Rework island water and shop character

This commit is contained in:
Alexander Sellite 2026-08-08 00:34:06 -04:00
parent 0d50c324e9
commit 352350157b
65 changed files with 1144 additions and 1120 deletions

View file

@ -0,0 +1,133 @@
extends SceneTree
const REGION := preload("res://world/regions/starter_island_region.tscn")
const TERRAIN_MODEL_PATH: String = (
"res://art/exported/environment/terrain/starter_island.glb"
)
const EXPECTED_SURFACES: Array[String] = [
"grass_lite",
"dirt",
"cliff_wall",
"dirt_wall",
"sand",
"sandstone_heavy",
]
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var model_scene := load(TERRAIN_MODEL_PATH) as PackedScene
_check(model_scene != null, "Starter-island GLB must load as a scene.")
if model_scene == null:
_finish()
return
var model_root := model_scene.instantiate()
var model_terrain := _find_mesh(model_root, "starter_island")
_check(model_terrain != null, "GLB must contain the starter_island mesh.")
_check(_find_mesh(model_root, "Cube") == null, "GLB must not contain Cube.")
if model_terrain != null:
_validate_terrain_materials(model_terrain, "GLB")
model_root.free()
var region := REGION.instantiate()
root.add_child(region)
await process_frame
var runtime_terrain := region.get_node_or_null(
"Terrain/Visual/starter_island"
) as MeshInstance3D
_check(runtime_terrain != null, "Region must contain the terrain mesh.")
if runtime_terrain != null:
_validate_terrain_materials(runtime_terrain, "Region")
for surface_index: int in runtime_terrain.mesh.get_surface_count():
_check(
runtime_terrain.get_surface_override_material(surface_index) == null,
"Region surface %d must use its Blender material." % surface_index,
)
region.free()
_finish()
func _find_mesh(node: Node, mesh_name: String) -> MeshInstance3D:
if node is MeshInstance3D and node.name == mesh_name:
return node as MeshInstance3D
for child: Node in node.get_children():
var match := _find_mesh(child, mesh_name)
if match != null:
return match
return null
func _validate_terrain_materials(
terrain: MeshInstance3D,
context: String,
) -> void:
_check(terrain.mesh != null, "%s terrain must have a mesh." % context)
if terrain.mesh == null:
return
_check(
terrain.mesh.get_surface_count() == EXPECTED_SURFACES.size(),
"%s terrain must have %d surfaces." % [
context,
EXPECTED_SURFACES.size(),
],
)
var checked_count := mini(
terrain.mesh.get_surface_count(),
EXPECTED_SURFACES.size(),
)
for surface_index: int in checked_count:
var expected_name := EXPECTED_SURFACES[surface_index]
_check(
terrain.mesh.surface_get_name(surface_index) == expected_name,
"%s surface %d must be named %s." % [
context,
surface_index,
expected_name,
],
)
var material := terrain.get_active_material(surface_index)
_check(
material is StandardMaterial3D,
"%s surface %s must use a Blender material." % [
context,
expected_name,
],
)
if material is StandardMaterial3D:
var texture := (material as StandardMaterial3D).albedo_texture
_check(
texture != null,
"%s surface %s must have an embedded texture." % [
context,
expected_name,
],
)
if texture != null:
_check(
texture.resource_path.begins_with(TERRAIN_MODEL_PATH + "::"),
"%s surface %s must source its texture from the GLB." % [
context,
expected_name,
],
)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("Blender terrain material validation: PASS")
quit(0)
return
for failure: String in failures:
printerr("Blender terrain material validation: ", failure)
quit(1)

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@ -1,78 +0,0 @@
extends SceneTree
const REGION := preload("res://world/regions/starter_island_region.tscn")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var region := REGION.instantiate()
root.add_child(region)
await process_frame
var terrain := region.get_node(
"Terrain/Visual/starter_island"
) as MeshInstance3D
assert(terrain != null)
assert(terrain.mesh.get_surface_count() == 5)
assert(terrain.mesh.surface_get_name(0) == "grass_lite")
assert(terrain.mesh.surface_get_name(1) == "dirt")
assert(terrain.mesh.surface_get_name(2) == "sand")
assert(terrain.mesh.surface_get_name(3) == "cliff_wall")
assert(terrain.mesh.surface_get_name(4) == "dirt_wall")
_validate_projected_material(
terrain.get_surface_override_material(0),
"res://art/exported/environment/textures/grass_lite.png"
)
_validate_projected_material(
terrain.get_surface_override_material(2),
"res://art/exported/environment/textures/sand.png"
)
for surface: int in [1, 3, 4]:
assert(terrain.get_surface_override_material(surface) == null)
assert(terrain.mesh.surface_get_material(surface) is StandardMaterial3D)
print("Terrain projection validation: PASS")
region.free()
quit()
func _validate_projected_material(
material: Material,
expected_texture_path: String,
) -> void:
assert(material is ShaderMaterial)
var shader_material := material as ShaderMaterial
assert(
shader_material.shader.resource_path
== "res://world/materials/terrain_surface_projection.gdshader"
)
assert(
is_equal_approx(
float(shader_material.get_shader_parameter("tile_world_size")),
2.5
)
)
assert(
is_equal_approx(
float(shader_material.get_shader_parameter("blend_sharpness")),
6.0
)
)
assert(
is_equal_approx(
float(shader_material.get_shader_parameter("top_projection_bias")),
2.0
)
)
var texture: Texture2D = shader_material.get_shader_parameter(
"albedo_texture"
) as Texture2D
assert(texture != null)
assert(texture.resource_path == expected_texture_path)
var imported_image: Image = texture.get_image()
assert(imported_image != null)
assert(not imported_image.has_mipmaps())
assert(imported_image.get_format() == Image.FORMAT_RGBA8)