new terrain plugin

This commit is contained in:
Nikolai Fesenko
2025-08-13 21:08:35 +02:00
parent 43fb8410c3
commit 85d50d3bd4
221 changed files with 11867 additions and 1 deletions

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# Copyright © 2025 Cory Petkovsek, Roope Palmroos, and Contributors.
# Importer for Terrain3D
@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
reset_terrain(true)
func reset_terrain(p_value) -> void:
data_directory = ""
for region:Terrain3DRegion in data.get_regions_active():
data.remove_region(region, false)
data.update_maps(Terrain3DRegion.TYPE_MAX, true, false)
## Recalculates min and max heights for all regions.
func update_heights(p_value) -> void:
if p_value and data:
data.calc_height_range(true)
@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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uid://cib2rig7vup10

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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

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# This script can be used to move your regions by an offset.
# Eventually this tool will find its way into a built in UI
#
# Attach it to your Terrain3D node
# Save and reload your scene
# Select your Terrain3D node
# Enter a valid `offset` where all regions will be within -16, +15
# Run it
# It should unload the regions, rename files, and reload them
# Clear the script and resave your scene
@tool
extends Terrain3D
@export var offset: Vector2i
@export var run: bool = false : set = start_rename
func start_rename(val: bool = false) -> void:
if val == false or offset == Vector2i.ZERO:
return
var dir_name: String = data_directory
data_directory = ""
var dir := DirAccess.open(dir_name)
if not dir:
print("An error occurred when trying to access the path: ", data_directory)
return
var affected_files: PackedStringArray
var files: PackedStringArray = dir.get_files()
for file_name in files:
if file_name.match("terrain3d*.res") and not dir.current_is_dir():
var region_loc: Vector2i = Terrain3DUtil.filename_to_location(file_name)
var new_loc: Vector2i = region_loc + offset
if new_loc.x < -16 or new_loc.x > 15 or new_loc.y < -16 or new_loc.y > 15:
push_error("New location %.0v out of bounds for region %.0v. Aborting" % [ new_loc, region_loc ])
return
var new_name: String = "tmp_" + Terrain3DUtil.location_to_filename(new_loc)
dir.rename(file_name, new_name)
affected_files.push_back(new_name)
print("File: %s renamed to: %s" % [ file_name, new_name ])
for file_name in affected_files:
var new_name: String = file_name.trim_prefix("tmp_")
dir.rename(file_name, new_name)
print("File: %s renamed to: %s" % [ file_name, new_name ])
data_directory = dir_name
EditorInterface.get_resource_filesystem().scan()

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uid://bngnvtbm6ifkk