Files
watrbx-game-engine/StudioPlugins/terrain/03 - elevation.lua
T
2025-09-18 17:55:52 -04:00

459 lines
13 KiB
Lua

-----------------
--DEFAULT VALUES-
-----------------
loaded = false
on = false
mousedown = false
r = 0
s = 1
---------------
--PLUGIN SETUP-
---------------
self = PluginManager():CreatePlugin()
self.Deactivation:connect(function()
Off()
end)
toolbar = self:CreateToolbar("Terrain")
toolbarbutton = toolbar:CreateButton("", "Elevation Adjuster", "elevation.png")
toolbarbutton.Click:connect(function()
if on then
Off()
elseif loaded then
On()
end
end)
mouse = self:GetMouse()
mouse.Button1Down:connect(function()
onClicked(mouse)
end)
mouse.Button1Up:connect(function() mousedown = false end)
-----------------------
--FUNCTION DEFINITIONS-
-----------------------
--find height at coordinate x, z
function findHeight(x, z)
c = game.Workspace.Terrain
h = 0
material, wedge, rotation = c:GetCell(x, h + 1, z)
while material.Value > 0 do
h = h + 1
material, wedge, rotation = c:GetCell(x, h + 1, z)
end
return h
end
--makes a shell around block at coordinate x, z using heightmap
function makeShell(x, z, heightmap, shellheightmap)
local c = game.Workspace.Terrain
local originalheight = heightmap[x][z]
for i = x - 1, x + 1 do
for k = z - 1, z + 1 do
if shellheightmap[i][k] < originalheight then
for h = originalheight, shellheightmap[i][k] - 2, -1 do
if h > 0 then
c:SetCell(i, h, k, 1, 0, 0)
end
end
shellheightmap[i][k] = originalheight
end
end
end
return shellheightmap
end
--makes a wedge at location x, y, z using info from heightmap instead of GetCell
--sets cell x, y, z to default material if parameter is provided, if not sets cell x, y, z to be whatever material it previously was
--returns true if made a wedge, false if the cell remains a block
function MakeWedge(x, y, z, heightmap, defaultmaterial)
local c = game.Workspace.Terrain
--gather info about all the cells around x, y, z
local surroundings = {} --surroundings is a 3 x 3 x 3 array of the cells adjacent to x, y, z (1 if a cell is there, 0 if not)
for i = x - 1, x + 1 do
surroundings[i] = {}
for j = y - 1, y + 1 do
surroundings[i][j] = {}
for k = z - 1, z + 1 do
heightmapi = heightmap[i]
height = nil
if heightmapi then
height = heightmapi[k]
end
if height and height >= j then
surroundings[i][j][k] = 1
else
surroundings[i][j][k] = 0
end
end
end
end
--make some useful arrays and counters
local sides = {} --sides is an array of the material of the 4 adjacent sides
sides[0] = surroundings[x - 1][y][z]
sides[1] = surroundings[x][y][z + 1]
sides[2] = surroundings[x + 1][y][z]
sides[3] = surroundings[x][y][z - 1]
local adjacentSides = 0
for n = 0, 3 do
if sides[n] > 0 then
adjacentSides = adjacentSides + 1
end
end
local sidesAbove = {} --sides is an array of the material of the 4 adjacent sides 1 height above
sidesAbove[0] = surroundings[x - 1][y + 1][z]
sidesAbove[1] = surroundings[x][y + 1][z + 1]
sidesAbove[2] = surroundings[x + 1][y + 1][z]
sidesAbove[3] = surroundings[x][y + 1][z - 1]
local adjacentSidesAbove = 0
for n = 0, 3 do
if sidesAbove[n] > 0 then
adjacentSidesAbove = adjacentSidesAbove + 1
end
end
local corners = {} --corners is an array of the material of the 4 adjacent corners
corners[0] = surroundings[x - 1][y][z - 1]
corners[1] = surroundings[x - 1][y][z + 1]
corners[2] = surroundings[x + 1][y][z + 1]
corners[3] = surroundings[x + 1][y][z - 1]
local adjacentCorners = 0
for n = 0, 3 do
if corners[n] > 0 then
adjacentCorners = adjacentCorners + 1
end
end
local cornersAbove = {} --corners is an array of the material of the 4 adjacent corners 1 height above
cornersAbove[0] = surroundings[x - 1][y + 1][z - 1]
cornersAbove[1] = surroundings[x - 1][y + 1][z + 1]
cornersAbove[2] = surroundings[x + 1][y + 1][z + 1]
cornersAbove[3] = surroundings[x + 1][y + 1][z - 1]
local adjacentCornersAbove = 0
for n = 0, 3 do
if cornersAbove[n] > 0 then
adjacentCornersAbove = adjacentCornersAbove + 1
end
end
--determine what type of wedge to make
local material = nil
local wedge = nil
local rotation = nil
if defaultmaterial then
material = defaultmaterial
else
material, wedge, rotation = c:GetCell(x, y, z) --start with the existing material, wedge, and rotation
end
wedge = 0 --default wedge is a block
rotation = 0 --default rotation is 0
--type 1: 45 degree ramp //must not have a block on top and must have a block under, and be surrounded by 1 side; or 3 sides and the 2 corners between them
if surroundings[x][y + 1][z] == 0 and surroundings[x][y - 1][z] > 0 then
if adjacentSides == 1 then
for n = 0, 3 do
if sides[n] > 0 then
wedge = 1
rotation = (n + 1) % 4
c:SetCell(x, y, z, material, wedge, rotation)
return true
end
end
elseif adjacentSides == 3 then
for n = 0, 3 do
if sides[n] > 0 and corners[(n + 1) % 4] > 0 and sides[(n + 1) % 4] > 0 and corners[(n + 2) % 4] > 0 and sides[(n + 2) % 4] > 0 then
wedge = 1
rotation = (n + 2) % 4
c:SetCell(x, y, z, material, wedge, rotation)
return true
end
end
end
end
--type 2: 45 degree corner //must not have a block on top and must have a block under, and be surrounded by 2 sides and the 1 corner between them; or 3 sides and 1 corner between 2 of them (facing towards that corner)
if surroundings[x][y + 1][z] == 0 and surroundings[x][y - 1][z] > 0 then
for n = 0, 3 do
if sides[n] > 0 and corners[(n + 1) % 4] > 0 and sides[(n + 1) % 4] > 0 and (adjacentSides == 2 or (adjacentSides == 3 and (corners[(n + 3) % 4] > 0 or (sides[(n + 2) % 4] > 0 and corners[(n + 2) % 4] > 0) or (sides[(n + 3) % 4] > 0 and corners[n] > 0)))) then
wedge = 2
rotation = (n + 2) % 4
c:SetCell(x, y, z, material, wedge, rotation)
return true
end
end
end
--type 3: 45 degree inverse corner //surrounded by three sides or 4 sides and 3 corners, with nothing above or else a block on top surrounded on 2 sides and the corner between them
if adjacentSides == 3 and surroundings[x][y + 1][z] > 0 then
if adjacentCorners > 1 then
for n = 0, 3 do
if (corners[n] == 0 or cornersAbove[n] == 0) and (sides[(n - 1) % 4] == 0 or sides[n] == 0) and (sidesAbove[n] == 0 and sidesAbove[(n + 1) % 4] > 0 and sidesAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 3) % 4] == 0) then
wedge = 3
rotation = (n + 3) % 4
c:SetCell(x, y, z, material, wedge, rotation)
return true
end
end
end
elseif adjacentSides == 4 and adjacentCorners == 3 then
for n = 0, 3 do
if corners[n] == 0 and (surroundings[x][y + 1][z] == 0 or (sidesAbove[n] == 0 and sidesAbove[(n + 1) % 4] > 0 and cornersAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 3) % 4] == 0)) then
wedge = 3
rotation = (n + 3) % 4
c:SetCell(x, y, z, material, wedge, rotation)
return true
end
end
end
--type 4: half a cube, as if it were cut diagonally from front to back //surrounded by 2 sides
if adjacentSides == 2 and adjacentCorners < 4 then
for n = 0, 3 do
if sides[n] == 0 and sides[(n + 1) % 4] == 0 and (surroundings[x][y + 1][z] == 0 or (sidesAbove[n] == 0 and sidesAbove[(n + 1) % 4] == 0 and sidesAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 3) % 4] > 0)) then
wedge = 4
rotation = n
c:SetCell(x, y, z, material, wedge, rotation)
return true
end
end
end
c:SetCell(x, y, z, material, wedge, rotation)
return false
end
--elevates terrain at point (x, y, z) in cluster c
--within radius r1 from x, z the elevation should become y + d
--from radius r1 to r2 the elevation should be a gradient
function elevate(x, y, z, r1, r2, d, range)
local c = game.Workspace.Terrain
for i = x - (range + 2), x + (range + 2) do
if oldheightmap[i] == nil then
oldheightmap[i] = {}
end
for k = z - (range + 2), z + (range + 2) do
if oldheightmap[i][k] == nil then
oldheightmap[i][k] = findHeight(i, k)
end
--figure out the height to make coordinate (i, k)
local distance = dist(i, k, x, z)
if distance < r1 then
height = y + d
elseif distance < r2 then
height = math.floor((y + d) * (1 - (distance - r1)/(r2 - r1)) + oldheightmap[i][k] * (distance - r1)/(r2 - r1))
else
height = oldheightmap[i][k]
end
if height == 0 then
height = -1
end
--heightmap[i][k] should be the current height of coordinate (i, k)
if heightmap[i] == nil then
heightmap[i] = {}
end
if heightmap[i][k] == nil then
heightmap[i][k] = oldheightmap[i][k]
end
--the height is either greater than or less than the current height
if height > heightmap[i][k] then
for h = heightmap[i][k] - 2, height do
c:SetCell(i, h, k, 1, 0, 0)
end
heightmap[i][k] = height
elseif height < heightmap[i][k] then
for h = heightmap[i][k], height + 1, -1 do
c:SetCell(i, h, k, 0, 0, 0)
end
heightmap[i][k] = height
end
end
end
--copy heightmap into shellheightmap
shellheightmap = {}
for i = x - (range + 2), x + (range + 2) do
if shellheightmap[i] == nil then
shellheightmap[i] = {}
end
for k = z - (range + 2), z + (range + 2) do
shellheightmap[i][k] = heightmap[i][k]
end
end
--shell everything
for i = x - range , x + range do
for k = z - range, z + range do
if shellheightmap[i][k] ~= oldheightmap[i][k] then
shellheightmap = makeShell(i, k, heightmap, shellheightmap)
end
end
end
for i = x - (range + 2), x + (range + 2) do
for k = z - (range + 2), z + (range + 2) do
heightmap[i][k] = shellheightmap[i][k]
end
end
for i = x - (range + 1), x + (range + 1) do
for k = z - (range + 1), z + (range + 1) do
local height = heightmap[i][k]
if height == nil then
height = -1
end
for h = height, 1, -1 do
if not MakeWedge(i, h, k, heightmap, 1) then
break
end
end
end
end
end
function dist(x1, y1, x2, y2)
return math.sqrt(math.pow(x2-x1, 2) + math.pow(y2-y1, 2))
end
function dist3d(x1, y1, z1, x2, y2, z2)
return math.sqrt(math.pow(dist(x1, z1, x2, z2), 2) + math.pow(math.abs(y2-y1)*100/d, 2))
end
function onClicked(mouse)
if on then
local c = game.Workspace.Terrain
oldheightmap = {}
heightmap = {}
local cellPos = c:WorldToCellPreferSolid(Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
local x = cellPos.X
local y = cellPos.Y
local z = cellPos.Z
mousedown = true
local originalY = mouse.Y
local prevY = originalY
local d = 0
local range = 0
while mousedown == true do
if math.abs(mouse.Y - prevY) >= 5 then
prevY = mouse.Y
r2 = r + math.floor(50 * 1/s * math.abs(originalY - prevY)/mouse.ViewSizeY)
if r2 > range then
range = r2
end
d = math.floor(50 * (originalY - prevY)/mouse.ViewSizeY)
elevate(x, y, z, r, r2, d, range)
end
wait(0)
end
print("Elevated at: "..x..", "..y..", "..z)
end
end
function On()
self:Activate(true)
toolbarbutton:SetActive(true)
frame.Visible = true
for w = 0, 0.3, 0.06 do
frame.Size = UDim2.new(w, 0, w/2, 0)
wait(0.0000001)
end
radl.Text = "Radius: "..r
sfl.Text = "Slope: "..s
on = true
end
function Off()
toolbarbutton:SetActive(false)
radl.Text = ""
sfl.Text = ""
for w = 0.3, 0, -0.06 do
frame.Size = UDim2.new(w, 0, w/2, 0)
wait(0.0000001)
end
frame.Visible = false
on = false
end
------
--GUI-
------
--load library for with sliders
local RbxGui = LoadLibrary("RbxGui")
--screengui
g = Instance.new("ScreenGui", game:GetService("CoreGui"))
--frame
frame = Instance.new("Frame", g)
frame.Position = UDim2.new(0.35, 0, 0.8, 0)
frame.Size = UDim2.new(0.3, 0, 0.15, 0)
frame.BackgroundTransparency = 0.5
frame.Visible = false
--current radius display label
radl = Instance.new("TextLabel", frame)
radl.Position = UDim2.new(0.05, 0, 0.1, 0)
radl.Size = UDim2.new(0.2, 0, 0.35, 0)
radl.Text = ""
radl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
radl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
radl.Font = Enum.Font.ArialBold
radl.FontSize = Enum.FontSize.Size14
radl.BorderColor3 = Color3.new(0, 0, 0)
radl.BackgroundTransparency = 1
--radius slider
radSliderGui, radSliderPosition = RbxGui.CreateSlider(11, 0, UDim2.new(0.3, 0, 0.26, 0))
radSliderGui.Parent = frame
radBar = radSliderGui:FindFirstChild("Bar")
radBar.Size = UDim2.new(0.65, 0, 0, 5)
radSliderPosition.Value = r + 1
radSliderPosition.Changed:connect(function()
r = radSliderPosition.Value - 1
radl.Text = "Radius: "..r
end)
--current slope factor display label
sfl = Instance.new("TextLabel", frame)
sfl.Position = UDim2.new(0.05, 0, 0.55, 0)
sfl.Size = UDim2.new(0.2, 0, 0.35, 0)
sfl.Text = ""
sfl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
sfl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
sfl.Font = Enum.Font.ArialBold
sfl.FontSize = Enum.FontSize.Size14
sfl.BorderColor3 = Color3.new(0, 0, 0)
sfl.BackgroundTransparency = 1
--slope factor slider
sfSliderGui, sfSliderPosition = RbxGui.CreateSlider(16, 0, UDim2.new(0.3, 0, 0.71, 0))
sfSliderGui.Parent = frame
sfBar = sfSliderGui:FindFirstChild("Bar")
sfBar.Size = UDim2.new(0.65, 0, 0, 5)
sfSliderPosition.Value = s * 10 - 0.4
sfSliderPosition.Changed:connect(function()
s = sfSliderPosition.Value / 10 + 0.4
sfl.Text = "Slope: "..s
end)
--------------------------
--SUCCESSFUL LOAD MESSAGE-
--------------------------
loaded = true
print("Elevation Plugin Loaded")