@tool class_name GrassMultiMesh extends MultiMeshInstance2D @export_group("Visuals") @export var texture_sheet : Texture2D @export var blade_size : Vector2 = Vector2(16, 16) @export var texture_sheet_size : Vector2 = Vector2(64, 16) @export var grass_tint : Color @export_group("Editor") @export var editing : bool = false @export var brush_radius : float = 50.0 @export var brush_density : int = 5 @export var grass_data : Array[Dictionary] = [] enum GrassState {NORMAL = 0, CUT = 1} func _ready() -> void: if not multimesh: multimesh = MultiMesh.new() multimesh.transform_format = MultiMesh.TRANSFORM_2D multimesh.use_colors = true multimesh.use_custom_data = true multimesh.mesh = _create_mesh_rect() if material is ShaderMaterial: material.set_shader_parameter("frame_size", blade_size) material.set_shader_parameter("sheet_size", texture_sheet_size) _rebuild_multimesh() func _process(_delta): # move_grass_away(%Player.global_position, 25) if editing and Engine.is_editor_hint(): if Input.is_key_pressed(KEY_K): _brush_paint() if Input.is_key_pressed(KEY_E): _brush_erase() queue_redraw() func cut_grass_at(pos: Vector2, radius: float): _interact_with_grass(pos, radius, GrassState.CUT) func move_grass_away(pos: Vector2, radius: float): var half = radius / 2 var local_target = to_local(pos) for i in range(multimesh.instance_count): var t = multimesh.get_instance_transform_2d(i) var dist = t.origin.distance_squared_to(local_target) if dist < half * half: var custom_data = multimesh.get_instance_custom_data(i) custom_data.r = (t.origin.x - local_target.x) * 2 multimesh.set_instance_custom_data(i, custom_data) elif dist < radius * radius: var custom_data = multimesh.get_instance_custom_data(i) custom_data.r = grass_data[i]["rot"] multimesh.set_instance_custom_data(i, custom_data) func _interact_with_grass(global_target_pos: Vector2, radius: float, new_state: int): var local_target = to_local(global_target_pos) for i in range(multimesh.instance_count): var t = multimesh.get_instance_transform_2d(i) if t.origin.distance_squared_to(local_target) < radius * radius: var custom_data = multimesh.get_instance_custom_data(i) if int(custom_data.b) == new_state: continue custom_data.b = float(new_state) multimesh.set_instance_custom_data(i, custom_data) grass_data[i]["state"] = new_state func _create_mesh_rect() -> QuadMesh: var mesh = QuadMesh.new() mesh.size = blade_size return mesh func _rebuild_multimesh() -> void: multimesh.instance_count = grass_data.size() var pivot_offset = Vector2(0, -blade_size.y / 2.0) for i in range(grass_data.size()): var d = grass_data[i] var xform = Transform2D().translated(d.pos).rotated(d.get("rot", 0.0)).translated(pivot_offset) multimesh.set_instance_transform_2d(i, xform) multimesh.set_instance_color(i, grass_tint) var custom = Color( randf(), float(d.get("tex_idx", 0)), float(d.get("state", 0)), 0.0 ) multimesh.set_instance_custom_data(i, custom) func _brush_paint() -> void: var s = Time.get_ticks_msec() print(s) seed(s) var mouse_pos = get_local_mouse_position() for i in range(brush_density): var angle = randf() * TAU var rad = sqrt(randf()) * brush_radius var pos = mouse_pos + Vector2(cos(angle), sin(angle)) * rad var new_blade = { "pos": pos, "tex_idx": int((randf() ** (1.0/3.0)) * 8), "state": GrassState.NORMAL, "rot": randf_range(-0.1, 0.1) } grass_data.append(new_blade) _rebuild_multimesh() func _brush_erase() -> void: var mouse_pos = get_local_mouse_position() for i in range(grass_data.size() - 1, -1, -1): if grass_data[i].pos.distance_to(mouse_pos) < brush_radius: grass_data.remove_at(i) _rebuild_multimesh() func _draw() -> void: if editing and Engine.is_editor_hint(): draw_arc(get_local_mouse_position(), brush_radius, 0, TAU, 32, Color.YELLOW, 2.0)