Files
Emberwild/scripts/items/item_meshes.gd

559 lines
23 KiB
GDScript

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 FIBER_PLANT := Color(0.68, 0.70, 0.36) ## paler than the grass, so it shows
const FIBER_SEED := Color(0.80, 0.68, 0.40)
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()
"raw_meat": m = _meat(MEAT_RAW)
"cooked_meat": m = _meat(MEAT_COOKED)
"hide": m = _hide()
"feather": m = _feather()
"spear": m = _spear()
"bow": m = _bow()
"arrow": m = _arrow()
"hide_cloak": m = _cloak()
"wolf_pelt": m = _pelt(WOLF_FUR)
"wolf_cloak": m = _cloak(WOLF_FUR)
"fishing_rod": m = _rod()
"bobber": m = _bobber()
"perch": m = _fish(PERCH, 0.16, false)
"trout": m = _fish(TROUT, 0.24, false)
"grilled_perch": m = _fish(PERCH, 0.16, true)
"grilled_trout": m = _fish(TROUT, 0.24, true)
"fiber_plant": m = _fiber_plant()
"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)
## A wild flax clump you pick for fibre: tall pale stalks fanning out of the
## grass, each with a seed head, so it stands out above the meadow.
static func _fiber_plant() -> ArrayMesh:
var st := P._begin()
var r := _rng(53)
for i in range(20):
var a := TAU * i / 20.0 + r.randf_range(-0.2, 0.2)
var lean := r.randf_range(0.12, 0.4)
var h := r.randf_range(1.0, 1.45)
var base := Vector3(cos(a), 0, sin(a)) * r.randf_range(0.03, 0.12)
var top := base + Vector3(cos(a) * lean, h, sin(a) * lean)
var col := P._mul(FIBER_PLANT, r.randf_range(0.85, 1.15))
P._cylinder(st, base, top, 0.022, 0.009, 4, col, r)
P._cylinder(st, top, top + (top - base).normalized() * 0.14, 0.032, 0.006, 4, P._mul(FIBER_SEED, r.randf_range(0.9, 1.1)), r)
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)
# --- hunting gear (M1d) -------------------------------------------------------
const MEAT_RAW := Color(0.72, 0.24, 0.24)
const MEAT_COOKED := Color(0.48, 0.26, 0.12)
const BONE := Color(0.90, 0.87, 0.78)
const HIDE := Color(0.58, 0.42, 0.28)
const FEATHER := Color(0.88, 0.86, 0.80)
const FLETCH := Color(0.70, 0.22, 0.18)
static func _meat(col: Color) -> ArrayMesh:
var st := P._begin()
var r := _rng(107)
var n := FastNoiseLite.new()
n.seed = 107
n.frequency = 2.2
P._blob(st, Vector3(0.03, 0.07, 0), Vector3(0.13, 0.07, 0.1), n, 0.25, col, r, 1)
P._cylinder(st, Vector3(-0.08, 0.07, 0), Vector3(-0.2, 0.08, 0.01), 0.022, 0.018, 5, BONE, r, -1.0, BONE)
P._blob(st, Vector3(-0.21, 0.08, 0.01), Vector3(0.03, 0.03, 0.035), n, 0.1, BONE, r, 0)
return P._commit(st)
static func _hide() -> ArrayMesh:
var st := P._begin()
var r := _rng(109)
# A rough, folded pelt: a few overlapping flattened slabs.
_box(st, Vector3(0, 0.02, 0), Vector3(0.36, 0.03, 0.26), HIDE, Basis(Vector3.UP, 0.2))
_box(st, Vector3(0.05, 0.05, 0.02), Vector3(0.28, 0.03, 0.2), P._mul(HIDE, 0.85), Basis(Vector3.UP, -0.3))
_box(st, Vector3(-0.04, 0.075, -0.02), Vector3(0.2, 0.025, 0.16), _board(r, HIDE), Basis(Vector3.UP, 0.6))
return P._commit(st)
static func _feather() -> ArrayMesh:
var st := P._begin()
var r := _rng(113)
P._cylinder(st, Vector3(-0.14, 0.01, 0), Vector3(0.14, 0.012, 0), 0.004, 0.002, 3, BONE, r)
for side in [-1.0, 1.0]:
var a := Vector3(-0.1, 0.01, 0)
var b := Vector3(0.13, 0.012, 0)
var c := Vector3(0.0, 0.01, side * 0.035)
P._tri(st, a, b, c, Vector3.UP, FEATHER)
P._tri(st, a, b, c, Vector3.DOWN, P._mul(FEATHER, 0.85))
return P._commit(st)
## Long shaft along +Y from the grip, fire-hardened point with a flint tip.
static func _spear() -> ArrayMesh:
var st := P._begin()
var r := _rng(127)
P._cylinder(st, Vector3(0, -0.55, 0), Vector3(0, 0.75, 0), 0.022, 0.02, 6, HANDLE, r, -1.0, HANDLE)
_box(st, Vector3(0, 0.78, 0), Vector3(0.05, 0.06, 0.05), BINDING)
P._cylinder(st, Vector3(0, 0.8, 0), Vector3(0, 0.98, 0), 0.035, 0.004, 4, FLINT, r)
return P._commit(st)
## Bent stave along +Y with a string on the +Z side (held upright).
static func _bow() -> ArrayMesh:
var st := P._begin()
var r := _rng(131)
var pts: Array[Vector3] = []
for i in range(7):
var t := -1.0 + 2.0 * i / 6.0
pts.append(Vector3(0, t * 0.55, -0.1 * (1.0 - t * t)))
for i in range(6):
P._cylinder(st, pts[i], pts[i + 1], 0.02 if absf(i - 2.5) < 1.5 else 0.015, 0.02 if absf(i - 2.5) < 1.5 else 0.013, 5, PLANK_DARK, r, 0.0)
P._cylinder(st, pts[0], pts[6], 0.004, 0.004, 3, LINEN, r)
_box(st, Vector3(0, 0, -0.1), Vector3(0.05, 0.12, 0.05), BINDING)
return P._commit(st)
## Arrow along -Z (its flight direction), tip at the front.
static func _arrow() -> ArrayMesh:
var st := P._begin()
var r := _rng(137)
P._cylinder(st, Vector3(0, 0, 0.35), Vector3(0, 0, -0.33), 0.008, 0.008, 4, HANDLE, r, 0.0)
P._cylinder(st, Vector3(0, 0, -0.32), Vector3(0, 0, -0.4), 0.018, 0.002, 4, FLINT, r, 0.0)
for a in [0.0, TAU / 3.0, TAU * 2.0 / 3.0]:
var d := Vector3(cos(a), sin(a), 0) * 0.03
P._tri(st, Vector3(0, 0, 0.33), Vector3(0, 0, 0.2), d + Vector3(0, 0, 0.3), Vector3(-d.y, d.x, 0), FLETCH)
P._tri(st, Vector3(0, 0, 0.33), Vector3(0, 0, 0.2), d + Vector3(0, 0, 0.3), Vector3(d.y, -d.x, 0), FLETCH)
return P._commit(st)
const WOLF_FUR := Color(0.5, 0.5, 0.52)
static func _pelt(col: Color) -> ArrayMesh:
var st := P._begin()
var r := _rng(149)
_box(st, Vector3(0, 0.02, 0), Vector3(0.42, 0.035, 0.24), col, Basis(Vector3.UP, 0.15))
_box(st, Vector3(0.04, 0.05, 0.01), Vector3(0.3, 0.035, 0.18), _board(r, col), Basis(Vector3.UP, -0.25))
_box(st, Vector3(-0.2, 0.03, 0.05), Vector3(0.12, 0.03, 0.05), P._mul(col, 0.8), Basis(Vector3.UP, 0.7)) # tail
return P._commit(st)
static func _cloak(col: Color = HIDE) -> ArrayMesh:
var st := P._begin()
var r := _rng(139)
# Folded cloak: a stack of fur with a bone clasp.
for i in range(3):
_box(st, Vector3(0, 0.03 + i * 0.045, 0), Vector3(0.42 - i * 0.05, 0.04, 0.3 - i * 0.03), _board(r, col), Basis(Vector3.UP, (i - 1) * 0.08))
_box(st, Vector3(0, 0.17, 0.0), Vector3(0.32, 0.05, 0.08), P._mul(FUR if col == HIDE else col, 1.1))
_box(st, Vector3(0.1, 0.2, 0.05), Vector3(0.05, 0.03, 0.03), BONE)
return P._commit(st)
# --- fishing ------------------------------------------------------------------
const PERCH := Color(0.45, 0.52, 0.30)
const TROUT := Color(0.50, 0.55, 0.58)
const GRILLED := Color(0.55, 0.36, 0.18)
const FLOAT_RED := Color(0.85, 0.15, 0.12)
## Rod along +Y from the grip, a tip ring at the top. Rod tip is at
## (0, ROD_TIP, 0) (hands.gd draws the line from there).
const ROD_TIP := 1.15
static func _rod() -> ArrayMesh:
var st := P._begin()
var r := _rng(151)
P._cylinder(st, Vector3(0, -0.15, 0), Vector3(0, ROD_TIP, 0), 0.02, 0.006, 5, HANDLE, r, -1.0, HANDLE)
_box(st, Vector3(0, 0.0, 0), Vector3(0.05, 0.16, 0.05), BINDING)
# A simple wooden reel with line wound on it.
P._cylinder(st, Vector3(-0.05, 0.12, 0.04), Vector3(0.05, 0.12, 0.04), 0.045, 0.045, 7, PLANK_DARK, r, 0.0, LINEN)
return P._commit(st)
static func _bobber() -> ArrayMesh:
var st := P._begin()
var r := _rng(157)
var n := FastNoiseLite.new()
# Big enough to spot 10 m out on the water.
P._blob(st, Vector3(0, 0.03, 0), Vector3(0.08, 0.06, 0.08), n, 0.0, Color(0.95, 0.95, 0.92), r, 1)
P._blob(st, Vector3(0, 0.09, 0), Vector3(0.07, 0.05, 0.07), n, 0.0, FLOAT_RED, r, 1)
P._cylinder(st, Vector3(0, 0.11, 0), Vector3(0, 0.24, 0), 0.01, 0.007, 4, FLOAT_RED, r)
return P._commit(st)
## A fish lying on its side along X, head at +X. `len` is half its length.
static func _fish(col: Color, len: float, grilled: bool) -> ArrayMesh:
var st := P._begin()
var r := _rng(163 + int(len * 100.0))
var n := FastNoiseLite.new()
n.seed = 163
var body := GRILLED.lerp(col, 0.25) if grilled else col
P._blob(st, Vector3(0, len * 0.3, 0), Vector3(len, len * 0.32, len * 0.14), n, 0.05, body, r, 1)
P._blob(st, Vector3(len * 0.1, len * 0.22, 0), Vector3(len * 0.75, len * 0.18, len * 0.12), n, 0.05,
P._mul(body, 1.25) if not grilled else P._mul(body, 0.8), r, 1) # pale belly / char
# Tail fin.
var t0 := Vector3(-len * 0.9, len * 0.3, 0)
var fin := P._mul(body, 0.8)
P._tri(st, t0, Vector3(-len * 1.35, len * 0.65, 0), Vector3(-len * 1.35, -len * 0.05, 0), Vector3(0, 0, 1), fin)
P._tri(st, t0, Vector3(-len * 1.35, len * 0.65, 0), Vector3(-len * 1.35, -len * 0.05, 0), Vector3(0, 0, -1), fin)
# Dorsal fin and an eye.
P._tri(st, Vector3(len * 0.3, len * 0.58, 0), Vector3(-len * 0.3, len * 0.58, 0), Vector3(-len * 0.1, len * 0.85, 0), Vector3(0, 0, 1), fin)
P._tri(st, Vector3(len * 0.3, len * 0.58, 0), Vector3(-len * 0.3, len * 0.58, 0), Vector3(-len * 0.1, len * 0.85, 0), Vector3(0, 0, -1), fin)
if not grilled:
for s in [-1.0, 1.0]:
P._blob(st, Vector3(len * 0.75, len * 0.38, s * len * 0.11), Vector3.ONE * len * 0.06, n, 0.0, Color(0.05, 0.05, 0.05), r, 0)
return P._commit(st)