Files
Ransom-s-wake/tools/site_terrain_baker.gd
T

259 lines
8.6 KiB
GDScript

class_name SiteTerrainBaker
extends RefCounted
const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
const SiteTerrainData = preload("res://game/domain/sites/site_terrain_data.gd")
const TerrainHeightField = preload("res://game/domain/sites/terrain_height_field.gd")
class Primitive extends RefCounted:
func elevation_delta(_x_m: float, _z_m: float) -> float:
return 0.0
static func distance_to_segment(point: Vector2, start: Vector2, end: Vector2) -> float:
var segment := end - start
var length_squared := segment.length_squared()
if length_squared == 0.0:
return point.distance_to(start)
var t := clampf((point - start).dot(segment) / length_squared, 0.0, 1.0)
return point.distance_to(start + segment * t)
static func end_taper(point: Vector2, start: Vector2, end: Vector2, taper_m: float) -> float:
if taper_m <= 0.0:
return 1.0
var segment := end - start
var length := segment.length()
if length == 0.0:
return 1.0
var along := clampf((point - start).dot(segment) / length, 0.0, length)
return smoothstep(0.0, taper_m, along) * smoothstep(0.0, taper_m, length - along)
class SlopedPlane extends Primitive:
var depth_m: float
var slope_x: float
var slope_z: float
var reference_x_m: float
var reference_z_m: float
func _init(p_depth_m: float, p_slope_x: float, p_slope_z: float, p_reference_x_m: float, p_reference_z_m: float) -> void:
depth_m = p_depth_m
slope_x = p_slope_x
slope_z = p_slope_z
reference_x_m = p_reference_x_m
reference_z_m = p_reference_z_m
func elevation_delta(x_m: float, z_m: float) -> float:
return -depth_m + slope_x * (x_m - reference_x_m) + slope_z * (z_m - reference_z_m)
class Blob extends Primitive:
var centre: Vector2
var sigma_x_m: float
var sigma_z_m: float
var amplitude_m: float
func _init(p_centre: Vector2, p_sigma_x_m: float, p_sigma_z_m: float, p_amplitude_m: float) -> void:
centre = p_centre
sigma_x_m = p_sigma_x_m
sigma_z_m = p_sigma_z_m
amplitude_m = p_amplitude_m
func elevation_delta(x_m: float, z_m: float) -> float:
var dx := (x_m - centre.x) / sigma_x_m
var dz := (z_m - centre.y) / sigma_z_m
return amplitude_m * exp(-(dx * dx + dz * dz))
class Ridge extends Primitive:
var start: Vector2
var end: Vector2
var sigma_m: float
var amplitude_m: float
var taper_m: float
func _init(p_start: Vector2, p_end: Vector2, p_sigma_m: float, p_amplitude_m: float, p_taper_m: float) -> void:
start = p_start
end = p_end
sigma_m = p_sigma_m
amplitude_m = p_amplitude_m
taper_m = p_taper_m
func elevation_delta(x_m: float, z_m: float) -> float:
var point := Vector2(x_m, z_m)
var distance := distance_to_segment(point, start, end)
var profile := exp(-pow(distance / sigma_m, 2.0))
return amplitude_m * profile * end_taper(point, start, end, taper_m)
class Groove extends Primitive:
var start: Vector2
var end: Vector2
var half_width_m: float
var depth_m: float
var wall_softness_m: float
func _init(p_start: Vector2, p_end: Vector2, p_half_width_m: float, p_depth_m: float, p_wall_softness_m: float) -> void:
start = p_start
end = p_end
half_width_m = p_half_width_m
depth_m = p_depth_m
wall_softness_m = p_wall_softness_m
func elevation_delta(x_m: float, z_m: float) -> float:
var point := Vector2(x_m, z_m)
var distance := distance_to_segment(point, start, end)
var inside := 1.0 - smoothstep(
half_width_m - wall_softness_m,
half_width_m + wall_softness_m,
distance
)
return -depth_m * inside * end_taper(point, start, end, half_width_m)
class Step extends Primitive:
var point: Vector2
var normal: Vector2
var drop_m: float
var softness_m: float
var slope_beyond: float
func _init(p_point: Vector2, p_normal: Vector2, p_drop_m: float, p_softness_m: float, p_slope_beyond: float) -> void:
point = p_point
normal = p_normal.normalized()
drop_m = p_drop_m
softness_m = p_softness_m
slope_beyond = p_slope_beyond
func elevation_delta(x_m: float, z_m: float) -> float:
var signed_distance := (Vector2(x_m, z_m) - point).dot(normal)
var step := drop_m * smoothstep(-softness_m, softness_m, signed_distance)
var slope := maxf(signed_distance - softness_m, 0.0) * slope_beyond
return -(step + slope)
class Ripples extends Primitive:
var direction: Vector2
var wavelength_m: float
var amplitude_m: float
var centre: Vector2
var radius_m: float
func _init(p_direction: Vector2, p_wavelength_m: float, p_amplitude_m: float, p_centre: Vector2, p_radius_m: float) -> void:
direction = p_direction.normalized()
wavelength_m = p_wavelength_m
amplitude_m = p_amplitude_m
centre = p_centre
radius_m = p_radius_m
func elevation_delta(x_m: float, z_m: float) -> float:
var point := Vector2(x_m, z_m)
var phase := point.dot(direction) * TAU / wavelength_m
var falloff := 1.0
if radius_m > 0.0:
falloff = 1.0 - smoothstep(radius_m * 0.6, radius_m, point.distance_to(centre))
return amplitude_m * sin(phase) * falloff
class Roughness extends Primitive:
var amplitude_m: float
var _noise: FastNoiseLite
func _init(p_seed: int, p_frequency: float, p_amplitude_m: float) -> void:
amplitude_m = p_amplitude_m
_noise = FastNoiseLite.new()
_noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
_noise.seed = p_seed
_noise.frequency = p_frequency
_noise.fractal_type = FastNoiseLite.FRACTAL_FBM
_noise.fractal_octaves = 3
func elevation_delta(x_m: float, z_m: float) -> float:
return _noise.get_noise_2d(x_m, z_m) * amplitude_m
class MaterialPatch extends RefCounted:
var centre: Vector2
var radius_m: float
var material: int
func _init(p_centre: Vector2, p_radius_m: float, p_material: int) -> void:
centre = p_centre
radius_m = p_radius_m
material = p_material
class Recipe extends RefCounted:
var columns: int = 2
var rows: int = 2
var cell_size_m: float = 1.0
var origin_x_m: float = 0.0
var origin_z_m: float = 0.0
var floor_elevation_m: float = -1000.0
var rock_slope_degrees: float = 20.0
var rock_reflectivity: float = 0.72
var sand_reflectivity: float = 0.45
var primitives: Array[Primitive] = []
var material_patches: Array[MaterialPatch] = []
static func bake(recipe: Recipe) -> SiteTerrainData:
var data := SiteTerrainData.new()
data.columns = recipe.columns
data.rows = recipe.rows
data.cell_size_m = recipe.cell_size_m
data.origin_x_m = recipe.origin_x_m
data.origin_z_m = recipe.origin_z_m
data.rock_reflectivity = recipe.rock_reflectivity
data.sand_reflectivity = recipe.sand_reflectivity
var cell_count := recipe.columns * recipe.rows
# Packed arrays are passed by value in GDScript: fill locals, assign once.
var elevations := PackedFloat32Array()
var materials := PackedByteArray()
elevations.resize(cell_count)
materials.resize(cell_count)
for row in recipe.rows:
var z_m := recipe.origin_z_m + float(row) * recipe.cell_size_m
for column in recipe.columns:
var x_m := recipe.origin_x_m + float(column) * recipe.cell_size_m
var elevation := 0.0
for primitive: Primitive in recipe.primitives:
elevation += primitive.elevation_delta(x_m, z_m)
elevations[data.index_of(column, row)] = maxf(elevation, recipe.floor_elevation_m)
materials[data.index_of(column, row)] = SonarMaterial.Value.SAND
data.elevations_m = elevations
data.materials = materials
var field := TerrainHeightField.from_data(data)
if field == null:
return null
var rock_cosine := cos(deg_to_rad(recipe.rock_slope_degrees))
for row in recipe.rows:
for column in recipe.columns:
if field.normal_at_cell(column, row).y < rock_cosine:
materials[data.index_of(column, row)] = SonarMaterial.Value.ROCK
for patch: MaterialPatch in recipe.material_patches:
for row in recipe.rows:
var z_m := recipe.origin_z_m + float(row) * recipe.cell_size_m
for column in recipe.columns:
var x_m := recipe.origin_x_m + float(column) * recipe.cell_size_m
if Vector2(x_m, z_m).distance_to(patch.centre) <= patch.radius_m:
materials[data.index_of(column, row)] = patch.material
data.materials = materials
return data
static func write_preview_png(data: SiteTerrainData, path: String) -> Error:
var field := TerrainHeightField.from_data(data)
if field == null:
return ERR_INVALID_DATA
var image := Image.create(data.columns, data.rows, false, Image.FORMAT_RGB8)
var span := maxf(field.maximum_elevation_m() - field.minimum_elevation_m(), 0.001)
for row in data.rows:
for column in data.columns:
var ratio := (field.elevation_at_cell(column, row) - field.minimum_elevation_m()) / span
var color := Color(ratio, ratio, ratio)
if field.material_at_cell(column, row) == SonarMaterial.Value.ROCK:
color.r = minf(color.r + 0.16, 1.0)
image.set_pixel(column, row, color)
return image.save_png(path)