built more assets and started playing with foliage painting
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101
addons/terrain_3d/tools/importer.gd
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101
addons/terrain_3d/tools/importer.gd
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@tool
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extends Terrain3D
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@export var clear_all: bool = false : set = reset_settings
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@export var clear_terrain: bool = false : set = reset_terrain
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@export var update_height_range: bool = false : set = update_heights
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func reset_settings(p_value) -> void:
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if p_value:
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height_file_name = ""
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control_file_name = ""
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color_file_name = ""
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destination_directory = ""
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import_position = Vector2i.ZERO
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height_offset = 0.0
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import_scale = 1.0
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r16_range = Vector2(0, 1)
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r16_size = Vector2i(1024, 1024)
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material = null
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assets = null
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func reset_terrain(p_value) -> void:
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data_directory = ""
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func update_heights(p_value) -> void:
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if p_value and data:
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data.update_height_range()
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@export_group("Import File")
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@export_global_file var height_file_name: String = ""
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@export_global_file var control_file_name: String = ""
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@export_global_file var color_file_name: String = ""
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@export var import_position: Vector2i = Vector2i(0, 0) : set = set_import_position
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@export var import_scale: float = 1.0
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@export var height_offset: float = 0.0
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@export var r16_range: Vector2 = Vector2(0, 1)
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@export var r16_size: Vector2i = Vector2i(1024, 1024) : set = set_r16_size
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@export var run_import: bool = false : set = start_import
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@export_dir var destination_directory: String = ""
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@export var save_to_disk: bool = false : set = save_data
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func set_import_position(p_value: Vector2i) -> void:
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import_position.x = clamp(p_value.x, -8192, 8192)
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import_position.y = clamp(p_value.y, -8192, 8192)
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func set_r16_size(p_value: Vector2i) -> void:
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r16_size.x = clamp(p_value.x, 0, 16384)
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r16_size.y = clamp(p_value.y, 0, 16384)
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func start_import(p_value: bool) -> void:
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if p_value:
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print("Terrain3DImporter: Importing files:\n\t%s\n\t%s\n\t%s" % [ height_file_name, control_file_name, color_file_name])
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var imported_images: Array[Image]
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imported_images.resize(Terrain3DRegion.TYPE_MAX)
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var min_max := Vector2(0, 1)
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var img: Image
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if height_file_name:
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img = Terrain3DUtil.load_image(height_file_name, ResourceLoader.CACHE_MODE_IGNORE, r16_range, r16_size)
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min_max = Terrain3DUtil.get_min_max(img)
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imported_images[Terrain3DRegion.TYPE_HEIGHT] = img
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if control_file_name:
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img = Terrain3DUtil.load_image(control_file_name, ResourceLoader.CACHE_MODE_IGNORE)
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imported_images[Terrain3DRegion.TYPE_CONTROL] = img
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if color_file_name:
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img = Terrain3DUtil.load_image(color_file_name, ResourceLoader.CACHE_MODE_IGNORE)
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imported_images[Terrain3DRegion.TYPE_COLOR] = img
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if assets.get_texture_count() == 0:
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material.show_checkered = false
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material.show_colormap = true
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var pos := Vector3(import_position.x, 0, import_position.y)
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data.import_images(imported_images, pos, height_offset, import_scale)
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print("Terrain3DImporter: Import finished")
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func save_data(p_value: bool) -> void:
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if destination_directory.is_empty():
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push_error("Set destination directory first")
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return
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data.save_directory(destination_directory)
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@export_group("Export File")
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enum { TYPE_HEIGHT, TYPE_CONTROL, TYPE_COLOR }
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@export_enum("Height:0", "Control:1", "Color:2") var map_type: int = TYPE_HEIGHT
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@export var file_name_out: String = ""
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@export var run_export: bool = false : set = start_export
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func start_export(p_value: bool) -> void:
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var err: int = data.export_image(file_name_out, map_type)
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print("Terrain3DImporter: Export error status: ", err, " ", error_string(err))
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63
addons/terrain_3d/tools/importer.tscn
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63
addons/terrain_3d/tools/importer.tscn
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[gd_scene load_steps=9 format=3 uid="uid://blaieaqp413k7"]
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[ext_resource type="Script" path="res://addons/terrain_3d/tools/importer.gd" id="1_60b8f"]
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[sub_resource type="Gradient" id="Gradient_88f3t"]
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offsets = PackedFloat32Array(0.2, 1)
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colors = PackedColorArray(1, 1, 1, 1, 0, 0, 0, 1)
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_muvel"]
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noise_type = 2
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frequency = 0.03
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cellular_jitter = 3.0
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cellular_return_type = 0
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domain_warp_enabled = true
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domain_warp_type = 1
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domain_warp_amplitude = 50.0
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domain_warp_fractal_type = 2
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domain_warp_fractal_lacunarity = 1.5
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domain_warp_fractal_gain = 1.0
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_ve0yk"]
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seamless = true
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color_ramp = SubResource("Gradient_88f3t")
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noise = SubResource("FastNoiseLite_muvel")
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[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_p55u0"]
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_shader_parameters = {
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"blend_sharpness": 0.87,
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"height_blending": true,
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"macro_variation1": Color(1, 1, 1, 1),
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"macro_variation2": Color(1, 1, 1, 1),
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"noise1_angle": 0.0,
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"noise1_offset": Vector2(0.5, 0.5),
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"noise1_scale": 0.04,
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"noise2_scale": 0.076,
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"noise3_scale": 0.225,
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"noise_texture": SubResource("NoiseTexture2D_ve0yk"),
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"vertex_normals_distance": 128.0
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}
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show_checkered = true
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8rvqy"]
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cull_mode = 2
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vertex_color_use_as_albedo = true
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backlight_enabled = true
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backlight = Color(0.5, 0.5, 0.5, 1)
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[sub_resource type="Terrain3DMeshAsset" id="Terrain3DMeshAsset_7je72"]
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height_offset = 0.5
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density = 10.0
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material_override = SubResource("StandardMaterial3D_8rvqy")
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generated_type = 1
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[sub_resource type="Terrain3DAssets" id="Terrain3DAssets_op32e"]
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mesh_list = Array[Terrain3DMeshAsset]([SubResource("Terrain3DMeshAsset_7je72")])
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[node name="Importer" type="Terrain3D"]
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material = SubResource("Terrain3DMaterial_p55u0")
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assets = SubResource("Terrain3DAssets_op32e")
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mesh_lods = 8
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top_level = true
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script = ExtResource("1_60b8f")
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metadata/_edit_lock_ = true
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