Fix washed-out look (inverted terrain normals via winding), tune lighting/fog, add tree+rock collision

This commit is contained in:
dev
2026-11-03 22:41:00 +00:00
parent edcac03c23
commit ac6f69ff96
5 changed files with 56 additions and 20 deletions

View File

@@ -36,6 +36,17 @@ func _make_tree(pos: Vector3, rng: RandomNumberGenerator) -> void:
trunk.material_override = _mat(Color(0.33, 0.24, 0.16))
root.add_child(trunk)
# 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)
# Low-poly conifer canopy: stacked cones.
var h := 3.0
for j in range(3):
@@ -57,13 +68,25 @@ func _make_tree(pos: Vector3, rng: RandomNumberGenerator) -> void:
func _make_rock(pos: Vector3, rng: RandomNumberGenerator) -> void:
var rock := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(rng.randf_range(0.8, 1.8), rng.randf_range(0.6, 1.2), rng.randf_range(0.8, 1.8))
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)
# 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)
func _mat(c: Color) -> StandardMaterial3D:
var m := StandardMaterial3D.new()
m.albedo_color = c

View File

@@ -57,8 +57,12 @@ func _build() -> void:
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)
# 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()
@@ -67,7 +71,7 @@ func _build() -> void:
mi.name = "TerrainMesh"
mi.mesh = mesh
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.33, 0.45, 0.22) # mossy green
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)