Files
project-thor/demo/src/CodeGenerated.gd
Nikolai Fesenko 85d50d3bd4 new terrain plugin
2025-08-13 21:08:35 +02:00

134 lines
4.4 KiB
GDScript

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