M0.5: detailed scenery, mountain/sea-cliff boundary, Godot 4.7
Scenery (all procedural, seeded, no imported assets): - Terrain shader: grass/dry grass/dirt/sand/rock strata/snow + detail normals - 5 tree types, faceted mossy rocks, cliff outcrops, sea stacks, bushes, logs and stumps, batched as MultiMesh per 48 m cell - Wind-animated grass and flowers streamed in tiles around the player - Lake (depth-shaded water with shore foam), ocean to the horizon, cloud sky shader, volumetric fog, glow, softer shadows - Swimming: float at the surface, swim-jump to climb out World bounds: - Steep mountain rim with an invisible wall partway up; one side opens to a sheer sea cliff with the wall 1 m inside the edge; whole chunk is an island so the mesh edge is never visible - Respawn safety net if the player leaves the walkable area or the map - Fix: the cliff edge now tracks the wall in the headlands (it used to drop away inside the wall, leaving a pit with lake water hanging over it) Tests: tests/test_boundary.gd (24-direction escape attempt) and tests/test_terrain_edges.gd (no ground below waterline near the wall). Upgrades the project to Godot 4.7 (project.godot rewritten by the 4.7 importer, .uid files added) and documents it in the setup guide.
This commit is contained in:
372
scripts/world/proc_mesh.gd
Normal file
372
scripts/world/proc_mesh.gd
Normal file
@@ -0,0 +1,372 @@
|
||||
extends RefCounted
|
||||
## Procedural low-poly mesh builders: trees, rocks, bushes, logs, grass, flowers.
|
||||
##
|
||||
## Every builder takes a seed, so the same seed gives the same mesh on every
|
||||
## machine (the determinism rule in docs/ARCHITECTURE.md §4). Meshes are
|
||||
## flat-shaded and coloured per face through vertex colours (authored as sRGB).
|
||||
## Callers assign materials per surface; tree dictionaries list which surface is
|
||||
## which in "surfaces".
|
||||
##
|
||||
## Winding: Godot treats triangle (a, b, c) as front-facing when
|
||||
## (b - a).cross(c - a) points AWAY from the viewer. `_tri()` orders the
|
||||
## vertices from an outward hint, so builders never have to think about it.
|
||||
|
||||
const BARK := Color(0.31, 0.22, 0.15)
|
||||
const BARK_GREY := Color(0.42, 0.38, 0.33)
|
||||
const BIRCH_WHITE := Color(0.86, 0.85, 0.80)
|
||||
const BIRCH_DARK := Color(0.16, 0.15, 0.14)
|
||||
const WOOD := Color(0.70, 0.55, 0.36)
|
||||
const SPRUCE := Color(0.13, 0.27, 0.17)
|
||||
const PINE := Color(0.18, 0.31, 0.16)
|
||||
const LEAF_GREEN := Color(0.27, 0.43, 0.16)
|
||||
const LEAF_GOLD := Color(0.62, 0.50, 0.15)
|
||||
const BIRCH_LEAF := Color(0.42, 0.54, 0.20)
|
||||
const BUSH := Color(0.19, 0.34, 0.14)
|
||||
const ROCK := Color(0.50, 0.49, 0.47)
|
||||
const STEM := Color(0.25, 0.42, 0.15)
|
||||
|
||||
static var _ico_cache := {}
|
||||
|
||||
# --- primitives -------------------------------------------------------------
|
||||
|
||||
static func _begin() -> SurfaceTool:
|
||||
var st := SurfaceTool.new()
|
||||
st.begin(Mesh.PRIMITIVE_TRIANGLES)
|
||||
st.set_smooth_group(-1) # flat shading
|
||||
return st
|
||||
|
||||
static func _commit(st: SurfaceTool, mesh: ArrayMesh = null) -> ArrayMesh:
|
||||
st.generate_normals()
|
||||
return st.commit(mesh)
|
||||
|
||||
static func _mul(c: Color, k: float) -> Color:
|
||||
return Color(c.r * k, c.g * k, c.b * k, 1.0)
|
||||
|
||||
static func _tri(st: SurfaceTool, a: Vector3, b: Vector3, c: Vector3, outward: Vector3, col: Color) -> void:
|
||||
if (b - a).cross(c - a).dot(outward) > 0.0:
|
||||
var tmp := b
|
||||
b = c
|
||||
c = tmp
|
||||
st.set_color(col)
|
||||
st.add_vertex(a)
|
||||
st.set_color(col)
|
||||
st.add_vertex(b)
|
||||
st.set_color(col)
|
||||
st.add_vertex(c)
|
||||
|
||||
## Tapered cylinder from `base` to `top`. `off` fixes the ring rotation so
|
||||
## stacked segments line up; cap_col.a > 0 adds end caps in that colour.
|
||||
static func _cylinder(st: SurfaceTool, base: Vector3, top: Vector3, r0: float, r1: float, segs: int,
|
||||
col: Color, rng: RandomNumberGenerator, off: float = -1.0, cap_col: Color = Color(0, 0, 0, 0)) -> void:
|
||||
var ax := (top - base).normalized()
|
||||
var ref := Vector3.UP if absf(ax.y) < 0.95 else Vector3.RIGHT
|
||||
var u := ax.cross(ref).normalized()
|
||||
var v := ax.cross(u).normalized()
|
||||
if off < 0.0:
|
||||
off = rng.randf() * TAU
|
||||
var ring0: Array[Vector3] = []
|
||||
var ring1: Array[Vector3] = []
|
||||
for i in range(segs):
|
||||
var a := off + TAU * i / segs
|
||||
var dir := u * cos(a) + v * sin(a)
|
||||
ring0.append(base + dir * r0)
|
||||
ring1.append(top + dir * r1)
|
||||
for i in range(segs):
|
||||
var j := (i + 1) % segs
|
||||
var mid := (ring0[i] + ring0[j] + ring1[i] + ring1[j]) * 0.25
|
||||
var out := mid - (base + ax * (mid - base).dot(ax))
|
||||
var c := _mul(col, rng.randf_range(0.85, 1.1))
|
||||
_tri(st, ring0[i], ring0[j], ring1[j], out, c)
|
||||
_tri(st, ring0[i], ring1[j], ring1[i], out, c)
|
||||
if cap_col.a > 0.0:
|
||||
for i in range(segs):
|
||||
var j := (i + 1) % segs
|
||||
_tri(st, top, ring1[i], ring1[j], ax, cap_col)
|
||||
_tri(st, base, ring0[i], ring0[j], -ax, cap_col)
|
||||
|
||||
static func icosphere(subdiv: int) -> Array:
|
||||
if _ico_cache.has(subdiv):
|
||||
return _ico_cache[subdiv]
|
||||
var t := (1.0 + sqrt(5.0)) / 2.0
|
||||
var v := [
|
||||
Vector3(-1, t, 0), Vector3(1, t, 0), Vector3(-1, -t, 0), Vector3(1, -t, 0),
|
||||
Vector3(0, -1, t), Vector3(0, 1, t), Vector3(0, -1, -t), Vector3(0, 1, -t),
|
||||
Vector3(t, 0, -1), Vector3(t, 0, 1), Vector3(-t, 0, -1), Vector3(-t, 0, 1),
|
||||
]
|
||||
var faces := [
|
||||
[0, 11, 5], [0, 5, 1], [0, 1, 7], [0, 7, 10], [0, 10, 11],
|
||||
[1, 5, 9], [5, 11, 4], [11, 10, 2], [10, 7, 6], [7, 1, 8],
|
||||
[3, 9, 4], [3, 4, 2], [3, 2, 6], [3, 6, 8], [3, 8, 9],
|
||||
[4, 9, 5], [2, 4, 11], [6, 2, 10], [8, 6, 7], [9, 8, 1],
|
||||
]
|
||||
var tris := []
|
||||
for f in faces:
|
||||
tris.append([(v[f[0]] as Vector3).normalized(), (v[f[1]] as Vector3).normalized(), (v[f[2]] as Vector3).normalized()])
|
||||
for _s in range(subdiv):
|
||||
var nt := []
|
||||
for tr in tris:
|
||||
var a: Vector3 = tr[0]
|
||||
var b: Vector3 = tr[1]
|
||||
var c: Vector3 = tr[2]
|
||||
var ab := ((a + b) * 0.5).normalized()
|
||||
var bc := ((b + c) * 0.5).normalized()
|
||||
var ca := ((c + a) * 0.5).normalized()
|
||||
nt.append([a, ab, ca])
|
||||
nt.append([b, bc, ab])
|
||||
nt.append([c, ca, bc])
|
||||
nt.append([ab, bc, ca])
|
||||
tris = nt
|
||||
_ico_cache[subdiv] = tris
|
||||
return tris
|
||||
|
||||
## Lumpy flat-shaded sphere. Displacement is a function of position, so shared
|
||||
## corners move together and the surface stays watertight.
|
||||
static func _blob(st: SurfaceTool, center: Vector3, radii: Vector3, noise: FastNoiseLite, amount: float,
|
||||
col: Color, rng: RandomNumberGenerator, subdiv: int = 1) -> void:
|
||||
for tr in icosphere(subdiv):
|
||||
var p: Array[Vector3] = []
|
||||
for k in range(3):
|
||||
var q: Vector3 = tr[k]
|
||||
var d := 1.0 + noise.get_noise_3dv(q * 1.7 + center) * amount
|
||||
p.append(center + q * radii * d)
|
||||
_tri(st, p[0], p[1], p[2], (p[0] + p[1] + p[2]) / 3.0 - center, _mul(col, rng.randf_range(0.88, 1.1)))
|
||||
|
||||
## One drooping tier of a conifer: a star-shaped ring (alternating branch tips
|
||||
## and notches) rising to an apex, with a darker underside.
|
||||
static func _conifer_tier(st: SurfaceTool, center: Vector3, r: float, h: float, segs: int,
|
||||
col: Color, rng: RandomNumberGenerator) -> void:
|
||||
var n := segs * 2
|
||||
var ring: Array[Vector3] = []
|
||||
var off := rng.randf() * TAU
|
||||
for i in range(n):
|
||||
var a := off + TAU * i / n + rng.randf_range(-0.12, 0.12)
|
||||
var tip := i % 2 == 0
|
||||
var rr := r * (rng.randf_range(0.9, 1.12) if tip else rng.randf_range(0.58, 0.7))
|
||||
var yy := -(r * 0.32 if tip else r * 0.12) + rng.randf_range(-0.08, 0.08)
|
||||
ring.append(center + Vector3(cos(a) * rr, yy, sin(a) * rr))
|
||||
var apex := center + Vector3(rng.randf_range(-0.08, 0.08), h, rng.randf_range(-0.08, 0.08))
|
||||
var under := center + Vector3(0.0, h * 0.18, 0.0)
|
||||
for i in range(n):
|
||||
var a := ring[i]
|
||||
var b := ring[(i + 1) % n]
|
||||
var mid := (a + b) * 0.5 - center
|
||||
var out := Vector3(mid.x, 0.0, mid.z).normalized() + Vector3(0.0, 0.8, 0.0)
|
||||
_tri(st, apex, a, b, out, _mul(col, rng.randf_range(0.85, 1.12)))
|
||||
_tri(st, under, a, b, Vector3(mid.x * 0.3, -1.0, mid.z * 0.3), _mul(col, 0.55))
|
||||
|
||||
# --- trees ------------------------------------------------------------------
|
||||
|
||||
## Spruce (bushy, tiers from near the ground) or pine (tall, tiers only up top).
|
||||
static func conifer(seed: int, tall: bool) -> Dictionary:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var bark := _begin()
|
||||
var leaf := _begin()
|
||||
var trunk_h := rng.randf_range(8.5, 10.5) if tall else rng.randf_range(5.5, 7.0)
|
||||
var trunk_r := 0.26 if tall else 0.3
|
||||
var lean := Vector3(rng.randf_range(-0.15, 0.15), 0.0, rng.randf_range(-0.15, 0.15))
|
||||
_cylinder(bark, Vector3(0, -0.5, 0), Vector3(0, trunk_h, 0) + lean, trunk_r, 0.05, 7, BARK, rng)
|
||||
|
||||
var tiers := rng.randi_range(4, 5) if tall else rng.randi_range(5, 7)
|
||||
var y0 := trunk_h * 0.55 if tall else 1.3
|
||||
var y1 := trunk_h - 0.6
|
||||
var r_bottom := 1.7 if tall else 2.4
|
||||
var col := _mul(PINE if tall else SPRUCE, rng.randf_range(0.9, 1.1))
|
||||
for i in range(tiers):
|
||||
var f := float(i) / float(tiers - 1)
|
||||
var y := lerpf(y0, y1, f)
|
||||
var r := lerpf(r_bottom, 0.55, pow(f, 0.9)) * rng.randf_range(0.9, 1.1)
|
||||
_conifer_tier(leaf, Vector3(0, y, 0) + lean * (y / trunk_h), r, lerpf(1.9, 1.3, f), 9, col, rng)
|
||||
_conifer_tier(leaf, Vector3(0, y1 + 0.9, 0) + lean, 0.35, 1.1, 5, col, rng)
|
||||
|
||||
var mesh := _commit(bark)
|
||||
_commit(leaf, mesh)
|
||||
return {"mesh": mesh, "surfaces": ["bark", "leaf"], "trunk_r": trunk_r, "trunk_h": trunk_h}
|
||||
|
||||
## Broadleaf (oak-ish): short thick trunk, a few branches, a crown of blobs.
|
||||
static func broadleaf(seed: int, leaf_col: Color) -> Dictionary:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var noise := FastNoiseLite.new()
|
||||
noise.seed = seed
|
||||
noise.frequency = 1.3
|
||||
var bark := _begin()
|
||||
var leaf := _begin()
|
||||
var trunk_h := rng.randf_range(2.6, 3.6)
|
||||
var top := Vector3(rng.randf_range(-0.3, 0.3), trunk_h, rng.randf_range(-0.3, 0.3))
|
||||
_cylinder(bark, Vector3(0, -0.4, 0), top, 0.36, 0.2, 7, BARK, rng)
|
||||
var k := rng.randi_range(3, 4)
|
||||
for i in range(k):
|
||||
var a := TAU * i / k + rng.randf_range(-0.4, 0.4)
|
||||
var start := top * rng.randf_range(0.75, 1.0)
|
||||
var end := top + Vector3(cos(a) * rng.randf_range(1.1, 1.8), rng.randf_range(0.6, 1.4), sin(a) * rng.randf_range(1.1, 1.8))
|
||||
_cylinder(bark, start, end, 0.15, 0.06, 5, BARK, rng)
|
||||
|
||||
var crown := top + Vector3(0, 1.4, 0)
|
||||
var col := _mul(leaf_col, rng.randf_range(0.92, 1.08))
|
||||
var blobs := rng.randi_range(6, 9)
|
||||
for i in range(blobs):
|
||||
var c := crown + Vector3(rng.randf_range(-1.7, 1.7), rng.randf_range(-0.6, 1.2), rng.randf_range(-1.7, 1.7))
|
||||
if i == 0:
|
||||
c = crown + Vector3(0, 0.8, 0)
|
||||
var r := rng.randf_range(1.0, 1.6)
|
||||
_blob(leaf, c, Vector3(r, r * 0.82, r), noise, 0.28, _mul(col, rng.randf_range(0.85, 1.15)), rng)
|
||||
|
||||
var mesh := _commit(bark)
|
||||
_commit(leaf, mesh)
|
||||
return {"mesh": mesh, "surfaces": ["bark", "leaf"], "trunk_r": 0.36, "trunk_h": trunk_h}
|
||||
|
||||
## Birch: slim white trunk with dark bands, light airy crown.
|
||||
static func birch(seed: int) -> Dictionary:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var noise := FastNoiseLite.new()
|
||||
noise.seed = seed
|
||||
noise.frequency = 1.5
|
||||
var bark := _begin()
|
||||
var leaf := _begin()
|
||||
var trunk_h := rng.randf_range(6.0, 8.0)
|
||||
var lean := Vector3(rng.randf_range(-0.4, 0.4), 0.0, rng.randf_range(-0.4, 0.4))
|
||||
var off := rng.randf() * TAU
|
||||
var y := -0.4
|
||||
while y < trunk_h:
|
||||
var dark := rng.randf() < 0.3
|
||||
var seg_h := rng.randf_range(0.12, 0.22) if dark else rng.randf_range(0.5, 1.0)
|
||||
var y2 := minf(y + seg_h, trunk_h)
|
||||
var r0 := lerpf(0.18, 0.05, maxf(y, 0.0) / trunk_h)
|
||||
var r1 := lerpf(0.18, 0.05, y2 / trunk_h)
|
||||
var col := BIRCH_DARK if dark else _mul(BIRCH_WHITE, rng.randf_range(0.92, 1.03))
|
||||
_cylinder(bark, Vector3(0, y, 0) + lean * (maxf(y, 0.0) / trunk_h), Vector3(0, y2, 0) + lean * (y2 / trunk_h),
|
||||
r0, r1, 6, col, rng, off)
|
||||
y = y2
|
||||
var col_leaf := _mul(BIRCH_LEAF, rng.randf_range(0.92, 1.08))
|
||||
for i in range(rng.randi_range(5, 7)):
|
||||
var cy := rng.randf_range(trunk_h * 0.5, trunk_h + 0.6)
|
||||
var c := Vector3(rng.randf_range(-0.9, 0.9), cy, rng.randf_range(-0.9, 0.9)) + lean * (cy / trunk_h)
|
||||
var r := rng.randf_range(0.7, 1.1)
|
||||
_blob(leaf, c, Vector3(r, r * 1.35, r), noise, 0.3, _mul(col_leaf, rng.randf_range(0.85, 1.15)), rng)
|
||||
var mesh := _commit(bark)
|
||||
_commit(leaf, mesh)
|
||||
return {"mesh": mesh, "surfaces": ["bark", "leaf"], "trunk_r": 0.2, "trunk_h": trunk_h}
|
||||
|
||||
## Dead tree: bare grey trunk with forked branches.
|
||||
static func dead_tree(seed: int) -> Dictionary:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var bark := _begin()
|
||||
var trunk_h := rng.randf_range(4.0, 6.0)
|
||||
var top := Vector3(rng.randf_range(-0.3, 0.3), trunk_h, rng.randf_range(-0.3, 0.3))
|
||||
_cylinder(bark, Vector3(0, -0.4, 0), top, 0.28, 0.07, 6, BARK_GREY, rng)
|
||||
for i in range(rng.randi_range(4, 6)):
|
||||
var a := rng.randf() * TAU
|
||||
var start := top * rng.randf_range(0.45, 0.95)
|
||||
var end := start + Vector3(cos(a) * rng.randf_range(0.8, 1.6), rng.randf_range(0.5, 1.5), sin(a) * rng.randf_range(0.8, 1.6))
|
||||
_cylinder(bark, start, end, 0.09, 0.03, 4, BARK_GREY, rng)
|
||||
var a2 := a + rng.randf_range(-0.8, 0.8)
|
||||
_cylinder(bark, end, end + Vector3(cos(a2) * 0.6, rng.randf_range(0.3, 0.8), sin(a2) * 0.6), 0.04, 0.015, 4, BARK_GREY, rng)
|
||||
return {"mesh": _commit(bark), "surfaces": ["bark"], "trunk_r": 0.28, "trunk_h": trunk_h}
|
||||
|
||||
# --- small props ------------------------------------------------------------
|
||||
|
||||
static func bush(seed: int) -> Dictionary:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var noise := FastNoiseLite.new()
|
||||
noise.seed = seed
|
||||
noise.frequency = 2.0
|
||||
var leaf := _begin()
|
||||
var col := _mul(BUSH, rng.randf_range(0.9, 1.15))
|
||||
for i in range(rng.randi_range(3, 5)):
|
||||
var r := rng.randf_range(0.45, 0.8)
|
||||
var c := Vector3(rng.randf_range(-0.55, 0.55), rng.randf_range(0.25, 0.6), rng.randf_range(-0.55, 0.55))
|
||||
_blob(leaf, c, Vector3(r, r * 0.8, r), noise, 0.3, _mul(col, rng.randf_range(0.85, 1.15)), rng)
|
||||
return {"mesh": _commit(leaf), "surfaces": ["leaf"]}
|
||||
|
||||
## Faceted rock. `tall` gives slab/pillar shapes for cliff outcrops.
|
||||
static func rock(seed: int, tall: bool) -> ArrayMesh:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var noise := FastNoiseLite.new()
|
||||
noise.seed = seed
|
||||
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
|
||||
noise.frequency = 0.9
|
||||
var squash := Vector3(rng.randf_range(0.9, 1.4), rng.randf_range(0.55, 0.85), rng.randf_range(0.8, 1.2))
|
||||
if tall:
|
||||
squash = Vector3(rng.randf_range(0.7, 1.0), rng.randf_range(1.2, 1.6), rng.randf_range(0.6, 0.9))
|
||||
var st := _begin()
|
||||
var base_col := _mul(ROCK, rng.randf_range(0.9, 1.1))
|
||||
for tr in icosphere(1):
|
||||
var p: Array[Vector3] = []
|
||||
for k in range(3):
|
||||
var q: Vector3 = tr[k]
|
||||
q = q * (1.0 + noise.get_noise_3dv(q) * 0.38) * squash
|
||||
q.y = maxf(q.y, -0.35 * squash.y) # flat-ish base so it sits on the ground
|
||||
p.append(q)
|
||||
_tri(st, p[0], p[1], p[2], p[0] + p[1] + p[2], _mul(base_col, rng.randf_range(0.82, 1.12)))
|
||||
return _commit(st)
|
||||
|
||||
static func log_mesh(seed: int, length: float, radius: float) -> ArrayMesh:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var st := _begin()
|
||||
_cylinder(st, Vector3(-length * 0.5, 0, 0), Vector3(length * 0.5, 0, 0), radius, radius * 0.85, 8, BARK, rng, -1.0, WOOD)
|
||||
return _commit(st)
|
||||
|
||||
static func stump_mesh(seed: int, height: float, radius: float) -> ArrayMesh:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var st := _begin()
|
||||
_cylinder(st, Vector3(0, -0.3, 0), Vector3(0, height, 0), radius * 1.15, radius, 8, BARK, rng, -1.0, WOOD)
|
||||
return _commit(st)
|
||||
|
||||
## A clump of tapered blades. UV.y = 0 at the root, 1 at the tip (drives wind).
|
||||
static func grass_clump(seed: int, blades: int = 10) -> ArrayMesh:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var st := SurfaceTool.new()
|
||||
st.begin(Mesh.PRIMITIVE_TRIANGLES)
|
||||
for i in range(blades):
|
||||
var a := rng.randf() * TAU
|
||||
var rr := sqrt(rng.randf()) * 0.3
|
||||
var pos := Vector3(cos(a) * rr, -0.05, sin(a) * rr)
|
||||
var face := rng.randf() * TAU
|
||||
var side := Vector3(cos(face), 0.0, sin(face))
|
||||
var fwd := Vector3(-side.z, 0.0, side.x)
|
||||
var h := rng.randf_range(0.32, 0.72)
|
||||
var w := rng.randf_range(0.035, 0.06)
|
||||
var bend := rng.randf_range(0.08, 0.28)
|
||||
var b0 := pos - side * w
|
||||
var b1 := pos + side * w
|
||||
var mc := pos + fwd * bend * 0.35 + Vector3(0, h * 0.55, 0)
|
||||
var m0 := mc - side * w * 0.7
|
||||
var m1 := mc + side * w * 0.7
|
||||
var tip := pos + fwd * bend + Vector3(0, h, 0)
|
||||
var u := rng.randf()
|
||||
var data := [[b0, 0.0], [b1, 0.0], [m1, 0.55], [b0, 0.0], [m1, 0.55], [m0, 0.55], [m0, 0.55], [m1, 0.55], [tip, 1.0]]
|
||||
for d in data:
|
||||
st.set_normal(Vector3.UP)
|
||||
st.set_uv(Vector2(u, d[1]))
|
||||
st.add_vertex(d[0])
|
||||
return st.commit()
|
||||
|
||||
## Small flower: a stem (surface 0) and a five-petal head (surface 1, white so
|
||||
## the MultiMesh instance colour tints it).
|
||||
static func flower(seed: int) -> ArrayMesh:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed
|
||||
var stem := _begin()
|
||||
var head := _begin()
|
||||
var h := 0.32
|
||||
var c := Vector3(0, h, 0)
|
||||
_tri(stem, Vector3(-0.012, -0.05, 0), Vector3(0.012, -0.05, 0), c, Vector3.BACK, STEM)
|
||||
_tri(stem, Vector3(0, -0.05, -0.012), Vector3(0, -0.05, 0.012), c, Vector3.RIGHT, STEM)
|
||||
for k in range(5):
|
||||
var a := TAU * k / 5.0
|
||||
var tip := c + Vector3(cos(a) * 0.085, 0.025, sin(a) * 0.085)
|
||||
var l := c + Vector3(cos(a - 0.45) * 0.045, 0.012, sin(a - 0.45) * 0.045)
|
||||
var r := c + Vector3(cos(a + 0.45) * 0.045, 0.012, sin(a + 0.45) * 0.045)
|
||||
_tri(head, c, l, tip, Vector3.UP, Color.WHITE)
|
||||
_tri(head, c, tip, r, Vector3.UP, Color.WHITE)
|
||||
var mesh := _commit(stem)
|
||||
_commit(head, mesh)
|
||||
return mesh
|
||||
1
scripts/world/proc_mesh.gd.uid
Normal file
1
scripts/world/proc_mesh.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bm5bwoxetmp4s
|
||||
@@ -1,94 +1,502 @@
|
||||
extends Node3D
|
||||
## M0 mood props — a few low-poly trees and rocks built from primitives in code,
|
||||
## so the scene looks "alive" with no imported assets. These are placeholders;
|
||||
## real low-poly models (free asset packs, see docs/ROADMAP.md M0) replace them.
|
||||
## Scenery: forests, rocks, cliff outcrops, bushes, logs, grass and flowers.
|
||||
##
|
||||
## place_on(terrain) is called by world.gd once the terrain exists, so each prop
|
||||
## sits on the real ground height instead of floating at Y=0.
|
||||
## All placement is seeded, so a server and its clients would agree on where
|
||||
## every tree is (docs/ARCHITECTURE.md §4). Rendering uses MultiMesh batches
|
||||
## bucketed into CELL x CELL world cells: a few hundred draw batches instead of
|
||||
## thousands of nodes, and off-screen cells get frustum-culled.
|
||||
##
|
||||
## Trees, logs and larger rocks in or near the walkable valley get simple
|
||||
## collision. Grass is streamed in tiles around the player because it's too
|
||||
## dense to place over the whole map at once.
|
||||
|
||||
var _terrain: Node3D
|
||||
const ProcMesh = preload("res://scripts/world/proc_mesh.gd")
|
||||
|
||||
func place_on(terrain: Node3D) -> void:
|
||||
_terrain = terrain
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = 42
|
||||
for i in range(18):
|
||||
var x := rng.randf_range(-55.0, 55.0)
|
||||
var z := rng.randf_range(-55.0, 55.0)
|
||||
var y: float = _terrain.sample_height(x, z)
|
||||
if rng.randf() < 0.65:
|
||||
_make_tree(Vector3(x, y, z), rng)
|
||||
else:
|
||||
_make_rock(Vector3(x, y, z), rng)
|
||||
const CELL := 48.0
|
||||
const GRASS_TILE := 12.0
|
||||
const FLOWER_COLORS := [
|
||||
Color(0.96, 0.95, 0.90), Color(0.98, 0.84, 0.25), Color(0.62, 0.42, 0.86),
|
||||
Color(0.45, 0.60, 0.95), Color(0.93, 0.45, 0.55),
|
||||
]
|
||||
|
||||
func _make_tree(pos: Vector3, rng: RandomNumberGenerator) -> void:
|
||||
@export var world_seed: int = 1337
|
||||
@export var tree_spacing: float = 3.6
|
||||
@export var forest_density: float = 1.0
|
||||
@export var grass_spacing: float = 0.42
|
||||
@export var grass_view_distance: float = 55.0
|
||||
@export var grass_tiles_per_update: int = 6
|
||||
|
||||
var terrain: Node3D
|
||||
var _player: Node3D
|
||||
var _spawn := Vector3.ZERO
|
||||
var _forest_noise := FastNoiseLite.new()
|
||||
var _meadow_noise := FastNoiseLite.new()
|
||||
var _colliders: StaticBody3D
|
||||
|
||||
var _bark_mat: StandardMaterial3D
|
||||
var _leaf_mat: ShaderMaterial
|
||||
var _rock_mat: ShaderMaterial
|
||||
var _grass_mat: ShaderMaterial
|
||||
|
||||
var _grass_root: Node3D
|
||||
var _grass_tiles: Dictionary = {} # Vector2i -> Node3D (or null for empty tiles)
|
||||
var _grass_mesh: ArrayMesh
|
||||
var _flower_mesh: ArrayMesh
|
||||
var _grass_timer := 0.0
|
||||
|
||||
func place_on(t: Node3D, player: Node3D, spawn: Vector3) -> void:
|
||||
terrain = t
|
||||
_player = player
|
||||
_spawn = spawn
|
||||
_forest_noise.seed = world_seed + 11
|
||||
_forest_noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
|
||||
_forest_noise.frequency = 0.011
|
||||
_forest_noise.fractal_octaves = 3
|
||||
_meadow_noise.seed = world_seed + 23
|
||||
_meadow_noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
|
||||
_meadow_noise.frequency = 0.03
|
||||
_meadow_noise.fractal_octaves = 2
|
||||
|
||||
_colliders = StaticBody3D.new()
|
||||
_colliders.name = "PropColliders"
|
||||
add_child(_colliders)
|
||||
|
||||
_make_materials()
|
||||
_scatter_trees()
|
||||
_scatter_rocks()
|
||||
_scatter_bushes()
|
||||
_place_logs()
|
||||
|
||||
_grass_root = Node3D.new()
|
||||
_grass_root.name = "Grass"
|
||||
add_child(_grass_root)
|
||||
_grass_mesh = ProcMesh.grass_clump(world_seed + 5)
|
||||
_grass_mesh.surface_set_material(0, _grass_mat)
|
||||
_flower_mesh = ProcMesh.flower(world_seed + 6)
|
||||
var stem := StandardMaterial3D.new()
|
||||
stem.vertex_color_use_as_albedo = true
|
||||
stem.vertex_color_is_srgb = true
|
||||
stem.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
var head := stem.duplicate() as StandardMaterial3D
|
||||
head.roughness = 0.7
|
||||
_flower_mesh.surface_set_material(0, stem)
|
||||
_flower_mesh.surface_set_material(1, head)
|
||||
_update_grass(100000) # everything in range, before the first frame
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
if _player == null:
|
||||
return
|
||||
_grass_timer -= delta
|
||||
if _grass_timer > 0.0:
|
||||
return
|
||||
_grass_timer = 0.2
|
||||
_update_grass(grass_tiles_per_update)
|
||||
|
||||
# --- materials --------------------------------------------------------------
|
||||
|
||||
func _make_materials() -> void:
|
||||
var noise_tex: Texture2D = terrain.noise_tex
|
||||
_bark_mat = StandardMaterial3D.new()
|
||||
_bark_mat.vertex_color_use_as_albedo = true
|
||||
_bark_mat.vertex_color_is_srgb = true
|
||||
_bark_mat.roughness = 1.0
|
||||
|
||||
_leaf_mat = ShaderMaterial.new()
|
||||
_leaf_mat.shader = preload("res://shaders/foliage.gdshader")
|
||||
_leaf_mat.set_shader_parameter("noise_tex", noise_tex)
|
||||
|
||||
_rock_mat = ShaderMaterial.new()
|
||||
_rock_mat.shader = preload("res://shaders/rock.gdshader")
|
||||
_rock_mat.set_shader_parameter("noise_tex", noise_tex)
|
||||
_rock_mat.set_shader_parameter("snow_height", terrain.snow_height)
|
||||
|
||||
_grass_mat = ShaderMaterial.new()
|
||||
_grass_mat.shader = preload("res://shaders/grass.gdshader")
|
||||
_grass_mat.set_shader_parameter("noise_tex", noise_tex)
|
||||
_grass_mat.set_shader_parameter("grass_lush", terrain.grass_lush)
|
||||
_grass_mat.set_shader_parameter("grass_dry", terrain.grass_dry)
|
||||
|
||||
func _apply_materials(v: Dictionary) -> Dictionary:
|
||||
var mesh: ArrayMesh = v.mesh
|
||||
var surfaces: Array = v.surfaces
|
||||
for i in range(surfaces.size()):
|
||||
mesh.surface_set_material(i, _bark_mat if surfaces[i] == "bark" else _leaf_mat)
|
||||
return v
|
||||
|
||||
# --- helpers ----------------------------------------------------------------
|
||||
|
||||
## Jittered grid covering the whole chunk.
|
||||
func _jittered(spacing: float, rng: RandomNumberGenerator) -> PackedVector2Array:
|
||||
var pts := PackedVector2Array()
|
||||
var half: float = terrain.size * 0.5 - 2.0
|
||||
var z := -half
|
||||
while z < half:
|
||||
var x := -half
|
||||
while x < half:
|
||||
pts.append(Vector2(x + rng.randf() * spacing, z + rng.randf() * spacing))
|
||||
x += spacing
|
||||
z += spacing
|
||||
return pts
|
||||
|
||||
func _forest(x: float, z: float) -> float:
|
||||
return smoothstep(-0.15, 0.35, _forest_noise.get_noise_2d(x, z))
|
||||
|
||||
func _group(groups: Dictionary, x: float, z: float, vi: int, xf: Transform3D) -> void:
|
||||
var key := Vector3i(floori(x / CELL), floori(z / CELL), vi)
|
||||
if not groups.has(key):
|
||||
groups[key] = []
|
||||
groups[key].append(xf)
|
||||
|
||||
func _flush(groups: Dictionary, meshes: Array, shadows: bool, label: String) -> void:
|
||||
var root := Node3D.new()
|
||||
root.position = pos
|
||||
root.name = label
|
||||
add_child(root)
|
||||
for key: Vector3i in groups:
|
||||
root.add_child(_mm_instance(meshes[key.z], groups[key], [], shadows))
|
||||
|
||||
var trunk := MeshInstance3D.new()
|
||||
var tm := CylinderMesh.new()
|
||||
tm.top_radius = 0.18
|
||||
tm.bottom_radius = 0.28
|
||||
tm.height = 3.0
|
||||
trunk.mesh = tm
|
||||
trunk.position = Vector3(0, 1.5, 0)
|
||||
trunk.material_override = _mat(Color(0.33, 0.24, 0.16))
|
||||
root.add_child(trunk)
|
||||
func _mm_instance(mesh: Mesh, xforms: Array, colors: Array, shadows: bool) -> MultiMeshInstance3D:
|
||||
var mm := MultiMesh.new()
|
||||
mm.transform_format = MultiMesh.TRANSFORM_3D
|
||||
mm.use_colors = not colors.is_empty() # must be set before instance_count
|
||||
mm.mesh = mesh
|
||||
mm.instance_count = xforms.size()
|
||||
for i in range(xforms.size()):
|
||||
mm.set_instance_transform(i, xforms[i])
|
||||
if not colors.is_empty():
|
||||
mm.set_instance_color(i, colors[i])
|
||||
var mmi := MultiMeshInstance3D.new()
|
||||
mmi.multimesh = mm
|
||||
mmi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON if shadows else GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
return mmi
|
||||
|
||||
# Collision: a capsule around the trunk so you can't walk through the tree.
|
||||
var body := StaticBody3D.new()
|
||||
root.add_child(body)
|
||||
var col := CollisionShape3D.new()
|
||||
var cap := CapsuleShape3D.new()
|
||||
cap.radius = 0.35
|
||||
cap.height = 4.0
|
||||
col.shape = cap
|
||||
col.position = Vector3(0, 2.0, 0)
|
||||
body.add_child(col)
|
||||
## Basis that tips `UP` part-way toward the ground normal, then yaws and scales.
|
||||
func _ground_basis(normal: Vector3, follow: float, yaw: float, s: float) -> Basis:
|
||||
var up := Vector3.UP.lerp(normal, follow).normalized()
|
||||
var b := Basis(Vector3.UP, yaw)
|
||||
var axis := Vector3.UP.cross(up)
|
||||
if axis.length() > 0.0001:
|
||||
b = Basis(axis.normalized(), Vector3.UP.angle_to(up)) * b
|
||||
return b * Basis.from_scale(Vector3.ONE * s)
|
||||
|
||||
# Low-poly conifer canopy: stacked cones.
|
||||
var h := 3.0
|
||||
for j in range(3):
|
||||
var cone := MeshInstance3D.new()
|
||||
var cm := CylinderMesh.new()
|
||||
cm.top_radius = 0.0
|
||||
cm.bottom_radius = 1.6 - j * 0.4
|
||||
cm.height = 1.6
|
||||
cm.radial_segments = 6 # low-poly
|
||||
cone.mesh = cm
|
||||
cone.position = Vector3(0, h + j * 1.0, 0)
|
||||
cone.material_override = _mat(Color(0.16, 0.34, 0.2))
|
||||
root.add_child(cone)
|
||||
func _add_shape(shape: Shape3D, xf: Transform3D) -> void:
|
||||
var cs := CollisionShape3D.new()
|
||||
cs.shape = shape
|
||||
cs.transform = xf
|
||||
_colliders.add_child(cs)
|
||||
|
||||
root.rotate_y(rng.randf_range(0, TAU))
|
||||
var s := rng.randf_range(0.85, 1.35)
|
||||
root.scale = Vector3(s, s, s)
|
||||
# --- trees ------------------------------------------------------------------
|
||||
|
||||
func _make_rock(pos: Vector3, rng: RandomNumberGenerator) -> void:
|
||||
var rock := MeshInstance3D.new()
|
||||
var bm := BoxMesh.new()
|
||||
var box_size := Vector3(rng.randf_range(0.8, 1.8), rng.randf_range(0.6, 1.2), rng.randf_range(0.8, 1.8))
|
||||
bm.size = box_size
|
||||
rock.mesh = bm
|
||||
rock.position = pos + Vector3(0, 0.3, 0)
|
||||
rock.rotation = Vector3(rng.randf_range(-0.2, 0.2), rng.randf_range(0, TAU), rng.randf_range(-0.2, 0.2))
|
||||
rock.material_override = _mat(Color(0.42, 0.42, 0.45))
|
||||
add_child(rock)
|
||||
func _scatter_trees() -> void:
|
||||
var variants: Array = []
|
||||
var conifers: Array[int] = []
|
||||
var broad: Array[int] = []
|
||||
var birches: Array[int] = []
|
||||
for i in range(3):
|
||||
conifers.append(variants.size()); variants.append(_apply_materials(ProcMesh.conifer(world_seed + 100 + i, false)))
|
||||
for i in range(2):
|
||||
conifers.append(variants.size()); variants.append(_apply_materials(ProcMesh.conifer(world_seed + 110 + i, true)))
|
||||
for i in range(3):
|
||||
var col: Color = ProcMesh.LEAF_GOLD if i == 2 else ProcMesh.LEAF_GREEN
|
||||
broad.append(variants.size()); variants.append(_apply_materials(ProcMesh.broadleaf(world_seed + 120 + i, col)))
|
||||
for i in range(2):
|
||||
birches.append(variants.size()); variants.append(_apply_materials(ProcMesh.birch(world_seed + 130 + i)))
|
||||
var dead := variants.size()
|
||||
variants.append(_apply_materials(ProcMesh.dead_tree(world_seed + 140)))
|
||||
|
||||
# Collision: a box matching the rock mesh.
|
||||
var body := StaticBody3D.new()
|
||||
body.position = rock.position
|
||||
body.rotation = rock.rotation
|
||||
add_child(body)
|
||||
var col := CollisionShape3D.new()
|
||||
var box := BoxShape3D.new()
|
||||
box.size = box_size
|
||||
col.shape = box
|
||||
body.add_child(col)
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = world_seed + 1
|
||||
var groups := {}
|
||||
for p in _jittered(tree_spacing, rng):
|
||||
# Draw every random number up front so the sequence never depends on
|
||||
# which branch below is taken (stable layout when rules are tweaked).
|
||||
var roll := rng.randf()
|
||||
var pick := rng.randf()
|
||||
var yaw := rng.randf() * TAU
|
||||
var s := rng.randf_range(0.75, 1.3)
|
||||
var h: float = terrain.sample_height(p.x, p.y)
|
||||
if roll > _tree_chance(p.x, p.y, h) * forest_density:
|
||||
continue
|
||||
var vi: int
|
||||
var conifer_p := lerpf(0.4, 0.97, smoothstep(2.0, 24.0, h))
|
||||
if pick < 0.025:
|
||||
vi = dead
|
||||
elif pick < conifer_p:
|
||||
vi = conifers[int(pick * 9973.0) % conifers.size()]
|
||||
elif (pick - conifer_p) / (1.0 - conifer_p) < 0.6:
|
||||
vi = broad[int(pick * 7919.0) % broad.size()]
|
||||
else:
|
||||
vi = birches[int(pick * 7919.0) % birches.size()]
|
||||
var xf := Transform3D(Basis(Vector3.UP, yaw) * Basis.from_scale(Vector3.ONE * s), Vector3(p.x, h - 0.1, p.y))
|
||||
_group(groups, p.x, p.y, vi, xf)
|
||||
if terrain.inside_boundary(p.x, p.y, -4.0):
|
||||
var v: Dictionary = variants[vi]
|
||||
var cap := CapsuleShape3D.new()
|
||||
cap.radius = v.trunk_r * s
|
||||
cap.height = maxf(v.trunk_h * s, cap.radius * 2.0 + 0.1)
|
||||
_add_shape(cap, Transform3D(Basis(), Vector3(p.x, h + cap.height * 0.5, p.y)))
|
||||
var meshes := variants.map(func(v): return v.mesh)
|
||||
_flush(groups, meshes, true, "Trees")
|
||||
|
||||
func _mat(c: Color) -> StandardMaterial3D:
|
||||
var m := StandardMaterial3D.new()
|
||||
m.albedo_color = c
|
||||
m.roughness = 0.95
|
||||
return m
|
||||
## Open grassy strip along the sea-cliff edge: no trees, bushes or boulders, so
|
||||
## the view out to sea is clear and you can walk right up to the edge.
|
||||
func _on_clifftop(x: float, z: float) -> bool:
|
||||
return terrain.sea_weight(x, z) > 0.5 and not terrain.inside_boundary(x, z, 10.0) \
|
||||
and terrain.inside_boundary(x, z, -8.0)
|
||||
|
||||
func _tree_chance(x: float, z: float, h: float) -> float:
|
||||
if h < terrain.water_level + 0.8:
|
||||
return 0.0
|
||||
if Vector2(x - _spawn.x, z - _spawn.z).length() < 9.0 or _on_clifftop(x, z):
|
||||
return 0.0
|
||||
var n: Vector3 = terrain.sample_normal(x, z)
|
||||
var slope := 1.0 - n.y
|
||||
if slope > 0.5:
|
||||
return 0.0
|
||||
var c := lerpf(0.035, 0.8, _forest(x, z))
|
||||
c *= 1.0 - smoothstep(0.25, 0.5, slope)
|
||||
c *= 1.0 - smoothstep(terrain.snow_height - 12.0, terrain.snow_height - 2.0, h)
|
||||
return c
|
||||
|
||||
# --- rocks ------------------------------------------------------------------
|
||||
|
||||
func _scatter_rocks() -> void:
|
||||
var meshes: Array = []
|
||||
var hulls: Array = []
|
||||
for i in range(7):
|
||||
var m := ProcMesh.rock(world_seed + 300 + i, i >= 5)
|
||||
m.surface_set_material(0, _rock_mat)
|
||||
meshes.append(m)
|
||||
hulls.append((m.create_convex_shape(true, true) as ConvexPolygonShape3D).points)
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = world_seed + 2
|
||||
var groups := {}
|
||||
|
||||
# Small stones: everywhere, more on slopes and in the shallows.
|
||||
for p in _jittered(6.0, rng):
|
||||
var roll := rng.randf(); var vi := rng.randi_range(0, 4); var yaw := rng.randf() * TAU
|
||||
var s := rng.randf_range(0.2, 0.75)
|
||||
var h: float = terrain.sample_height(p.x, p.y)
|
||||
var n: Vector3 = terrain.sample_normal(p.x, p.y)
|
||||
var chance := 0.1 + (1.0 - n.y) * 0.8
|
||||
if h < terrain.water_level - 2.0 or roll > chance:
|
||||
continue
|
||||
_place_rock(groups, meshes, hulls, p, h, n, vi, yaw, s, 0.6, 0.25)
|
||||
|
||||
# Boulders: sparse, a little more common in forests.
|
||||
for p in _jittered(14.0, rng):
|
||||
var roll := rng.randf(); var vi := rng.randi_range(0, 4); var yaw := rng.randf() * TAU
|
||||
var s := rng.randf_range(1.2, 3.0)
|
||||
var h: float = terrain.sample_height(p.x, p.y)
|
||||
var n: Vector3 = terrain.sample_normal(p.x, p.y)
|
||||
if h < terrain.water_level - 0.5 or Vector2(p.x - _spawn.x, p.y - _spawn.z).length() < 8.0 or _on_clifftop(p.x, p.y):
|
||||
continue
|
||||
if roll > 0.07 + _forest(p.x, p.y) * 0.08:
|
||||
continue
|
||||
_place_rock(groups, meshes, hulls, p, h, n, vi, yaw, s, 0.5, 0.3)
|
||||
|
||||
# Cliff outcrops: big slabs breaking up the steep mountain faces.
|
||||
for p in _jittered(8.0, rng):
|
||||
var roll := rng.randf(); var vi := rng.randi_range(0, 6); var yaw := rng.randf() * TAU
|
||||
var s := rng.randf_range(3.0, 8.0)
|
||||
var n: Vector3 = terrain.sample_normal(p.x, p.y)
|
||||
if 1.0 - n.y < 0.32 or roll > 0.22:
|
||||
continue
|
||||
var h: float = terrain.sample_height(p.x, p.y)
|
||||
_place_rock(groups, meshes, hulls, p, h, n, vi, yaw, s, 0.9, 0.6)
|
||||
|
||||
# Sea stacks: tall pillars standing off the cliff (no collision, unreachable).
|
||||
var placed := 0
|
||||
var tries := 0
|
||||
while placed < 9 and tries < 200:
|
||||
tries += 1
|
||||
var ang: float = terrain.sea_angle_deg + rng.randf_range(-1.0, 1.0) * (terrain.sea_half_width_deg + 8.0)
|
||||
var p: Vector2 = terrain.coast_point(ang, rng.randf_range(10.0, 48.0))
|
||||
var vi := rng.randi_range(5, 6)
|
||||
var yaw := rng.randf() * TAU
|
||||
var s := rng.randf_range(3.5, 7.0)
|
||||
var h: float = terrain.sample_height(p.x, p.y)
|
||||
if h > terrain.sea_level - 3.0:
|
||||
continue
|
||||
var b := Basis(Vector3.UP, yaw) * Basis.from_scale(Vector3(s, s * rng.randf_range(1.8, 2.6), s))
|
||||
_group(groups, p.x, p.y, vi, Transform3D(b, Vector3(p.x, h - 1.0, p.y)))
|
||||
placed += 1
|
||||
|
||||
_flush(groups, meshes, true, "Rocks")
|
||||
|
||||
func _place_rock(groups: Dictionary, meshes: Array, hulls: Array, p: Vector2, h: float, n: Vector3,
|
||||
vi: int, yaw: float, s: float, follow: float, sink: float) -> void:
|
||||
var b := _ground_basis(n, follow, yaw, s)
|
||||
var pos := Vector3(p.x, h - sink * s, p.y)
|
||||
_group(groups, p.x, p.y, vi, Transform3D(b, pos))
|
||||
if s >= 0.55 and terrain.inside_boundary(p.x, p.y, -6.0):
|
||||
var pts := PackedVector3Array()
|
||||
for q: Vector3 in hulls[vi]:
|
||||
pts.append(q * s)
|
||||
var shape := ConvexPolygonShape3D.new()
|
||||
shape.points = pts
|
||||
_add_shape(shape, Transform3D(b.orthonormalized(), pos))
|
||||
|
||||
# --- bushes, logs, stumps ---------------------------------------------------
|
||||
|
||||
func _scatter_bushes() -> void:
|
||||
var meshes: Array = []
|
||||
for i in range(3):
|
||||
meshes.append(_apply_materials(ProcMesh.bush(world_seed + 200 + i)).mesh)
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = world_seed + 3
|
||||
var groups := {}
|
||||
for p in _jittered(4.5, rng):
|
||||
var roll := rng.randf(); var vi := rng.randi_range(0, 2); var yaw := rng.randf() * TAU
|
||||
var s := rng.randf_range(0.7, 1.5)
|
||||
var h: float = terrain.sample_height(p.x, p.y)
|
||||
var n: Vector3 = terrain.sample_normal(p.x, p.y)
|
||||
if h < terrain.water_level + 0.5 or n.y < 0.75 or h > terrain.snow_height - 8.0:
|
||||
continue
|
||||
if Vector2(p.x - _spawn.x, p.y - _spawn.z).length() < 4.0 or _on_clifftop(p.x, p.y):
|
||||
continue
|
||||
var f := _forest(p.x, p.y)
|
||||
var edge := 1.0 - absf(f - 0.5) * 2.0 # forest edges get the most undergrowth
|
||||
if roll > 0.05 + 0.4 * edge:
|
||||
continue
|
||||
_group(groups, p.x, p.y, vi, Transform3D(_ground_basis(n, 0.5, yaw, s), Vector3(p.x, h - 0.1, p.y)))
|
||||
_flush(groups, meshes, true, "Bushes")
|
||||
|
||||
func _place_logs() -> void:
|
||||
var root := Node3D.new()
|
||||
root.name = "Logs"
|
||||
add_child(root)
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = world_seed + 4
|
||||
var logs := 0
|
||||
var stumps := 0
|
||||
var tries := 0
|
||||
while (logs < 22 or stumps < 30) and tries < 4000:
|
||||
tries += 1
|
||||
var x := rng.randf_range(-terrain.play_radius, terrain.play_radius)
|
||||
var z := rng.randf_range(-terrain.play_radius, terrain.play_radius)
|
||||
var yaw := rng.randf() * TAU
|
||||
var make_log := rng.randf() < 0.45
|
||||
if not terrain.inside_boundary(x, z, 6.0) or _forest(x, z) < 0.35:
|
||||
continue
|
||||
var h: float = terrain.sample_height(x, z)
|
||||
var n: Vector3 = terrain.sample_normal(x, z)
|
||||
if h < terrain.water_level + 0.6 or n.y < 0.97 or Vector2(x - _spawn.x, z - _spawn.z).length() < 8.0:
|
||||
continue
|
||||
var mi := MeshInstance3D.new()
|
||||
var shape: Shape3D
|
||||
var xf: Transform3D
|
||||
if make_log and logs < 22:
|
||||
var length := rng.randf_range(3.0, 5.0)
|
||||
var r := rng.randf_range(0.22, 0.34)
|
||||
mi.mesh = ProcMesh.log_mesh(world_seed + 400 + logs, length, r)
|
||||
xf = Transform3D(_ground_basis(n, 1.0, yaw, 1.0), Vector3(x, h + r * 0.75, z))
|
||||
var box := BoxShape3D.new()
|
||||
box.size = Vector3(length, r * 1.8, r * 1.8)
|
||||
shape = box
|
||||
logs += 1
|
||||
elif not make_log and stumps < 30:
|
||||
var sh := rng.randf_range(0.35, 0.7)
|
||||
var r := rng.randf_range(0.25, 0.4)
|
||||
mi.mesh = ProcMesh.stump_mesh(world_seed + 500 + stumps, sh, r)
|
||||
xf = Transform3D(Basis(Vector3.UP, yaw), Vector3(x, h, z))
|
||||
var cyl := CylinderShape3D.new()
|
||||
cyl.radius = r * 1.1
|
||||
cyl.height = sh + 0.3
|
||||
shape = cyl
|
||||
stumps += 1
|
||||
else:
|
||||
mi.free()
|
||||
continue
|
||||
mi.material_override = _bark_mat
|
||||
mi.transform = xf
|
||||
root.add_child(mi)
|
||||
var col_xf := xf
|
||||
if shape is CylinderShape3D:
|
||||
col_xf.origin.y += (shape as CylinderShape3D).height * 0.5 - 0.3
|
||||
_add_shape(shape, col_xf)
|
||||
|
||||
# --- grass streaming --------------------------------------------------------
|
||||
|
||||
func _update_grass(budget: int) -> void:
|
||||
var p := _player.global_position
|
||||
var reach := grass_view_distance + GRASS_TILE
|
||||
var c := Vector2i(floori(p.x / GRASS_TILE), floori(p.z / GRASS_TILE))
|
||||
var tr := int(ceil(reach / GRASS_TILE))
|
||||
var wanted := {}
|
||||
var todo: Array = []
|
||||
for dz in range(-tr, tr + 1):
|
||||
for dx in range(-tr, tr + 1):
|
||||
var k := c + Vector2i(dx, dz)
|
||||
var d := Vector2((k.x + 0.5) * GRASS_TILE, (k.y + 0.5) * GRASS_TILE).distance_to(Vector2(p.x, p.z))
|
||||
if d > reach:
|
||||
continue
|
||||
wanted[k] = true
|
||||
if not _grass_tiles.has(k):
|
||||
todo.append([d, k])
|
||||
todo.sort_custom(func(a, b): return a[0] < b[0])
|
||||
for i in range(mini(budget, todo.size())):
|
||||
var k: Vector2i = todo[i][1]
|
||||
_grass_tiles[k] = _make_grass_tile(k)
|
||||
for k: Vector2i in _grass_tiles.keys():
|
||||
if wanted.has(k):
|
||||
continue
|
||||
var d := Vector2((k.x + 0.5) * GRASS_TILE, (k.y + 0.5) * GRASS_TILE).distance_to(Vector2(p.x, p.z))
|
||||
if d > reach + GRASS_TILE * 1.5:
|
||||
var node = _grass_tiles[k]
|
||||
if node != null and is_instance_valid(node):
|
||||
node.queue_free()
|
||||
_grass_tiles.erase(k)
|
||||
|
||||
func _make_grass_tile(k: Vector2i) -> Node3D:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = hash(k) ^ world_seed
|
||||
var ox := k.x * GRASS_TILE
|
||||
var oz := k.y * GRASS_TILE
|
||||
var centre := Vector3(ox + GRASS_TILE * 0.5, 0.0, oz + GRASS_TILE * 0.5)
|
||||
var grass_xf: Array = []
|
||||
var flower_xf: Array = []
|
||||
var flower_col: Array = []
|
||||
var steps := int(GRASS_TILE / grass_spacing)
|
||||
for iz in range(steps):
|
||||
for ix in range(steps):
|
||||
var x := ox + (ix + rng.randf()) * grass_spacing
|
||||
var z := oz + (iz + rng.randf()) * grass_spacing
|
||||
var keep := rng.randf(); var yaw := rng.randf() * TAU
|
||||
var s := rng.randf_range(0.75, 1.25); var fl := rng.randf()
|
||||
if not terrain.in_bounds(x, z):
|
||||
continue
|
||||
var h: float = terrain.sample_height(x, z)
|
||||
if h < terrain.water_level + 0.25 or h > terrain.snow_height - 6.0:
|
||||
continue
|
||||
var n: Vector3 = terrain.sample_normal(x, z)
|
||||
if n.y < 0.72:
|
||||
continue
|
||||
var meadow := _meadow_noise.get_noise_2d(x, z)
|
||||
var dens := smoothstep(-0.45, 0.1, meadow) * (1.0 - smoothstep(0.85, 0.72, n.y) * 0.7)
|
||||
if keep > dens:
|
||||
continue
|
||||
var tall := lerpf(0.7, 1.35, smoothstep(-0.1, 0.4, meadow))
|
||||
var b := Basis(Vector3.UP, yaw) * Basis.from_scale(Vector3(s, s * tall, s))
|
||||
grass_xf.append(Transform3D(b, Vector3(x - centre.x, h - 0.03, z - centre.z)))
|
||||
if fl < 0.02 * smoothstep(0.0, 0.4, meadow):
|
||||
var ci := int(absf(_forest_noise.get_noise_2d(x * 3.0, z * 3.0)) * 10.0) % FLOWER_COLORS.size()
|
||||
flower_xf.append(Transform3D(Basis(Vector3.UP, yaw) * Basis.from_scale(Vector3.ONE * s), Vector3(x - centre.x, h, z - centre.z)))
|
||||
flower_col.append(FLOWER_COLORS[ci])
|
||||
if grass_xf.is_empty():
|
||||
return null
|
||||
var node := Node3D.new()
|
||||
node.position = centre
|
||||
var g := _mm_instance(_grass_mesh, grass_xf, [], false)
|
||||
_fade(g, grass_view_distance)
|
||||
node.add_child(g)
|
||||
if not flower_xf.is_empty():
|
||||
var f := _mm_instance(_flower_mesh, flower_xf, flower_col, false)
|
||||
_fade(f, grass_view_distance * 0.7)
|
||||
node.add_child(f)
|
||||
_grass_root.add_child(node)
|
||||
return node
|
||||
|
||||
func _fade(gi: GeometryInstance3D, dist: float) -> void:
|
||||
gi.visibility_range_end = dist
|
||||
gi.visibility_range_end_margin = 10.0
|
||||
gi.visibility_range_fade_mode = GeometryInstance3D.VISIBILITY_RANGE_FADE_SELF
|
||||
|
||||
1
scripts/world/props.gd.uid
Normal file
1
scripts/world/props.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://0o8ocjpya04q
|
||||
@@ -1,31 +1,78 @@
|
||||
extends Node3D
|
||||
## Terrain generator — M0 placeholder.
|
||||
## Terrain generator.
|
||||
##
|
||||
## Builds ONE heightmap chunk from deterministic noise, so the world already
|
||||
## looks like rolling ground rather than a flat plane. Single chunk, generated at
|
||||
## _ready(). Chunk streaming, biomes and server-side determinism (see
|
||||
## docs/ARCHITECTURE.md §4) come in later milestones.
|
||||
## One heightmap chunk built from deterministic noise: a walkable valley of
|
||||
## rolling hills with a lake, enclosed by a ring of steep mountains that opens on
|
||||
## one side to a sheer sea cliff. The whole chunk is an island: its edge sinks
|
||||
## into ocean so the end of the mesh is never visible.
|
||||
##
|
||||
## Collision uses MeshInstance3D.create_trimesh_collision() (mesh-derived), which
|
||||
## registers reliably in the physics space. A hand-built ConcavePolygonShape3D
|
||||
## via set_faces() did NOT register (player/rays passed through) — avoid it.
|
||||
## The rim is the world boundary: mountain slopes are too steep to walk up
|
||||
## (> floor_max_angle), and an invisible wall stands partway up them, or just
|
||||
## inside the cliff edge on the sea side, so nobody can climb out or fall off. Chunk
|
||||
## streaming and biomes come in later milestones (docs/ARCHITECTURE.md §4).
|
||||
##
|
||||
## Exposes `sample_height(x, z)` so other systems (player spawn, prop placement)
|
||||
## can sit exactly on the surface.
|
||||
## Heights are computed once into a grid that feeds the render mesh, the
|
||||
## collision shape and `sample_height()`, so props and the player sit exactly on
|
||||
## the visible surface.
|
||||
##
|
||||
## Collision is a HeightMapShape3D. Do NOT swap it for a concave trimesh: those
|
||||
## are one-sided and the player fell straight through them from above.
|
||||
|
||||
signal ready_built ## emitted once the mesh + collision exist
|
||||
|
||||
@export var size: int = 128 # chunk is size x size metres
|
||||
@export var resolution: int = 96 # vertices per side (higher = smoother/heavier)
|
||||
@export var height_scale: float = 10.0
|
||||
@export var size: int = 320 ## chunk is size x size metres
|
||||
@export var resolution: int = 256 ## grid cells per side
|
||||
@export var height_scale: float = 9.0 ## rolling-hill amplitude in the valley
|
||||
@export var noise_seed: int = 1337
|
||||
|
||||
var _noise: FastNoiseLite
|
||||
@export_group("Boundary")
|
||||
@export var play_radius: float = 100.0 ## where the mountain rim starts rising
|
||||
@export var rim_width: float = 30.0 ## horizontal run of the rim's steep face
|
||||
@export var mountain_height: float = 58.0
|
||||
@export var rim_warp: float = 16.0 ## how irregular the rim's outline is
|
||||
@export_range(0.2, 0.9) var wall_frac: float = 0.45 ## invisible wall, as a fraction up the rim
|
||||
|
||||
@export_group("Sea cliff")
|
||||
@export var sea_angle_deg: float = -75.0 ## direction of the coast (atan2(z, x); -90 = straight -Z)
|
||||
@export var sea_half_width_deg: float = 38.0 ## full-sea arc either side of sea_angle
|
||||
@export var sea_fade_deg: float = 22.0 ## headland transition back to mountains
|
||||
@export var sea_level: float = -24.0
|
||||
@export var cliff_top: float = 0.5 ## height the coast rises/falls to at the edge
|
||||
@export var cliff_offset: float = 4.0 ## cliff edge, in rim distance past play_radius
|
||||
@export var cliff_drop_width: float = 6.0 ## horizontal run of the drop (smaller = sheerer)
|
||||
|
||||
@export_group("Water & snow")
|
||||
@export var water_level: float = -2.6
|
||||
@export var lake_center: Vector2 = Vector2(14.0, -46.0)
|
||||
@export var lake_radius: float = 24.0
|
||||
@export var snow_height: float = 40.0
|
||||
|
||||
@export_group("Colours")
|
||||
@export var grass_lush: Color = Color(0.25, 0.40, 0.15)
|
||||
@export var grass_dry: Color = Color(0.42, 0.49, 0.21)
|
||||
|
||||
var built: bool = false
|
||||
var min_height: float = 0.0
|
||||
var max_height: float = 0.0
|
||||
var step: float = 1.0
|
||||
var half: float = 0.0
|
||||
var material: ShaderMaterial
|
||||
var noise_tex: NoiseTexture2D ## shared by every world shader (see common.gdshaderinc)
|
||||
var normal_tex: NoiseTexture2D ## detail normal map for ground and water
|
||||
|
||||
var _noise: FastNoiseLite
|
||||
var _detail: FastNoiseLite
|
||||
var _ridge: FastNoiseLite
|
||||
var _warp: FastNoiseLite
|
||||
var _wall_ring: Array[Vector3] = []
|
||||
var _heights := PackedFloat32Array()
|
||||
var _normals := PackedVector3Array()
|
||||
|
||||
func _ready() -> void:
|
||||
_build()
|
||||
|
||||
# --- height function --------------------------------------------------------
|
||||
|
||||
func _ensure_noise() -> void:
|
||||
if _noise != null:
|
||||
return
|
||||
@@ -35,95 +82,379 @@ func _ensure_noise() -> void:
|
||||
_noise.frequency = 0.012
|
||||
_noise.fractal_octaves = 4
|
||||
|
||||
_detail = FastNoiseLite.new()
|
||||
_detail.seed = noise_seed + 1
|
||||
_detail.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
|
||||
_detail.frequency = 0.06
|
||||
_detail.fractal_octaves = 2
|
||||
|
||||
_ridge = FastNoiseLite.new()
|
||||
_ridge.seed = noise_seed + 2
|
||||
_ridge.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
|
||||
_ridge.frequency = 0.022
|
||||
_ridge.fractal_octaves = 4
|
||||
|
||||
_warp = FastNoiseLite.new()
|
||||
_warp.seed = noise_seed + 3
|
||||
_warp.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
|
||||
_warp.frequency = 0.03
|
||||
|
||||
## Radial offset that makes the rim wobble instead of being a perfect circle.
|
||||
## Sampled around a circle, so it depends only on the angle from the centre.
|
||||
func _rim_offset(x: float, z: float) -> float:
|
||||
var ang := atan2(z, x)
|
||||
return _warp.get_noise_2d(cos(ang) * 50.0, sin(ang) * 50.0) * rim_warp
|
||||
|
||||
## "Rim distance": distance from the centre plus the wobble. The rim starts at
|
||||
## play_radius and the invisible wall stands at _wall_d() in this same measure.
|
||||
func _rim_d(x: float, z: float) -> float:
|
||||
return sqrt(x * x + z * z) + _rim_offset(x, z)
|
||||
|
||||
func _wall_d() -> float:
|
||||
return play_radius + rim_width * wall_frac
|
||||
|
||||
func _cliff_d() -> float:
|
||||
return play_radius + cliff_offset
|
||||
|
||||
## 1 on the open-sea side of the rim, 0 where the mountains are, smooth between
|
||||
## (the headlands). Depends only on the angle from the centre.
|
||||
func _sea_w(x: float, z: float) -> float:
|
||||
var diff := absf(wrapf(atan2(z, x) - deg_to_rad(sea_angle_deg), -PI, PI))
|
||||
return 1.0 - smoothstep(deg_to_rad(sea_half_width_deg), deg_to_rad(sea_half_width_deg + sea_fade_deg), diff)
|
||||
|
||||
## Boundary threshold in rim distance: partway up the mountains, or just
|
||||
## inside the cliff edge on the sea side.
|
||||
func _wall_threshold(x: float, z: float) -> float:
|
||||
return lerpf(_wall_d(), _cliff_d() - 1.0, _sea_w(x, z))
|
||||
|
||||
func _height_fn(x: float, z: float) -> float:
|
||||
_ensure_noise()
|
||||
var valley := _noise.get_noise_2d(x, z) * height_scale
|
||||
valley += _detail.get_noise_2d(x, z) * 1.4
|
||||
var d := _rim_d(x, z)
|
||||
|
||||
# Mountain rim.
|
||||
var land := valley
|
||||
var t := smoothstep(play_radius, play_radius + rim_width, d)
|
||||
if t > 0.0:
|
||||
var ridge := 1.0 - absf(_ridge.get_noise_2d(x, z))
|
||||
var m := pow(t, 1.4) * mountain_height * (0.65 + 0.55 * ridge)
|
||||
m += maxf(d - (play_radius + rim_width), 0.0) * 0.35 * (0.5 + ridge)
|
||||
# Stepped ledges so the faces read as layered cliffs, not smooth ramps.
|
||||
var band := 6.0
|
||||
var stepped := floorf(m / band) * band + smoothstep(0.35, 0.65, fposmod(m, band) / band) * band
|
||||
m = lerpf(m, stepped, 0.45 * t)
|
||||
land = valley * (1.0 - t * 0.6) + m
|
||||
|
||||
# Sea side: the valley eases to a cliff top, then drops sheer to the seabed.
|
||||
# The edge sits 1 m past the invisible wall at every angle, including the
|
||||
# headlands where the wall moves outward. (With the edge fixed at _cliff_d(),
|
||||
# the headlands dropped away INSIDE the wall: pits you could fall into, with
|
||||
# lake water hanging over them. tests/test_terrain_edges.gd guards this.)
|
||||
var sw := _sea_w(x, z)
|
||||
if sw > 0.0:
|
||||
var edge := _wall_threshold(x, z) + 1.0
|
||||
var top := cliff_top + _detail.get_noise_2d(x * 0.5, z * 0.5) * 1.5
|
||||
var coast := lerpf(valley, top, smoothstep(play_radius - 45.0, edge, d))
|
||||
var seabed := sea_level - 7.0 - minf(maxf(d - edge, 0.0), 60.0) * 0.08 + _detail.get_noise_2d(x, z) * 2.0
|
||||
coast = lerpf(coast, seabed, smoothstep(edge, edge + cliff_drop_width, d))
|
||||
land = lerpf(land, coast, sw)
|
||||
|
||||
# Lake basin: blend the ground down to a bed below the waterline.
|
||||
var ld := Vector2(x - lake_center.x, z - lake_center.y).length()
|
||||
ld += _detail.get_noise_2d(x * 0.5, z * 0.5) * 5.0
|
||||
land = lerpf(land, water_level - 3.2, smoothstep(lake_radius, lake_radius * 0.35, ld))
|
||||
|
||||
# Ocean all round the chunk edge, so the world is an island and the edge of
|
||||
# the mesh is always hidden under deep water.
|
||||
var e := smoothstep(size * 0.5 - 28.0, size * 0.5 - 4.0, sqrt(x * x + z * z))
|
||||
return lerpf(land, sea_level - 10.0 + _detail.get_noise_2d(x, z) * 2.0, e)
|
||||
|
||||
# --- build ------------------------------------------------------------------
|
||||
|
||||
func _build() -> void:
|
||||
_ensure_noise()
|
||||
step = float(size) / float(resolution)
|
||||
half = size * 0.5
|
||||
var n := resolution + 1
|
||||
|
||||
var st := SurfaceTool.new()
|
||||
st.begin(Mesh.PRIMITIVE_TRIANGLES)
|
||||
_heights.resize(n * n)
|
||||
min_height = INF
|
||||
max_height = -INF
|
||||
for iz in range(n):
|
||||
for ix in range(n):
|
||||
var hv := _height_fn(ix * step - half, iz * step - half)
|
||||
_heights[iz * n + ix] = hv
|
||||
min_height = minf(min_height, hv)
|
||||
max_height = maxf(max_height, hv)
|
||||
|
||||
var step := float(size) / float(resolution)
|
||||
var half := size * 0.5
|
||||
var uv_scale := 1.0 / float(size)
|
||||
_normals.resize(n * n)
|
||||
for iz in range(n):
|
||||
for ix in range(n):
|
||||
var hl := _heights[iz * n + maxi(ix - 1, 0)]
|
||||
var hr := _heights[iz * n + mini(ix + 1, resolution)]
|
||||
var hd := _heights[maxi(iz - 1, 0) * n + ix]
|
||||
var hu := _heights[mini(iz + 1, resolution) * n + ix]
|
||||
_normals[iz * n + ix] = Vector3(hl - hr, 2.0 * step, hd - hu).normalized()
|
||||
|
||||
for z in range(resolution):
|
||||
for x in range(resolution):
|
||||
var x0 := x * step - half
|
||||
var z0 := z * step - half
|
||||
var x1 := (x + 1) * step - half
|
||||
var z1 := (z + 1) * step - half
|
||||
|
||||
var p00 := Vector3(x0, sample_height(x0, z0), z0)
|
||||
var p10 := Vector3(x1, sample_height(x1, z0), z0)
|
||||
var p01 := Vector3(x0, sample_height(x0, z1), z1)
|
||||
var p11 := Vector3(x1, sample_height(x1, z1), z1)
|
||||
|
||||
# Winding order chosen so generate_normals() produces UPWARD normals.
|
||||
# (The reverse winding gave downward normals, so the sun lit the
|
||||
# underside and the top surface rendered black — confirmed by an
|
||||
# unshaded render showing the true bright-green albedo.)
|
||||
_add_tri(st, p00, p11, p01, half, uv_scale)
|
||||
_add_tri(st, p00, p10, p11, half, uv_scale)
|
||||
|
||||
st.generate_normals()
|
||||
|
||||
var mesh := st.commit()
|
||||
var mi := MeshInstance3D.new()
|
||||
mi.name = "TerrainMesh"
|
||||
mi.mesh = mesh
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = Color(0.36, 0.47, 0.26) # mossy green (lit, not fluorescent)
|
||||
mat.roughness = 0.95
|
||||
mi.material_override = mat
|
||||
add_child(mi)
|
||||
|
||||
# Collision: a HeightMapShape3D, NOT a concave trimesh.
|
||||
#
|
||||
# Root cause of the fall-through (confirmed by instrumented tests): a concave
|
||||
# polygon shape — whether hand-built via set_faces() or mesh-derived via
|
||||
# create_trimesh_collision() — is ONE-SIDED. It only collides on the front of
|
||||
# each triangle, so with this mesh's winding the player dropped straight
|
||||
# through from above. A box on the same StaticBody collided fine, which pinned
|
||||
# the cause to the concave shape, not layers/timing/registration.
|
||||
#
|
||||
# HeightMapShape3D is the correct primitive for heightmap terrain: a grid of
|
||||
# height samples, solid (two-sided), and far cheaper than a trimesh.
|
||||
var hm := HeightMapShape3D.new()
|
||||
hm.map_width = resolution + 1
|
||||
hm.map_depth = resolution + 1
|
||||
var data := PackedFloat32Array()
|
||||
data.resize((resolution + 1) * (resolution + 1))
|
||||
var hi := 0
|
||||
for hz in range(resolution + 1):
|
||||
for hx in range(resolution + 1):
|
||||
var wx := hx * step - half
|
||||
var wz := hz * step - half
|
||||
data[hi] = sample_height(wx, wz)
|
||||
hi += 1
|
||||
hm.map_data = data
|
||||
|
||||
var body := StaticBody3D.new()
|
||||
body.name = "TerrainBody"
|
||||
add_child(body)
|
||||
var col := CollisionShape3D.new()
|
||||
col.name = "CollisionShape3D"
|
||||
col.shape = hm
|
||||
body.add_child(col)
|
||||
# HeightMapShape3D samples are spaced 1 unit apart; scale the body so the
|
||||
# collision grid covers the same `size` metres as the visual mesh.
|
||||
body.scale = Vector3(step, 1.0, step)
|
||||
_make_textures()
|
||||
_build_mesh(n)
|
||||
_build_collision(n)
|
||||
_build_boundary()
|
||||
_build_water()
|
||||
|
||||
built = true
|
||||
ready_built.emit()
|
||||
|
||||
## World-space ground height at (x, z).
|
||||
func sample_height(x: float, z: float) -> float:
|
||||
_ensure_noise()
|
||||
return _noise.get_noise_2d(x, z) * height_scale
|
||||
func _make_textures() -> void:
|
||||
var fn := FastNoiseLite.new()
|
||||
fn.seed = noise_seed + 10
|
||||
fn.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
|
||||
fn.frequency = 0.008
|
||||
fn.fractal_octaves = 5
|
||||
noise_tex = NoiseTexture2D.new()
|
||||
noise_tex.width = 512
|
||||
noise_tex.height = 512
|
||||
noise_tex.seamless = true
|
||||
noise_tex.noise = fn
|
||||
|
||||
func _add_tri(st: SurfaceTool, a: Vector3, b: Vector3, c: Vector3, half: float, uv_scale: float) -> void:
|
||||
st.set_uv(Vector2((a.x + half) * uv_scale, (a.z + half) * uv_scale))
|
||||
st.add_vertex(a)
|
||||
st.set_uv(Vector2((b.x + half) * uv_scale, (b.z + half) * uv_scale))
|
||||
st.add_vertex(b)
|
||||
st.set_uv(Vector2((c.x + half) * uv_scale, (c.z + half) * uv_scale))
|
||||
st.add_vertex(c)
|
||||
var fn2 := FastNoiseLite.new()
|
||||
fn2.seed = noise_seed + 11
|
||||
fn2.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
|
||||
fn2.frequency = 0.02
|
||||
fn2.fractal_octaves = 4
|
||||
normal_tex = NoiseTexture2D.new()
|
||||
normal_tex.width = 512
|
||||
normal_tex.height = 512
|
||||
normal_tex.seamless = true
|
||||
normal_tex.as_normal_map = true
|
||||
normal_tex.bump_strength = 6.0
|
||||
normal_tex.noise = fn2
|
||||
|
||||
func _build_mesh(n: int) -> void:
|
||||
var verts := PackedVector3Array()
|
||||
var uvs := PackedVector2Array()
|
||||
verts.resize(n * n)
|
||||
uvs.resize(n * n)
|
||||
for iz in range(n):
|
||||
for ix in range(n):
|
||||
var i := iz * n + ix
|
||||
verts[i] = Vector3(ix * step - half, _heights[i], iz * step - half)
|
||||
uvs[i] = Vector2(float(ix) / resolution, float(iz) / resolution)
|
||||
|
||||
var idx := PackedInt32Array()
|
||||
idx.resize(resolution * resolution * 6)
|
||||
var k := 0
|
||||
for iz in range(resolution):
|
||||
for ix in range(resolution):
|
||||
var i00 := iz * n + ix
|
||||
var i10 := i00 + 1
|
||||
var i01 := i00 + n
|
||||
var i11 := i01 + 1
|
||||
# Winding chosen so the top face is the front face in Godot.
|
||||
idx[k] = i00; idx[k + 1] = i11; idx[k + 2] = i01
|
||||
idx[k + 3] = i00; idx[k + 4] = i10; idx[k + 5] = i11
|
||||
k += 6
|
||||
|
||||
var arrays := []
|
||||
arrays.resize(Mesh.ARRAY_MAX)
|
||||
arrays[Mesh.ARRAY_VERTEX] = verts
|
||||
arrays[Mesh.ARRAY_NORMAL] = _normals
|
||||
arrays[Mesh.ARRAY_TEX_UV] = uvs
|
||||
arrays[Mesh.ARRAY_INDEX] = idx
|
||||
var mesh := ArrayMesh.new()
|
||||
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
|
||||
|
||||
material = ShaderMaterial.new()
|
||||
material.shader = preload("res://shaders/terrain.gdshader")
|
||||
material.set_shader_parameter("noise_tex", noise_tex)
|
||||
material.set_shader_parameter("normal_tex", normal_tex)
|
||||
material.set_shader_parameter("water_level", water_level)
|
||||
material.set_shader_parameter("snow_height", snow_height)
|
||||
material.set_shader_parameter("grass_lush", grass_lush)
|
||||
material.set_shader_parameter("grass_dry", grass_dry)
|
||||
|
||||
var mi := MeshInstance3D.new()
|
||||
mi.name = "TerrainMesh"
|
||||
mi.mesh = mesh
|
||||
mi.material_override = material
|
||||
add_child(mi)
|
||||
|
||||
func _build_collision(n: int) -> void:
|
||||
var hm := HeightMapShape3D.new()
|
||||
hm.map_width = n
|
||||
hm.map_depth = n
|
||||
hm.map_data = _heights
|
||||
var body := StaticBody3D.new()
|
||||
body.name = "TerrainBody"
|
||||
add_child(body)
|
||||
var col := CollisionShape3D.new()
|
||||
col.shape = hm
|
||||
body.add_child(col)
|
||||
# HeightMapShape3D samples are 1 unit apart; scale to match the mesh.
|
||||
body.scale = Vector3(step, 1.0, step)
|
||||
|
||||
## Invisible wall ringing the valley partway up the mountain slopes, plus four
|
||||
## world-boundary planes at the chunk edges as a last line of defence.
|
||||
func _build_boundary() -> void:
|
||||
var body := StaticBody3D.new()
|
||||
body.name = "Boundary"
|
||||
add_child(body)
|
||||
|
||||
var segs := 128
|
||||
var pts: Array[Vector3] = []
|
||||
for i in range(segs):
|
||||
var ang := TAU * i / segs
|
||||
var dir := Vector3(cos(ang), 0.0, sin(ang))
|
||||
# Solve for the radius whose rim distance equals the wall threshold.
|
||||
var r := _wall_threshold(dir.x, dir.z) - _rim_offset(dir.x, dir.z)
|
||||
pts.append(dir * r)
|
||||
_wall_ring = pts
|
||||
for i in range(segs):
|
||||
var a := pts[i]
|
||||
var b := pts[(i + 1) % segs]
|
||||
var mid := (a + b) * 0.5
|
||||
var length := a.distance_to(b) + 0.6
|
||||
var box := BoxShape3D.new()
|
||||
box.size = Vector3(length, 400.0, 1.5)
|
||||
var cs := CollisionShape3D.new()
|
||||
cs.shape = box
|
||||
var along := (b - a).normalized()
|
||||
var seg_basis := Basis(along, Vector3.UP, along.cross(Vector3.UP))
|
||||
cs.transform = Transform3D(seg_basis, Vector3(mid.x, 100.0, mid.z))
|
||||
body.add_child(cs)
|
||||
|
||||
var planes := [
|
||||
Plane(Vector3.RIGHT, -half), Plane(Vector3.LEFT, -half),
|
||||
Plane(Vector3.BACK, -half), Plane(Vector3.FORWARD, -half),
|
||||
]
|
||||
for p: Plane in planes:
|
||||
var wb := WorldBoundaryShape3D.new()
|
||||
wb.plane = p
|
||||
var cs := CollisionShape3D.new()
|
||||
cs.shape = wb
|
||||
body.add_child(cs)
|
||||
|
||||
## Two water bodies: inland water (lake and ponds) as a disc clipped to the
|
||||
## boundary ring, so it can't hang in the air past the sea cliff; and an ocean
|
||||
## plane out to the horizon at sea level.
|
||||
func _build_water() -> void:
|
||||
var verts := PackedVector3Array([Vector3.ZERO])
|
||||
for p in _wall_ring:
|
||||
verts.append(p)
|
||||
var count := verts.size()
|
||||
var normals := PackedVector3Array()
|
||||
var tangents := PackedFloat32Array()
|
||||
var uvs := PackedVector2Array()
|
||||
for v in verts:
|
||||
normals.append(Vector3.UP)
|
||||
tangents.append_array([1.0, 0.0, 0.0, 1.0])
|
||||
uvs.append(Vector2(v.x, v.z) / size + Vector2(0.5, 0.5))
|
||||
var idx := PackedInt32Array()
|
||||
for i in range(1, count):
|
||||
idx.append_array([0, i, i % (count - 1) + 1])
|
||||
var arrays := []
|
||||
arrays.resize(Mesh.ARRAY_MAX)
|
||||
arrays[Mesh.ARRAY_VERTEX] = verts
|
||||
arrays[Mesh.ARRAY_NORMAL] = normals
|
||||
arrays[Mesh.ARRAY_TANGENT] = tangents
|
||||
arrays[Mesh.ARRAY_TEX_UV] = uvs
|
||||
arrays[Mesh.ARRAY_INDEX] = idx
|
||||
var disc := ArrayMesh.new()
|
||||
disc.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
|
||||
_add_water("Water", disc, water_level, {})
|
||||
|
||||
var ocean := PlaneMesh.new()
|
||||
ocean.size = Vector2(8000.0, 8000.0)
|
||||
_add_water("Ocean", ocean, sea_level, {
|
||||
"shallow_col": Color(0.16, 0.44, 0.50),
|
||||
"deep_col": Color(0.02, 0.10, 0.20),
|
||||
"clarity": 6.0,
|
||||
})
|
||||
|
||||
func _add_water(label: String, mesh: Mesh, y: float, params: Dictionary) -> void:
|
||||
var mat := ShaderMaterial.new()
|
||||
mat.shader = preload("res://shaders/water.gdshader")
|
||||
mat.set_shader_parameter("noise_tex", noise_tex)
|
||||
mat.set_shader_parameter("normal_tex", normal_tex)
|
||||
for k in params:
|
||||
mat.set_shader_parameter(k, params[k])
|
||||
var mi := MeshInstance3D.new()
|
||||
mi.name = label
|
||||
mi.mesh = mesh
|
||||
mi.material_override = mat
|
||||
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
mi.position = Vector3(0.0, y, 0.0)
|
||||
add_child(mi)
|
||||
|
||||
# --- queries ----------------------------------------------------------------
|
||||
|
||||
func in_bounds(x: float, z: float) -> bool:
|
||||
return absf(x) < half - step and absf(z) < half - step
|
||||
|
||||
## True inside the walkable valley. A positive margin shrinks the area, a
|
||||
## negative one extends it past the invisible wall.
|
||||
func inside_boundary(x: float, z: float, margin: float = 0.0) -> bool:
|
||||
_ensure_noise()
|
||||
return _rim_d(x, z) < _wall_threshold(x, z) - margin
|
||||
|
||||
## How strongly (x, z) lies on the sea side of the rim (0..1).
|
||||
func sea_weight(x: float, z: float) -> float:
|
||||
_ensure_noise()
|
||||
return _sea_w(x, z)
|
||||
|
||||
## Point on the coast along `angle_deg` (atan2(z, x) convention), at rim
|
||||
## distance `past_edge` beyond the cliff edge (negative = inland of it).
|
||||
func coast_point(angle_deg: float, past_edge: float) -> Vector2:
|
||||
_ensure_noise()
|
||||
var dir := Vector2(cos(deg_to_rad(angle_deg)), sin(deg_to_rad(angle_deg)))
|
||||
var r := _cliff_d() + past_edge - _rim_offset(dir.x, dir.y)
|
||||
return dir * r
|
||||
|
||||
## Surface height at (x, z), interpolated on the same triangles as the mesh.
|
||||
func sample_height(x: float, z: float) -> float:
|
||||
if _heights.is_empty():
|
||||
return _height_fn(x, z)
|
||||
var n := resolution + 1
|
||||
var gx := clampf((x + half) / step, 0.0, resolution - 0.0001)
|
||||
var gz := clampf((z + half) / step, 0.0, resolution - 0.0001)
|
||||
var ix := int(gx)
|
||||
var iz := int(gz)
|
||||
var fx := gx - ix
|
||||
var fz := gz - iz
|
||||
var h00 := _heights[iz * n + ix]
|
||||
var h10 := _heights[iz * n + ix + 1]
|
||||
var h01 := _heights[(iz + 1) * n + ix]
|
||||
var h11 := _heights[(iz + 1) * n + ix + 1]
|
||||
if fx > fz:
|
||||
return h00 + (h10 - h00) * fx + (h11 - h10) * fz
|
||||
return h00 + (h11 - h01) * fx + (h01 - h00) * fz
|
||||
|
||||
## Smoothed surface normal at (x, z).
|
||||
func sample_normal(x: float, z: float) -> Vector3:
|
||||
if _normals.is_empty():
|
||||
return Vector3.UP
|
||||
var n := resolution + 1
|
||||
var gx := clampf((x + half) / step, 0.0, resolution - 0.0001)
|
||||
var gz := clampf((z + half) / step, 0.0, resolution - 0.0001)
|
||||
var ix := int(gx)
|
||||
var iz := int(gz)
|
||||
var fx := gx - ix
|
||||
var fz := gz - iz
|
||||
var a := _normals[iz * n + ix].lerp(_normals[iz * n + ix + 1], fx)
|
||||
var b := _normals[(iz + 1) * n + ix].lerp(_normals[(iz + 1) * n + ix + 1], fx)
|
||||
return a.lerp(b, fz).normalized()
|
||||
|
||||
## Nearest dry, gentle spot to `near` (spiral search), for spawning.
|
||||
func find_spawn(near: Vector2) -> Vector3:
|
||||
for ring in range(0, 30):
|
||||
var r := ring * 2.0
|
||||
var count := maxi(1, ring * 6)
|
||||
for i in range(count):
|
||||
var ang := TAU * i / count
|
||||
var x := near.x + cos(ang) * r
|
||||
var z := near.y + sin(ang) * r
|
||||
var h := sample_height(x, z)
|
||||
if h > water_level + 1.2 and sample_normal(x, z).y > 0.93 and inside_boundary(x, z, 15.0):
|
||||
return Vector3(x, h, z)
|
||||
return Vector3(near.x, sample_height(near.x, near.y), near.y)
|
||||
|
||||
1
scripts/world/terrain.gd.uid
Normal file
1
scripts/world/terrain.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bd438cmtac3r
|
||||
@@ -1,31 +1,116 @@
|
||||
extends Node3D
|
||||
## World controller — M0.
|
||||
## World controller.
|
||||
##
|
||||
## Owns spawn ordering so the player never falls through ungenerated ground:
|
||||
## waits for the terrain to finish building, then drops the player onto the
|
||||
## surface height and lets gravity settle them. Also tells the props where the
|
||||
## ground is so they sit on it instead of floating.
|
||||
## waits for the terrain, places the scenery, then drops the player onto a dry,
|
||||
## flat spot facing the lake. Also aims the sun, and respawns the player if they
|
||||
## somehow leave the map or fall below it (a safety net behind the mountain rim
|
||||
## and invisible wall in terrain.gd).
|
||||
##
|
||||
## Dev hook: `godot --path . -- --shot=/abs/prefix` renders a few fixed views to
|
||||
## <prefix>_<view>.png and quits. Handy for checking visual changes.
|
||||
|
||||
@export var sun_elevation_deg: float = 34.0
|
||||
@export var sun_azimuth_deg: float = 40.0 ## 0 = behind the spawn view, + = to its right
|
||||
|
||||
@onready var terrain: Node3D = $Terrain
|
||||
@onready var props: Node3D = $Props
|
||||
@onready var player: CharacterBody3D = $Player
|
||||
@onready var sun: DirectionalLight3D = $Sun
|
||||
|
||||
var _spawn := Vector3.ZERO
|
||||
var _spawn_yaw := 0.0
|
||||
|
||||
func _ready() -> void:
|
||||
# Freeze the player until the ground exists.
|
||||
_aim_sun()
|
||||
player.set_physics_process(false)
|
||||
set_physics_process(false)
|
||||
if terrain.built:
|
||||
_on_terrain_ready()
|
||||
else:
|
||||
terrain.ready_built.connect(_on_terrain_ready)
|
||||
|
||||
func _on_terrain_ready() -> void:
|
||||
# Let props place themselves on the surface.
|
||||
if props.has_method("place_on"):
|
||||
props.place_on(terrain)
|
||||
func _aim_sun() -> void:
|
||||
var el := deg_to_rad(sun_elevation_deg)
|
||||
var az := deg_to_rad(sun_azimuth_deg)
|
||||
var to_sun := Vector3(sin(az) * cos(el), sin(el), cos(az) * cos(el))
|
||||
sun.global_basis = Basis.looking_at(-to_sun, Vector3.UP)
|
||||
|
||||
# Spawn the player on the ground at (0,0), a little above so they settle down
|
||||
# onto the collision rather than starting embedded in it.
|
||||
var h: float = terrain.sample_height(0.0, 0.0)
|
||||
player.global_position = Vector3(0.0, h + 2.0, 0.0)
|
||||
player.velocity = Vector3.ZERO
|
||||
func _on_terrain_ready() -> void:
|
||||
var t0 := Time.get_ticks_msec()
|
||||
_spawn = terrain.find_spawn(Vector2.ZERO)
|
||||
var lake: Vector2 = terrain.lake_center
|
||||
var to_lake := lake - Vector2(_spawn.x, _spawn.z)
|
||||
_spawn_yaw = atan2(-to_lake.x, -to_lake.y)
|
||||
player.water_level = terrain.water_level
|
||||
props.place_on(terrain, player, _spawn)
|
||||
print("[world] scenery placed in %d ms" % (Time.get_ticks_msec() - t0))
|
||||
_respawn()
|
||||
player.set_physics_process(true)
|
||||
set_physics_process(true)
|
||||
_maybe_capture()
|
||||
|
||||
func _respawn() -> void:
|
||||
player.global_position = _spawn + Vector3(0.0, 1.5, 0.0)
|
||||
player.velocity = Vector3.ZERO
|
||||
player.rotation = Vector3(0.0, _spawn_yaw, 0.0)
|
||||
player.get_node("Camera3D").rotation.x = 0.0
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
var p := player.global_position
|
||||
var half: float = terrain.size * 0.5
|
||||
if p.y < terrain.min_height - 30.0 or absf(p.x) > half or absf(p.z) > half \
|
||||
or not terrain.inside_boundary(p.x, p.z, -4.0):
|
||||
push_warning("[world] player left the map at %s; respawning" % p)
|
||||
_respawn()
|
||||
|
||||
# --- dev screenshot hook ----------------------------------------------------
|
||||
|
||||
func _maybe_capture() -> void:
|
||||
var prefix := ""
|
||||
for a in OS.get_cmdline_user_args():
|
||||
if a.begins_with("--shot="):
|
||||
prefix = a.trim_prefix("--shot=")
|
||||
if prefix.is_empty():
|
||||
return
|
||||
var lake: Vector2 = terrain.lake_center
|
||||
# [name, eye position (y = height above ground), look-at point] ; null = spawn view
|
||||
var views := [
|
||||
["spawn", null, null],
|
||||
["aerial", Vector3(0, 110, 150), Vector3(0, 0, -20)],
|
||||
["lake", Vector3(lake.x - 30.0, 3.0, lake.y + 22.0), Vector3(lake.x, -2.0, lake.y)],
|
||||
["forest", Vector3(-40, 1.7, 30), Vector3(-70, 4.0, 10)],
|
||||
["rim", Vector3(0, 2.0, 70), Vector3(0, 25.0, 125)],
|
||||
]
|
||||
# Sea-cliff views: from the cliff top out to sea, and from the water back at the cliff.
|
||||
var sa: float = terrain.sea_angle_deg
|
||||
var top: Vector2 = terrain.coast_point(sa + 12.0, -6.0)
|
||||
var out: Vector2 = terrain.coast_point(sa + 12.0, 200.0)
|
||||
views.append(["seacliff_top", Vector3(top.x, 1.7, top.y), Vector3(out.x, terrain.sea_level - 6.0, out.y)])
|
||||
var boat: Vector2 = terrain.coast_point(sa - 6.0, 38.0)
|
||||
var face: Vector2 = terrain.coast_point(sa + 4.0, 0.0)
|
||||
var boat_eye := Vector3(boat.x, terrain.sea_level + 3.0 - terrain.sample_height(boat.x, boat.y), boat.y)
|
||||
views.append(["seacliff_from_sea", boat_eye, Vector3(face.x, terrain.sea_level + 8.0, face.y)])
|
||||
# Along the cliff edge into the western headland (where the old pit was).
|
||||
var walk: Vector2 = terrain.coast_point(sa - 20.0, -8.0)
|
||||
var head: Vector2 = terrain.coast_point(sa - 52.0, 0.0)
|
||||
views.append(["headland", Vector3(walk.x, 1.7, walk.y), Vector3(head.x, 2.0, head.y)])
|
||||
await get_tree().create_timer(4.0).timeout
|
||||
set_physics_process(false) # views may sit outside the walkable area
|
||||
var cam: Camera3D = player.get_node("Camera3D")
|
||||
for v in views:
|
||||
if v[1] != null:
|
||||
player.set_physics_process(false)
|
||||
var eye: Vector3 = v[1]
|
||||
eye.y += terrain.sample_height(eye.x, eye.z)
|
||||
var dir: Vector3 = (v[2] as Vector3) - eye
|
||||
player.global_position = eye - Vector3(0.0, cam.position.y, 0.0)
|
||||
player.rotation = Vector3(0.0, atan2(-dir.x, -dir.z), 0.0)
|
||||
cam.rotation.x = atan2(dir.y, Vector2(dir.x, dir.z).length())
|
||||
props._update_grass(100000)
|
||||
await get_tree().create_timer(1.0).timeout
|
||||
await RenderingServer.frame_post_draw
|
||||
var path := "%s_%s.png" % [prefix, v[0]]
|
||||
get_viewport().get_texture().get_image().save_png(path)
|
||||
print("[world] saved ", path)
|
||||
get_tree().quit()
|
||||
|
||||
1
scripts/world/world.gd.uid
Normal file
1
scripts/world/world.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://l8eo7vy8f3np
|
||||
Reference in New Issue
Block a user