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143
addons/zylann.hterrain/tools/terrain_preview.gd
Executable file
143
addons/zylann.hterrain/tools/terrain_preview.gd
Executable file
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@tool
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extends SubViewportContainer
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const PREVIEW_MESH_LOD = 2
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const HTerrainMesher = preload("../hterrain_mesher.gd")
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const HT_Util = preload("../util/util.gd")
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signal dragged(relative, button_mask)
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@onready var _viewport : SubViewport = $Viewport
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@onready var _mesh_instance : MeshInstance3D = $Viewport/MeshInstance
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@onready var _camera : Camera3D = $Viewport/Camera
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@onready var _light : DirectionalLight3D = $Viewport/DirectionalLight
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# Use the simplest shader
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var _shader : Shader = load("res://addons/zylann.hterrain/shaders/simple4_lite.gdshader")
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var _yaw := 0.0
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var _pitch := -PI / 6.0
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var _distance := 0.0
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var _default_distance := 0.0
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var _sea_outline : MeshInstance3D = null
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var _sea_plane : MeshInstance3D = null
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var _mesh_resolution := 0
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func _ready():
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if _sea_outline == null:
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var mesh := HT_Util.create_wirecube_mesh()
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var mat2 := StandardMaterial3D.new()
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mat2.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat2.albedo_color = Color(0, 0.5, 1)
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mesh.surface_set_material(0, mat2)
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_sea_outline = MeshInstance3D.new()
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_sea_outline.mesh = mesh
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_viewport.add_child(_sea_outline)
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if _sea_plane == null:
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var mesh := PlaneMesh.new()
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mesh.size = Vector2(1, 1)
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var mat2 := StandardMaterial3D.new()
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mat2.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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mat2.albedo_color = Color(0, 0.5, 1, 0.5)
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mat2.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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mesh.material = mat2
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_sea_plane = MeshInstance3D.new()
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_sea_plane.mesh = mesh
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_sea_plane.hide()
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_viewport.add_child(_sea_plane)
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func setup(heights_texture: Texture2D, normals_texture: Texture2D):
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var terrain_size := heights_texture.get_width()
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var mesh_resolution := terrain_size / PREVIEW_MESH_LOD
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if _mesh_resolution != mesh_resolution or not (_mesh_instance.mesh is ArrayMesh):
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_mesh_resolution = mesh_resolution
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var mesh := HTerrainMesher.make_flat_chunk(
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_mesh_resolution, _mesh_resolution, PREVIEW_MESH_LOD, 0)
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_mesh_instance.mesh = mesh
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_default_distance = _mesh_instance.get_aabb().size.x
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_distance = _default_distance
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#_mesh_instance.translation -= 0.5 * Vector3(terrain_size, 0, terrain_size)
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_update_camera()
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var mat : ShaderMaterial = _mesh_instance.mesh.surface_get_material(0)
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if mat == null:
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mat = ShaderMaterial.new()
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mat.shader = _shader
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_mesh_instance.mesh.surface_set_material(0, mat)
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mat.set_shader_parameter("u_terrain_heightmap", heights_texture)
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mat.set_shader_parameter("u_terrain_normalmap", normals_texture)
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mat.set_shader_parameter("u_terrain_inverse_transform", Transform3D())
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mat.set_shader_parameter("u_terrain_normal_basis", Basis())
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var aabb := _mesh_instance.get_aabb()
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_sea_outline.scale = aabb.size
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aabb = _mesh_instance.get_aabb()
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_sea_plane.scale = Vector3(aabb.size.x, 1, aabb.size.z)
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_sea_plane.position = Vector3(aabb.size.x, 0, aabb.size.z) / 2.0
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func set_sea_visible(visible: bool):
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_sea_plane.visible = visible
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func set_shadows_enabled(enabled: bool):
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_light.shadow_enabled = enabled
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func _update_camera():
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var aabb := _mesh_instance.get_aabb()
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var target := aabb.position + 0.5 * aabb.size
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var trans := Transform3D()
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trans.basis = Basis(Quaternion(Vector3(0, 1, 0), _yaw) * Quaternion(Vector3(1, 0, 0), _pitch))
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var back := trans.basis.z
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trans.origin = target + back * _distance
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_camera.transform = trans
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func cleanup():
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if _mesh_instance != null:
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var mat : ShaderMaterial = _mesh_instance.mesh.surface_get_material(0)
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assert(mat != null)
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mat.set_shader_parameter("u_terrain_heightmap", null)
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mat.set_shader_parameter("u_terrain_normalmap", null)
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func _gui_input(event: InputEvent):
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if HT_Util.is_in_edited_scene(self):
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return
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if event is InputEventMouseMotion:
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if event.button_mask & MOUSE_BUTTON_MASK_MIDDLE:
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var d : Vector2 = 0.01 * event.relative
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_yaw -= d.x
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_pitch -= d.y
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_update_camera()
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else:
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var rel : Vector2 = 0.01 * event.relative
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# Align dragging to view rotation
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rel = -rel.rotated(-_yaw)
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dragged.emit(rel, event.button_mask)
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elif event is InputEventMouseButton:
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if event.pressed:
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var factor := 1.2
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var max_factor := 10.0
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var min_distance := _default_distance / max_factor
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var max_distance := _default_distance
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# Zoom in/out
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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_distance = clampf(_distance * factor, min_distance, max_distance)
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_update_camera()
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elif event.button_index == MOUSE_BUTTON_WHEEL_UP:
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_distance = clampf(_distance / factor, min_distance, max_distance)
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_update_camera()
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