The seam and the sea cave built from real boulders (rock_pile.gd: the scenery's rocks with matching colliders), the seam a cleft between two slabs with pick marks and loose stones

This commit is contained in:
Paul Bailey
2026-11-06 21:26:15 +00:00
parent b86fb879d2
commit 0209c6149a
4 changed files with 128 additions and 64 deletions

View File

@@ -21,6 +21,7 @@ extends Node3D
## for now: on a server it isn't built (J3 brings travel online).
const TunnelFace = preload("res://scripts/world/tunnel_face.gd")
const RockPile = preload("res://scripts/world/rock_pile.gd")
const ORIGIN := Vector3(0.0, -260.0, 0.0) ## where the tunnel space sits (well under the island)
const STRETCHES := 6
@@ -54,8 +55,9 @@ var bottom := Vector3.ZERO ## inside, at the bottom by the cave
var cave_mouth := Vector3.ZERO ## the far end of the sea cave
var aabb := AABB()
var _rock_mat: StandardMaterial3D
var _face_mat: StandardMaterial3D
var _rock_mat: StandardMaterial3D ## the tunnel's walls
var _boulder_mat: ShaderMaterial ## the seam's outcrop (rock_pile.gd)
var _face_mat: ShaderMaterial ## the faces you dig
var _wood_mat: StandardMaterial3D
var _rock: CSGCombiner3D
var _cuts: Node3D
@@ -212,8 +214,8 @@ func _make_materials() -> void:
_rock_mat.albedo_texture = terrain.noise_tex
_rock_mat.uv1_triplanar = true
_rock_mat.uv1_scale = Vector3(0.18, 0.18, 0.18)
_face_mat = _rock_mat.duplicate()
_face_mat.albedo_color = Color(0.30, 0.27, 0.25)
_boulder_mat = RockPile.material(terrain)
_face_mat = RockPile.material(terrain) # (the same rock: the seam's cleft and pick marks set it apart)
_wood_mat = StandardMaterial3D.new()
_wood_mat.albedo_color = Color(0.42, 0.29, 0.17)
_wood_mat.roughness = 0.9
@@ -322,13 +324,37 @@ func _make_face(stage: int, center: Vector3, size: Vector3) -> StaticBody3D:
box.size = size
cs.shape = box
f.add_child(cs)
var mi := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = size
mi.mesh = bm
mi.material_override = _face_mat
f.add_child(mi)
add_child(f)
var s: int = terrain.noise_seed + 4200 + stage * 7
if stage == 0:
# The seam: two slabs of rock with a dark cleft between them, and
# old pick marks (pale chips) on either side.
var gap := MeshInstance3D.new()
var gm := BoxMesh.new()
gm.size = Vector3(0.28, size.y * 0.85, 0.3)
gap.mesh = gm
var dm := StandardMaterial3D.new()
dm.albedo_color = Color(0.02, 0.018, 0.015)
dm.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
gap.material_override = dm
gap.position = Vector3(0.05, -0.05, 0.05)
f.add_child(gap)
RockPile.add(f, null, s, Vector3(-0.52, 0.0, 0.1), Vector3(0.55, size.y * 0.5, 0.42), 0.3, _face_mat, true)
RockPile.add(f, null, s + 1, Vector3(0.58, -0.05, 0.12), Vector3(0.52, size.y * 0.47, 0.4), 2.1, _face_mat, true)
var chip := StandardMaterial3D.new()
chip.albedo_color = Color(0.62, 0.58, 0.52)
for c in [Vector3(-0.32, 0.35, -0.3), Vector3(0.36, -0.2, -0.3), Vector3(-0.25, -0.45, -0.28)]:
var m := MeshInstance3D.new()
var cm := BoxMesh.new()
cm.size = Vector3(0.12, 0.05, 0.03)
m.mesh = cm
m.material_override = chip
m.position = c
m.rotation.z = c.x * 2.0
f.add_child(m)
else:
# A face down the tunnel: rough rock filling the passage.
RockPile.add(f, null, s, Vector3(-0.05, 0.0, 0.0), Vector3(0.45, size.y * 0.55, size.z * 0.55), 0.1, _face_mat)
f.global_position = center
return f
@@ -344,35 +370,39 @@ func _build_seam() -> void:
# (local -Z faces inland, towards the valley; the outcrop is behind, +Z)
var body := StaticBody3D.new()
_seam.add_child(body)
for part in [[Vector3(-1.5, 1.2, 0.4), Vector3(1.0, 2.6, 2.0)], [Vector3(1.5, 1.1, 0.4), Vector3(1.0, 2.4, 2.0)],
[Vector3(0, 2.6, 0.4), Vector3(4.0, 0.9, 2.2)], [Vector3(0, 1.1, 1.1), Vector3(2.2, 2.4, 0.6)]]:
var mi := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = part[1]
mi.mesh = bm
mi.material_override = _rock_mat
mi.position = part[0]
_seam.add_child(mi)
var cs := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = part[1]
cs.shape = box
cs.position = part[0]
body.add_child(cs)
# An outcrop of boulders round a cleft: two tall ones either side, one
# across the top, a big one behind and two lower ones at the shoulders,
# with loose stones fallen at its foot. (Each sits a little into the
# ground, which isn't quite flat.)
var s: int = terrain.noise_seed + 4100
for part in [[Vector3(-2.05, 0.95, 0.5), Vector3(1.0, 1.55, 1.3), 0.4, true],
[Vector3(2.05, 0.85, 0.55), Vector3(0.95, 1.45, 1.25), 1.9, true],
[Vector3(0.0, 2.95, 0.65), Vector3(2.3, 0.7, 1.4), 0.2, false],
[Vector3(0.0, 1.4, 1.9), Vector3(2.3, 2.3, 1.3), 3.0, false],
[Vector3(-1.2, 2.6, 2.4), Vector3(1.7, 1.5, 1.3), 1.3, false],
[Vector3(1.3, 2.5, 2.3), Vector3(1.6, 1.4, 1.3), 2.5, false],
[Vector3(-3.3, 0.35, 1.2), Vector3(1.2, 0.9, 1.2), 2.2, false],
[Vector3(3.2, 0.3, 1.0), Vector3(1.0, 0.8, 1.1), 0.9, false]]:
RockPile.add(_seam, body, s, part[0], part[1], part[2], _boulder_mat, part[3])
s += 1
for stone in [[Vector3(-0.8, 0.06, -1.0), 0.28], [Vector3(1.1, 0.05, -1.3), 0.22],
[Vector3(0.35, 0.04, -1.7), 0.18], [Vector3(-1.6, 0.04, -1.6), 0.2]]:
RockPile.add(_seam, null, s, stone[0], Vector3.ONE * float(stone[1]), float(s), _boulder_mat)
s += 1
if not opened:
_face = _make_face(0, _seam.global_transform * Vector3(0, 1.1, -0.35), Vector3(2.0, 2.2, 0.5))
_face = _make_face(0, _seam.global_transform * Vector3(0, 1.1, -0.2), Vector3(2.0, 2.2, 0.6))
_face.global_basis = _seam.global_basis
else:
# The cleft dug open: black inside, set back between the boulders.
var dark := MeshInstance3D.new()
var q := QuadMesh.new()
q.size = Vector2(2.0, 2.1)
dark.mesh = q
var bm := BoxMesh.new()
bm.size = Vector3(1.6, 2.0, 0.1)
dark.mesh = bm
var m := StandardMaterial3D.new()
m.albedo_color = Color(0.02, 0.02, 0.02)
m.albedo_color = Color(0.015, 0.012, 0.01)
m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
dark.material_override = m
dark.position = Vector3(0, 1.05, 0.78)
dark.rotation.y = PI # (a quad faces +Z: turn it to face inland)
dark.position = Vector3(0, 1.0, 0.45)
_seam.add_child(dark)
var spot := _spot_body(Vector3(2.0, 2.1, 0.4), "in", 0)
_seam.add_child(spot)