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@zehel2892
Created November 2, 2015 08:44
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Heightmap script for the Godot game engine
tool
extends MeshInstance
export(ImageTexture) var heightmap setget set_heightmap, get_heightmap
export(float, 0.1, 25, 0.1) var factor = 5 setget set_factor, get_factor
export(int, 1, 500) var resolution = 32 setget set_resolution, get_resolution
export(int, 1, 200) var size = 50 setget set_size, get_size
var mesh_builder
func _init():
update_heightmap()
func _update_mesh():
heightmap = self.heightmap
factor = self.factor
resolution = self.resolution
size = float(self.size)
var origin = Vector3(-size/2, 0, -size/2)
var res_size = size/resolution
var image
var w
var h
var get_height = false
if heightmap:
image = heightmap.get_data()
if image.empty():
get_height = false
else:
get_height = true
w = image.get_width() - 1
h = image.get_height() - 1
var surf = SurfaceTool.new()
surf.begin(VS.PRIMITIVE_TRIANGLES)
surf.add_smooth_group(true)
for i in range(resolution):
for j in range(resolution):
var vertex_height = [0,0,0,0]
if get_height:
vertex_height[0] = image.get_pixel(w * float(i)/resolution, h * float(j)/resolution).gray() * factor
vertex_height[1] = image.get_pixel(w * float(i+1)/resolution, h * float(j)/resolution).gray() * factor
vertex_height[2] = image.get_pixel(w * float(i+1)/resolution, h * float(j+1)/resolution).gray() * factor
vertex_height[3] = image.get_pixel(w * float(i)/resolution, h * float(j+1)/resolution).gray() * factor
surf.add_uv(Vector2(0 + i, 0 + j)/resolution)
surf.add_vertex(Vector3(i * res_size, vertex_height[0], j * res_size) + origin)
surf.add_uv(Vector2(1 + i, 0 + j)/resolution)
surf.add_vertex(Vector3((i+1) * res_size, vertex_height[1], j * res_size) + origin)
surf.add_uv(Vector2(1 + i, 1 + j)/resolution)
surf.add_vertex(Vector3((i+1) * res_size, vertex_height[2], (j+1) * res_size) + origin)
surf.add_uv(Vector2(0 + i, 0 + j)/resolution)
surf.add_vertex(Vector3(i * res_size, vertex_height[0], j * res_size) + origin)
surf.add_uv(Vector2(1 + i, 1 + j)/resolution)
surf.add_vertex(Vector3((i+1) * res_size, vertex_height[2], (j+1) * res_size) + origin)
surf.add_uv(Vector2(0 + i, 1 + j)/resolution)
surf.add_vertex(Vector3(i * res_size, vertex_height[3], (j+1) * res_size) + origin)
surf.generate_normals()
surf.index()
var mesh = surf.commit()
surf.clear()
return mesh
func update_heightmap():
var new_mesh = _update_mesh()
new_mesh.set_name('Heightmap')
set_mesh(new_mesh)
if get_child_count():
if get_child(0).get_type() == 'StaticBody':
var col = get_child(0)
remove_child(col)
create_trimesh_collision()
col.get_child(0).remove_and_skip()
get_child(0).replace_by(col)
else:
create_trimesh_collision()
#Setter functions
func set_heightmap(newvalue):
heightmap = newvalue
update_heightmap()
func set_factor(newvalue):
factor = newvalue
update_heightmap()
func set_resolution(newvalue):
resolution = newvalue
update_heightmap()
func set_size(newvalue):
size = newvalue
update_heightmap()
#Getter functions
func get_heightmap():
return heightmap
func get_factor():
return factor
func get_resolution():
return resolution
func get_size():
return size
Copyright (c) 2015 Franklin Sobrinho.
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without
limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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