extends Node3D ## World controller. ## ## Owns spawn ordering so the player never falls through ungenerated ground: ## 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 ## _.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: _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 _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) 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()