Files
Cinderwild/scripts/world/terrain.gd

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3.6 KiB
GDScript

extends Node3D
## Terrain generator — M0 placeholder.
##
## 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.
##
## The mesh is generated in code (no asset needed) so the project runs the moment
## Godot opens it, with nothing to import.
##
## Exposes `sample_height(x, z)` so other systems (player spawn, prop placement)
## can sit exactly on the surface instead of guessing a Y and falling through.
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 noise_seed: int = 1337
var _noise: FastNoiseLite
var built: bool = false
func _ready() -> void:
_build()
func _build() -> void:
_noise = FastNoiseLite.new()
_noise.seed = noise_seed
_noise.noise_type = FastNoiseLite.TYPE_PERLIN
_noise.frequency = 0.012
_noise.fractal_octaves = 4
var st := SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
var step := float(size) / float(resolution)
var half := size * 0.5
var uv_scale := 1.0 / float(size)
# Build a grid of quads, two triangles each. Each vertex carries a planar UV
# (world-XZ mapped to 0..1) so the surface is ready for texturing later.
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)
_add_tri(st, p00, p01, p11, half, uv_scale)
_add_tri(st, p00, p11, p10, half, uv_scale)
# Normals give the lighting its shape. Tangents are only needed for normal
# maps, which this low-poly material doesn't use — so we skip them.
st.generate_normals()
var mesh := st.commit()
var mi := MeshInstance3D.new()
mi.name = "TerrainMesh"
mi.mesh = mesh
# Simple ground material. Low-poly look = flat-ish colour + lighting does the rest.
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.33, 0.45, 0.22) # mossy green
mat.roughness = 0.95
mi.material_override = mat
add_child(mi)
# Collision so the player can walk on it. Build the body BEFORE marking built
# so anything spawning on ready_built already has ground under it.
var body := StaticBody3D.new()
body.name = "TerrainBody"
var shape := CollisionShape3D.new()
shape.shape = mesh.create_trimesh_shape()
body.add_child(shape)
add_child(body)
built = true
ready_built.emit()
## World-space ground height at (x, z). Safe to call before or after _build()
## because it lazily creates the noise object.
func sample_height(x: float, z: float) -> float:
if _noise == null:
_noise = FastNoiseLite.new()
_noise.seed = noise_seed
_noise.noise_type = FastNoiseLite.TYPE_PERLIN
_noise.frequency = 0.012
_noise.fractal_octaves = 4
return _noise.get_noise_2d(x, z) * height_scale
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)