new terrain plugin
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133
demo/src/CodeGenerated.gd
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133
demo/src/CodeGenerated.gd
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extends Node
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var terrain: Terrain3D
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func _ready() -> void:
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$UI.player = $Player
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if has_node("RunThisSceneLabel3D"):
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$RunThisSceneLabel3D.queue_free()
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terrain = await create_terrain()
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# Enable runtime navigation baking using the terrain
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# Enable `Debug/Visible Navigation` if you wish to see it
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$RuntimeNavigationBaker.terrain = terrain
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$RuntimeNavigationBaker.enabled = true
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func create_terrain() -> Terrain3D:
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# Create textures
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var green_gr := Gradient.new()
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green_gr.set_color(0, Color.from_hsv(100./360., .35, .3))
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green_gr.set_color(1, Color.from_hsv(120./360., .4, .37))
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var green_ta: Terrain3DTextureAsset = await create_texture_asset("Grass", green_gr, 1024)
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green_ta.uv_scale = 0.1
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green_ta.detiling_rotation = 0.1
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var brown_gr := Gradient.new()
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brown_gr.set_color(0, Color.from_hsv(30./360., .4, .3))
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brown_gr.set_color(1, Color.from_hsv(30./360., .4, .4))
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var brown_ta: Terrain3DTextureAsset = await create_texture_asset("Dirt", brown_gr, 1024)
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brown_ta.uv_scale = 0.03
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green_ta.detiling_rotation = 0.1
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var grass_ma: Terrain3DMeshAsset = create_mesh_asset("Grass", Color.from_hsv(120./360., .4, .37))
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# Create a terrain
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var terrain := Terrain3D.new()
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terrain.name = "Terrain3D"
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add_child(terrain, true)
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# Set material and assets
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terrain.material.world_background = Terrain3DMaterial.NONE
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terrain.material.auto_shader = true
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terrain.material.set_shader_param("auto_slope", 10)
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terrain.material.set_shader_param("blend_sharpness", .975)
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terrain.assets = Terrain3DAssets.new()
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terrain.assets.set_texture(0, green_ta)
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terrain.assets.set_texture(1, brown_ta)
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terrain.assets.set_mesh_asset(0, grass_ma)
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# Generate height map w/ 32-bit noise and import it with scale
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var noise := FastNoiseLite.new()
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noise.frequency = 0.0005
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var img: Image = Image.create_empty(2048, 2048, false, Image.FORMAT_RF)
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for x in img.get_width():
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for y in img.get_height():
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img.set_pixel(x, y, Color(noise.get_noise_2d(x, y), 0., 0., 1.))
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terrain.region_size = 1024
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terrain.data.import_images([img, null, null], Vector3(-1024, 0, -1024), 0.0, 150.0)
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# Instance foliage
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var xforms: Array[Transform3D]
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var width: int = 100
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var step: int = 2
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for x in range(0, width, step):
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for z in range(0, width, step):
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var pos := Vector3(x, 0, z) - Vector3(width, 0, width) * .5
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pos.y = terrain.data.get_height(pos)
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xforms.push_back(Transform3D(Basis(), pos))
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terrain.instancer.add_transforms(0, xforms)
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# Enable the next line and `Debug/Visible Collision Shapes` to see collision
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#terrain.collision.mode = Terrain3DCollision.DYNAMIC_EDITOR
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return terrain
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func create_texture_asset(asset_name: String, gradient: Gradient, texture_size: int = 512) -> Terrain3DTextureAsset:
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# Create noise map
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var fnl := FastNoiseLite.new()
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fnl.frequency = 0.004
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# Create albedo noise texture
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var alb_noise_tex := NoiseTexture2D.new()
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alb_noise_tex.width = texture_size
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alb_noise_tex.height = texture_size
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alb_noise_tex.seamless = true
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alb_noise_tex.noise = fnl
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alb_noise_tex.color_ramp = gradient
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await alb_noise_tex.changed
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var alb_noise_img: Image = alb_noise_tex.get_image()
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# Create albedo + height texture
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for x in alb_noise_img.get_width():
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for y in alb_noise_img.get_height():
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var clr: Color = alb_noise_img.get_pixel(x, y)
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clr.a = clr.v # Noise as height
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alb_noise_img.set_pixel(x, y, clr)
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alb_noise_img.generate_mipmaps()
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var albedo := ImageTexture.create_from_image(alb_noise_img)
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# Create normal + rough texture
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var nrm_noise_tex := NoiseTexture2D.new()
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nrm_noise_tex.width = texture_size
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nrm_noise_tex.height = texture_size
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nrm_noise_tex.as_normal_map = true
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nrm_noise_tex.seamless = true
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nrm_noise_tex.noise = fnl
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await nrm_noise_tex.changed
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var nrm_noise_img = nrm_noise_tex.get_image()
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for x in nrm_noise_img.get_width():
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for y in nrm_noise_img.get_height():
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var normal_rgh: Color = nrm_noise_img.get_pixel(x, y)
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normal_rgh.a = 0.8 # Roughness
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nrm_noise_img.set_pixel(x, y, normal_rgh)
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nrm_noise_img.generate_mipmaps()
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var normal := ImageTexture.create_from_image(nrm_noise_img)
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var ta := Terrain3DTextureAsset.new()
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ta.name = asset_name
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ta.albedo_texture = albedo
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ta.normal_texture = normal
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return ta
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func create_mesh_asset(asset_name: String, color: Color) -> Terrain3DMeshAsset:
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var ma := Terrain3DMeshAsset.new()
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ma.name = asset_name
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ma.generated_type = Terrain3DMeshAsset.TYPE_TEXTURE_CARD
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ma.material_override.albedo_color = color
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return ma
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