extends RefCounted ## Procedural meshes for items and placeable pieces, keyed by the "mesh" field ## in data/items.json. The same mesh is used for the inventory icon, the tool ## held in your hand and the object placed in the world. ## ## Convention: origin at the grip (tools) or at ground level, centred ## (placeables). Units are metres. Built from the low-poly helpers in ## proc_mesh.gd, so everything is flat-shaded with vertex colours. const P = preload("res://scripts/world/proc_mesh.gd") const HANDLE := Color(0.55, 0.40, 0.24) const STONE := Color(0.55, 0.54, 0.52) const FLINT := Color(0.22, 0.23, 0.27) const PLANK := Color(0.62, 0.45, 0.27) const PLANK_DARK := Color(0.42, 0.29, 0.17) const IRON := Color(0.30, 0.30, 0.32) const ASH := Color(0.18, 0.17, 0.16) const BINDING := Color(0.75, 0.68, 0.48) const FIBER := Color(0.45, 0.55, 0.22) const BERRY := Color(0.62, 0.08, 0.16) const MUSH_CAP := Color(0.72, 0.30, 0.18) const MUSH_ROAST := Color(0.40, 0.24, 0.12) const MUSH_STEM := Color(0.88, 0.84, 0.74) const CLOTH := Color(0.60, 0.50, 0.32) const SOIL := Color(0.30, 0.22, 0.15) static var _cache := {} static func build(key: String) -> ArrayMesh: if _cache.has(key): return _cache[key] var m: ArrayMesh match key: "stick": m = _stick() "stone": m = _pebble(11, STONE, Vector3(0.14, 0.10, 0.12)) "flint": m = _pebble(23, FLINT, Vector3(0.12, 0.07, 0.15), 0.5) "wood": m = _wood() "stone_axe": m = _axe() "stone_pickaxe": m = _pickaxe() "club": m = _club() "campfire": m = _campfire() "workbench": m = _workbench() "chest": m = _chest() "fiber": m = _fiber() "berries": m = _berries() "mushroom": m = _mushroom(MUSH_CAP) "roasted_mushroom": m = _mushroom(MUSH_ROAST) "torch": m = _torch() "grave": m = _grave() "wood_floor": m = _floor() "wood_wall": m = _wall() "wood_door": m = _door(true) "wood_door_frame": m = _door(false) "wood_door_panel": m = _door_panel() "wood_roof": m = _roof() "wood_gable": m = _gable() "bed": m = _bed() "berry_bush": m = _berry_bush(true) "berry_bush_bare": m = _berry_bush(false) _: push_warning("item_meshes: no mesh for '%s', using a stone" % key) m = _pebble(1, Color.MAGENTA, Vector3.ONE * 0.15) _cache[key] = m return m static func _rng(seed: int) -> RandomNumberGenerator: var r := RandomNumberGenerator.new() r.seed = seed return r static func _box(st: SurfaceTool, center: Vector3, size: Vector3, col: Color, basis: Basis = Basis()) -> void: var h := size * 0.5 var c := [ Vector3(-h.x, -h.y, -h.z), Vector3(h.x, -h.y, -h.z), Vector3(h.x, h.y, -h.z), Vector3(-h.x, h.y, -h.z), Vector3(-h.x, -h.y, h.z), Vector3(h.x, -h.y, h.z), Vector3(h.x, h.y, h.z), Vector3(-h.x, h.y, h.z), ] for i in range(8): c[i] = center + basis * c[i] var faces := [[0, 1, 2, 3], [5, 4, 7, 6], [4, 0, 3, 7], [1, 5, 6, 2], [3, 2, 6, 7], [4, 5, 1, 0]] for f in faces: var a: Vector3 = c[f[0]] var b: Vector3 = c[f[1]] var cc: Vector3 = c[f[2]] var d: Vector3 = c[f[3]] var out := (a + b + cc + d) * 0.25 - center P._tri(st, a, b, cc, out, col) P._tri(st, a, cc, d, out, col) static func _pebble(seed: int, col: Color, radii: Vector3, sharp: float = 0.3) -> ArrayMesh: var n := FastNoiseLite.new() n.seed = seed n.frequency = 1.4 var st := P._begin() P._blob(st, Vector3(0, radii.y * 0.6, 0), radii, n, sharp, col, _rng(seed), 1) return P._commit(st) static func _stick() -> ArrayMesh: var st := P._begin() var r := _rng(5) P._cylinder(st, Vector3(-0.35, 0.03, 0), Vector3(0.35, 0.03, 0.02), 0.028, 0.02, 5, HANDLE, r, -1.0, PLANK) P._cylinder(st, Vector3(0.05, 0.03, 0.0), Vector3(0.2, 0.05, 0.1), 0.012, 0.006, 4, HANDLE, r) return P._commit(st) static func _wood() -> ArrayMesh: var st := P._begin() var r := _rng(9) P._cylinder(st, Vector3(-0.3, 0.1, -0.06), Vector3(0.3, 0.1, -0.06), 0.1, 0.1, 6, P.BARK, r, -1.0, PLANK) P._cylinder(st, Vector3(-0.28, 0.1, 0.13), Vector3(0.3, 0.1, 0.13), 0.09, 0.09, 6, P.BARK, r, -1.0, PLANK) P._cylinder(st, Vector3(-0.29, 0.27, 0.04), Vector3(0.29, 0.27, 0.04), 0.09, 0.09, 6, P.BARK, r, -1.0, PLANK) return P._commit(st) ## Handle along +Y from the grip at the origin. static func _handle(st: SurfaceTool, length: float, r: RandomNumberGenerator) -> void: P._cylinder(st, Vector3(0, -0.1, 0), Vector3(0, length, 0), 0.022, 0.02, 6, HANDLE, r, -1.0, HANDLE) static func _axe() -> ArrayMesh: var st := P._begin() var r := _rng(13) _handle(st, 0.55, r) _box(st, Vector3(0, 0.47, 0), Vector3(0.06, 0.07, 0.07), BINDING) var n := FastNoiseLite.new() n.seed = 3 n.frequency = 2.0 # Flint head: a flattened wedge pointing along +X. P._blob(st, Vector3(0.075, 0.47, 0), Vector3(0.085, 0.055, 0.025), n, 0.2, FLINT, r, 1) return P._commit(st) static func _pickaxe() -> ArrayMesh: var st := P._begin() var r := _rng(17) _handle(st, 0.6, r) _box(st, Vector3(0, 0.55, 0), Vector3(0.06, 0.07, 0.07), BINDING) P._cylinder(st, Vector3(-0.02, 0.56, 0), Vector3(0.22, 0.5, 0), 0.04, 0.008, 5, STONE, r, -1.0, STONE) P._cylinder(st, Vector3(0.02, 0.56, 0), Vector3(-0.2, 0.51, 0), 0.04, 0.008, 5, STONE, r, -1.0, STONE) return P._commit(st) static func _club() -> ArrayMesh: var st := P._begin() var r := _rng(21) P._cylinder(st, Vector3(0, -0.1, 0), Vector3(0, 0.62, 0), 0.025, 0.07, 7, PLANK_DARK, r, -1.0, PLANK) return P._commit(st) static func _campfire() -> ArrayMesh: var st := P._begin() var r := _rng(31) var n := FastNoiseLite.new() n.seed = 31 n.frequency = 1.6 for i in range(9): var a := TAU * i / 9.0 var c := Vector3(cos(a) * 0.55, 0.06, sin(a) * 0.55) P._blob(st, c, Vector3(0.15, 0.11, 0.13) * r.randf_range(0.85, 1.15), n, 0.3, P._mul(STONE, r.randf_range(0.8, 1.05)), r, 1) # Teepee of logs leaning into the middle. for i in range(5): var a := TAU * i / 5.0 + 0.3 var base := Vector3(cos(a) * 0.36, 0.0, sin(a) * 0.36) P._cylinder(st, base, Vector3(0, 0.55, 0), 0.05, 0.035, 5, P.BARK, r, -1.0, PLANK) P._blob(st, Vector3(0, 0.03, 0), Vector3(0.3, 0.04, 0.3), n, 0.2, ASH, r, 1) return P._commit(st) static func _workbench() -> ArrayMesh: var st := P._begin() _box(st, Vector3(0, 0.82, 0), Vector3(1.8, 0.1, 0.9), PLANK) _box(st, Vector3(0, 0.79, 0.47), Vector3(1.82, 0.06, 0.04), PLANK_DARK) for sx in [-0.8, 0.8]: for sz in [-0.36, 0.36]: _box(st, Vector3(sx, 0.38, sz), Vector3(0.1, 0.8, 0.1), PLANK_DARK) _box(st, Vector3(0, 0.25, 0), Vector3(1.6, 0.06, 0.7), PLANK_DARK) # A few tools lying on top. _box(st, Vector3(0.45, 0.89, 0.1), Vector3(0.35, 0.03, 0.05), HANDLE, Basis(Vector3.UP, 0.4)) _box(st, Vector3(0.6, 0.9, 0.18), Vector3(0.09, 0.06, 0.09), FLINT) _box(st, Vector3(-0.5, 0.92, -0.15), Vector3(0.4, 0.1, 0.22), P.BARK) return P._commit(st) static func _chest() -> ArrayMesh: var st := P._begin() _box(st, Vector3(0, 0.3, 0), Vector3(1.1, 0.6, 0.7), PLANK) _box(st, Vector3(0, 0.66, 0), Vector3(1.14, 0.14, 0.74), PLANK_DARK) for sx in [-0.4, 0.4]: _box(st, Vector3(sx, 0.36, 0), Vector3(0.07, 0.74, 0.76), IRON) _box(st, Vector3(0, 0.55, 0.37), Vector3(0.12, 0.14, 0.03), IRON) return P._commit(st) static func _fiber() -> ArrayMesh: var st := P._begin() var r := _rng(41) for i in range(7): var a := r.randf_range(-0.25, 0.25) var b := Vector3(r.randf_range(-0.03, 0.03), 0.02, r.randf_range(-0.03, 0.03)) P._cylinder(st, b + Vector3(-0.22, 0, 0), b + Vector3(0.22, 0.03 + a * 0.1, a), 0.008, 0.005, 3, P._mul(FIBER, r.randf_range(0.8, 1.15)), r) _box(st, Vector3(0, 0.03, 0), Vector3(0.05, 0.05, 0.08), CLOTH) return P._commit(st) static func _berries() -> ArrayMesh: var st := P._begin() var r := _rng(43) var n := FastNoiseLite.new() n.seed = 43 for i in range(9): var c := Vector3(r.randf_range(-0.07, 0.07), 0.03 + r.randf_range(0.0, 0.05), r.randf_range(-0.07, 0.07)) P._blob(st, c, Vector3.ONE * r.randf_range(0.025, 0.035), n, 0.1, P._mul(BERRY, r.randf_range(0.8, 1.2)), r, 0) P._blob(st, Vector3(0, 0.08, 0), Vector3(0.05, 0.012, 0.03), n, 0.2, P.BUSH, r, 0) return P._commit(st) static func _mushroom(cap: Color) -> ArrayMesh: var st := P._begin() var r := _rng(47) var n := FastNoiseLite.new() n.seed = 47 P._cylinder(st, Vector3(0, -0.02, 0), Vector3(0, 0.1, 0), 0.025, 0.02, 6, MUSH_STEM, r, -1.0, MUSH_STEM) P._blob(st, Vector3(0, 0.11, 0), Vector3(0.075, 0.04, 0.075), n, 0.15, cap, r, 1) return P._commit(st) static func _torch() -> ArrayMesh: var st := P._begin() var r := _rng(53) _handle(st, 0.5, r) P._cylinder(st, Vector3(0, 0.42, 0), Vector3(0, 0.58, 0), 0.045, 0.05, 6, CLOTH, r, -1.0, ASH) return P._commit(st) static func _grave() -> ArrayMesh: var st := P._begin() var r := _rng(59) var n := FastNoiseLite.new() n.seed = 59 P._blob(st, Vector3(0, 0.0, 0), Vector3(0.5, 0.22, 0.8), n, 0.15, SOIL, r, 1) _box(st, Vector3(0, 0.55, -0.62), Vector3(0.08, 1.0, 0.06), PLANK_DARK) _box(st, Vector3(0, 0.8, -0.62), Vector3(0.5, 0.08, 0.06), PLANK_DARK) for i in range(4): var c := Vector3(r.randf_range(-0.35, 0.35), 0.15, r.randf_range(-0.6, 0.6)) P._blob(st, c, Vector3.ONE * r.randf_range(0.07, 0.12), n, 0.3, STONE, r, 0) return P._commit(st) ## World berry bush (not an item). `ripe` adds the berries. static func _berry_bush(ripe: bool) -> ArrayMesh: var st := P._begin() var r := _rng(61) var n := FastNoiseLite.new() n.seed = 61 n.frequency = 2.0 var leaf := P._mul(P.BUSH, 1.1) var blobs: Array[Vector3] = [] for i in range(4): var c := Vector3(r.randf_range(-0.4, 0.4), r.randf_range(0.3, 0.55), r.randf_range(-0.4, 0.4)) var rad := r.randf_range(0.35, 0.5) P._blob(st, c, Vector3(rad, rad * 0.8, rad), n, 0.3, P._mul(leaf, r.randf_range(0.85, 1.1)), r, 1) blobs.append(c + Vector3(0, rad * 0.4, 0)) if ripe: for c in blobs: for k in range(6): var d := Vector3(r.randf_range(-1, 1), r.randf_range(0.2, 1), r.randf_range(-1, 1)).normalized() * 0.4 P._blob(st, c + d, Vector3.ONE * 0.045, n, 0.1, BERRY, r, 0) return P._commit(st) # --- building pieces ---------------------------------------------------------- # Dimensions must match the colliders in scripts/building/build_piece.gd. const BEAM := Color(0.40, 0.27, 0.15) const SHINGLE := Color(0.46, 0.33, 0.20) const THATCH := Color(0.62, 0.52, 0.30) const FUR := Color(0.45, 0.30, 0.20) const LINEN := Color(0.80, 0.76, 0.64) ## Per-board tint so planks don't read as one flat sheet. static func _board(r: RandomNumberGenerator, base: Color = PLANK) -> Color: return P._mul(base, r.randf_range(0.82, 1.08)) ## 2 x 2 m, top surface at y = 0, 0.2 m deep. static func _floor() -> ArrayMesh: var st := P._begin() var r := _rng(71) for i in range(5): _box(st, Vector3(-0.8 + 0.4 * i, -0.05, 0), Vector3(0.385, 0.1, 2.0), _board(r)) for z in [-0.85, 0.0, 0.85]: _box(st, Vector3(0, -0.15, z), Vector3(2.0, 0.1, 0.22), BEAM) return P._commit(st) ## Horizontal boards between two posts, 2 x 2 m, 0.2 m thick, bottom centre at origin. static func _wall_body(st: SurfaceTool, r: RandomNumberGenerator, x0: float, x1: float, y0: float, y1: float) -> void: var rows := maxi(roundi((y1 - y0) / 0.31), 1) var h := (y1 - y0) / rows for i in range(rows): var y := y0 + h * (i + 0.5) _box(st, Vector3((x0 + x1) * 0.5, y, 0), Vector3(x1 - x0, h - 0.015, 0.12), _board(r)) static func _wall() -> ArrayMesh: var st := P._begin() var r := _rng(73) _wall_body(st, r, -0.84, 0.84, 0.1, 1.9) for x in [-0.92, 0.92]: _box(st, Vector3(x, 1.0, 0), Vector3(0.16, 2.0, 0.2), BEAM) for y in [0.06, 1.94]: _box(st, Vector3(0, y, 0), Vector3(1.68, 0.12, 0.2), BEAM) return P._commit(st) ## Door frame (1.1 x 1.9 m opening); `with_panel` adds the closed door, for the ## inventory icon and the placement ghost. static func _door(with_panel: bool) -> ArrayMesh: var st := P._begin() var r := _rng(79) for side in [-1.0, 1.0]: _wall_body(st, r, side * 0.55 if side > 0 else -0.84, 0.84 if side > 0 else -0.55, 0.1, 1.9) _box(st, Vector3(side * 0.92, 1.0, 0), Vector3(0.16, 2.0, 0.2), BEAM) _box(st, Vector3(side * 0.6, 0.95, 0), Vector3(0.1, 1.9, 0.2), BEAM) # jamb _box(st, Vector3(0, 1.95, 0), Vector3(1.68, 0.1, 0.2), BEAM) _box(st, Vector3(-0.7, 0.06, 0), Vector3(0.28, 0.12, 0.2), BEAM) _box(st, Vector3(0.7, 0.06, 0), Vector3(0.28, 0.12, 0.2), BEAM) if with_panel: _door_panel_into(st, Vector3(-0.54, 0, 0)) return P._commit(st) ## The door leaf, hinge at the origin, spanning +X. static func _door_panel() -> ArrayMesh: var st := P._begin() _door_panel_into(st, Vector3.ZERO) return P._commit(st) static func _door_panel_into(st: SurfaceTool, o: Vector3) -> void: var r := _rng(83) for i in range(4): _box(st, o + Vector3(0.135 + 0.27 * i, 0.95, 0), Vector3(0.26, 1.86, 0.07), _board(r)) for y in [0.35, 1.55]: _box(st, o + Vector3(0.54, y, 0.05), Vector3(0.96, 0.12, 0.04), BEAM) _box(st, o + Vector3(0.54, 0.95, 0.05), Vector3(0.1, 1.2, 0.04), BEAM, Basis(Vector3.BACK, 0.62)) _box(st, o + Vector3(0.95, 1.0, 0.07), Vector3(0.05, 0.14, 0.05), IRON) _box(st, o + Vector3(0.95, 1.0, -0.07), Vector3(0.05, 0.14, 0.05), IRON) ## Sloped roof: low edge centre at the origin, rising 1 m over 2 m toward -Z, ## with a short eave hanging past the low edge. static func _roof() -> ArrayMesh: var st := P._begin() var r := _rng(89) var a := 0.4636476 var b := Basis(Vector3.RIGHT, a) var n := Vector3(0, cos(a), sin(a)) var along := Vector3(0, sin(a), -cos(a)) # up the slope var length := sqrt(5.0) # Boarded deck, then overlapping rows of shingles on top. _box(st, along * (length * 0.5 - 0.15) + n * 0.03, Vector3(2.0, 0.06, length + 0.3), _board(r, BEAM), b) var rows := 6 for i in range(rows): var s := -0.3 + (length + 0.3) * (i + 0.5) / rows var tilt := Basis(Vector3.RIGHT, a + 0.06) _box(st, along * s + n * 0.085, Vector3(2.04, 0.05, (length + 0.3) / rows + 0.1), _board(r, SHINGLE), tilt) return P._commit(st) ## Triangular gable end: 0 m tall at -X, 1 m tall at +X. static func _gable() -> ArrayMesh: var st := P._begin() var r := _rng(97) for i in range(3): var y0 := i / 3.0 var x0 := 2.0 * y0 - 1.0 + 0.1 _box(st, Vector3((x0 + 0.92) * 0.5, y0 + 1.0 / 6.0, 0), Vector3(0.92 - x0, 1.0 / 3.0 - 0.015, 0.12), _board(r)) _box(st, Vector3(0.92, 0.5, 0), Vector3(0.16, 1.0, 0.2), BEAM) _box(st, Vector3(0, 0.06, 0), Vector3(2.0, 0.12, 0.2), BEAM) return P._commit(st) ## Bed: 1 x 2.1 m frame with a straw mattress, pillow and fur blanket. static func _bed() -> ArrayMesh: var st := P._begin() var r := _rng(101) for sx in [-0.45, 0.45]: for sz in [-0.98, 0.98]: _box(st, Vector3(sx, 0.22, sz), Vector3(0.1, 0.44, 0.1), BEAM) _box(st, Vector3(sx, 0.28, 0), Vector3(0.08, 0.14, 1.9), _board(r)) for sz in [-0.98, 0.98]: _box(st, Vector3(0, 0.28, sz), Vector3(0.84, 0.14, 0.08), _board(r)) _box(st, Vector3(0, 0.62, -1.0), Vector3(0.96, 0.4, 0.08), _board(r)) # headboard _box(st, Vector3(0, 0.38, 0), Vector3(0.86, 0.14, 1.9), THATCH) _box(st, Vector3(0, 0.5, -0.72), Vector3(0.6, 0.1, 0.32), LINEN) _box(st, Vector3(0, 0.47, 0.25), Vector3(0.9, 0.08, 1.3), FUR) return P._commit(st)