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) 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() _: 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)