Created
October 7, 2025 00:18
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A Godot script that can generate a sprite atlas from 3D noise, to reduce runtime computation needs
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| using Godot; | |
| [Tool] | |
| public partial class NoiseAtlasGenerator : Node | |
| { | |
| [Export] | |
| public NoiseTexture3D NoiseGenerator { get; set; } | |
| [Export(PropertyHint.SaveFile, hintString: "*.png")] | |
| public string SavePath { get; set; } | |
| [Export(PropertyHint.ToolButton, hintString: "Generate")] | |
| public Callable Generate { get => Callable.From(GenerateTexture); set { } } | |
| private void GenerateTexture() | |
| { | |
| if (NoiseGenerator == null || string.IsNullOrEmpty(SavePath)) | |
| { | |
| GD.PrintErr($"{nameof(NoiseGenerator)} and {nameof(SavePath)} must be set"); | |
| return; | |
| } | |
| var images = NoiseGenerator.GetData(); | |
| var layers = NoiseGenerator.Depth; | |
| var frame_width = NoiseGenerator.Width; | |
| var frame_height = NoiseGenerator.Height; | |
| var atlas_dim = (int)Mathf.Ceil(Mathf.Sqrt(layers)); | |
| GD.Print("started generating atlas"); | |
| var atlas = Image.CreateEmpty(frame_width * atlas_dim, frame_height * atlas_dim, false, Image.Format.Rgb8); | |
| for (var i = 0; i < atlas_dim; i++) | |
| for (var j = 0; j < atlas_dim; j++) | |
| { | |
| var layer = i * atlas_dim + j; | |
| if (layer >= layers) | |
| continue; | |
| var pos = new Vector2I(j * frame_width, i * frame_height); | |
| var image = images[layer]; | |
| for (var x = 0; x < frame_width; x++) | |
| for (var y = 0; y < frame_height; y++) | |
| { | |
| var noise_val = image.GetPixel(x, y); | |
| atlas.SetPixel(pos.X + x, pos.Y + y, noise_val); | |
| } | |
| } | |
| atlas.SavePng(SavePath); | |
| GD.Print("finished"); | |
| } | |
| } |
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