built more assets and started playing with foliage painting

This commit is contained in:
derek
2024-12-04 17:02:46 -06:00
parent dd960cc00e
commit 478e2822d2
359 changed files with 34172 additions and 178 deletions

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@tool
extends Terrain3D
@export var clear_all: bool = false : set = reset_settings
@export var clear_terrain: bool = false : set = reset_terrain
@export var update_height_range: bool = false : set = update_heights
func reset_settings(p_value) -> void:
if p_value:
height_file_name = ""
control_file_name = ""
color_file_name = ""
destination_directory = ""
import_position = Vector2i.ZERO
height_offset = 0.0
import_scale = 1.0
r16_range = Vector2(0, 1)
r16_size = Vector2i(1024, 1024)
material = null
assets = null
func reset_terrain(p_value) -> void:
data_directory = ""
func update_heights(p_value) -> void:
if p_value and data:
data.update_height_range()
@export_group("Import File")
@export_global_file var height_file_name: String = ""
@export_global_file var control_file_name: String = ""
@export_global_file var color_file_name: String = ""
@export var import_position: Vector2i = Vector2i(0, 0) : set = set_import_position
@export var import_scale: float = 1.0
@export var height_offset: float = 0.0
@export var r16_range: Vector2 = Vector2(0, 1)
@export var r16_size: Vector2i = Vector2i(1024, 1024) : set = set_r16_size
@export var run_import: bool = false : set = start_import
@export_dir var destination_directory: String = ""
@export var save_to_disk: bool = false : set = save_data
func set_import_position(p_value: Vector2i) -> void:
import_position.x = clamp(p_value.x, -8192, 8192)
import_position.y = clamp(p_value.y, -8192, 8192)
func set_r16_size(p_value: Vector2i) -> void:
r16_size.x = clamp(p_value.x, 0, 16384)
r16_size.y = clamp(p_value.y, 0, 16384)
func start_import(p_value: bool) -> void:
if p_value:
print("Terrain3DImporter: Importing files:\n\t%s\n\t%s\n\t%s" % [ height_file_name, control_file_name, color_file_name])
var imported_images: Array[Image]
imported_images.resize(Terrain3DRegion.TYPE_MAX)
var min_max := Vector2(0, 1)
var img: Image
if height_file_name:
img = Terrain3DUtil.load_image(height_file_name, ResourceLoader.CACHE_MODE_IGNORE, r16_range, r16_size)
min_max = Terrain3DUtil.get_min_max(img)
imported_images[Terrain3DRegion.TYPE_HEIGHT] = img
if control_file_name:
img = Terrain3DUtil.load_image(control_file_name, ResourceLoader.CACHE_MODE_IGNORE)
imported_images[Terrain3DRegion.TYPE_CONTROL] = img
if color_file_name:
img = Terrain3DUtil.load_image(color_file_name, ResourceLoader.CACHE_MODE_IGNORE)
imported_images[Terrain3DRegion.TYPE_COLOR] = img
if assets.get_texture_count() == 0:
material.show_checkered = false
material.show_colormap = true
var pos := Vector3(import_position.x, 0, import_position.y)
data.import_images(imported_images, pos, height_offset, import_scale)
print("Terrain3DImporter: Import finished")
func save_data(p_value: bool) -> void:
if destination_directory.is_empty():
push_error("Set destination directory first")
return
data.save_directory(destination_directory)
@export_group("Export File")
enum { TYPE_HEIGHT, TYPE_CONTROL, TYPE_COLOR }
@export_enum("Height:0", "Control:1", "Color:2") var map_type: int = TYPE_HEIGHT
@export var file_name_out: String = ""
@export var run_export: bool = false : set = start_export
func start_export(p_value: bool) -> void:
var err: int = data.export_image(file_name_out, map_type)
print("Terrain3DImporter: Export error status: ", err, " ", error_string(err))

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[gd_scene load_steps=9 format=3 uid="uid://blaieaqp413k7"]
[ext_resource type="Script" path="res://addons/terrain_3d/tools/importer.gd" id="1_60b8f"]
[sub_resource type="Gradient" id="Gradient_88f3t"]
offsets = PackedFloat32Array(0.2, 1)
colors = PackedColorArray(1, 1, 1, 1, 0, 0, 0, 1)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_muvel"]
noise_type = 2
frequency = 0.03
cellular_jitter = 3.0
cellular_return_type = 0
domain_warp_enabled = true
domain_warp_type = 1
domain_warp_amplitude = 50.0
domain_warp_fractal_type = 2
domain_warp_fractal_lacunarity = 1.5
domain_warp_fractal_gain = 1.0
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_ve0yk"]
seamless = true
color_ramp = SubResource("Gradient_88f3t")
noise = SubResource("FastNoiseLite_muvel")
[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_p55u0"]
_shader_parameters = {
"blend_sharpness": 0.87,
"height_blending": true,
"macro_variation1": Color(1, 1, 1, 1),
"macro_variation2": Color(1, 1, 1, 1),
"noise1_angle": 0.0,
"noise1_offset": Vector2(0.5, 0.5),
"noise1_scale": 0.04,
"noise2_scale": 0.076,
"noise3_scale": 0.225,
"noise_texture": SubResource("NoiseTexture2D_ve0yk"),
"vertex_normals_distance": 128.0
}
show_checkered = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8rvqy"]
cull_mode = 2
vertex_color_use_as_albedo = true
backlight_enabled = true
backlight = Color(0.5, 0.5, 0.5, 1)
[sub_resource type="Terrain3DMeshAsset" id="Terrain3DMeshAsset_7je72"]
height_offset = 0.5
density = 10.0
material_override = SubResource("StandardMaterial3D_8rvqy")
generated_type = 1
[sub_resource type="Terrain3DAssets" id="Terrain3DAssets_op32e"]
mesh_list = Array[Terrain3DMeshAsset]([SubResource("Terrain3DMeshAsset_7je72")])
[node name="Importer" type="Terrain3D"]
material = SubResource("Terrain3DMaterial_p55u0")
assets = SubResource("Terrain3DAssets_op32e")
mesh_lods = 8
top_level = true
script = ExtResource("1_60b8f")
metadata/_edit_lock_ = true