_from_ground", distance)
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#func set_shape(shape_image):
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# set_size(shape_image.get_width())
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func _on_terrain_transform_changed(terrain_global_trans: Transform3D):
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var inv = terrain_global_trans.affine_inverse()
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_material.set_shader_parameter("u_terrain_inverse_transform", inv)
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var normal_basis = terrain_global_trans.basis.inverse().transposed()
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_material.set_shader_parameter("u_terrain_normal_basis", normal_basis)
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func set_terrain(terrain: HTerrain):
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if _terrain == terrain:
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return
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if _terrain != null:
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_terrain.transform_changed.disconnect(_on_terrain_transform_changed)
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_mesh_instance.exit_world()
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# _debug_mesh_instance.exit_world()
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_terrain = terrain
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if _terrain != null:
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_terrain.transform_changed.connect(_on_terrain_transform_changed)
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_on_terrain_transform_changed(_terrain.get_internal_transform())
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_mesh_instance.enter_world(terrain.get_world_3d())
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# _debug_mesh_instance.enter_world(terrain.get_world_3d())
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update_visibility()
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func set_position(p_local_pos: Vector3):
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assert(_terrain != null)
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assert(typeof(p_local_pos) == TYPE_VECTOR3)
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# Set custom AABB (in local cells) because the decal is displaced by shader
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var data := _terrain.get_data()
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if data != null:
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var r := _mesh.size / 2
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var aabb := data.get_region_aabb( \
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int(p_local_pos.x - r.x), \
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int(p_local_pos.z - r.y), \
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int(2 * r.x), \
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int(2 * r.y))
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aabb.position = Vector3(-r.x, aabb.position.y, -r.y)
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_mesh.custom_aabb = aabb
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#_debug_mesh.size = aabb.size
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var trans := Transform3D(Basis(), p_local_pos)
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var terrain_gt := _terrain.get_internal_transform()
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trans = terrain_gt * trans
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_mesh_instance.set_transform(trans)
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# _debug_mesh_instance.set_transform(trans)
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# This is called very often so it should be cheap
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func update_visibility():
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var heightmap = _get_heightmap(_terrain)
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if heightmap == null:
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# I do this for refcounting because heightmaps are large resources
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_material.set_shader_parameter("u_terrain_heightmap", null)
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_mesh_instance.set_visible(false)
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# _debug_mesh_instance.set_visible(false)
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else:
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_material.set_shader_parameter("u_terrain_heightmap", heightmap)
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_mesh_instance.set_visible(true)
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# _debug_mesh_instance.set_visible(true)
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func _get_heightmap(terrain):
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if terrain == null:
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return null
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var data = terrain.get_data()
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if data == null:
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return null
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return data.get_texture(HTerrainData.CHANNEL_HEIGHT)
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