netfishing/world/regions/starter_island_region.gd

207 lines
6.8 KiB
GDScript

@tool
class_name StarterIslandRegion
extends WorldRegion
const FishingShopInteractionType = preload(
"res://world/fishing_shop_interaction.gd"
)
const FOLIAGE_WIND_SHADER: Shader = preload(
"res://world/materials/foliage_wind.gdshader"
)
const FOLIAGE_MATERIAL_NAMES: Array[StringName] = [
&"leaf",
&"leaf_light",
&"leaf_dark",
]
@export_group("Owned Nodes")
@export_node_path("MeshInstance3D")
var visual_mesh_path: NodePath = (
^"Terrain/Visual/starter_island"
)
@export_node_path("Node3D")
var terrain_visual_root_path: NodePath = ^"Terrain/Visual"
@export_node_path("CollisionShape3D")
var terrain_collision_shape_path: NodePath = (
^"Terrain/Collision/Shape"
)
@export_node_path("Marker3D")
var player_spawn_path: NodePath = ^"PlayerSpawn"
@export_node_path("Area3D")
var fishing_shop_path: NodePath = (
^"Interactables/FishingShopWorld/InteractionArea"
)
@export_group("Terrain Collision")
@export var rebuild_terrain_collision_on_ready: bool = false
@export_group("Foliage Wind")
@export_range(0.0, 0.4, 0.005) var foliage_wind_strength: float = 0.12
@export_range(0.0, 4.0, 0.05) var foliage_wind_speed: float = 0.9
func _ready() -> void:
if rebuild_terrain_collision_on_ready or not has_terrain_collision():
_build_terrain_collision()
_apply_foliage_wind()
if Engine.is_editor_hint():
update_configuration_warnings()
func get_player_spawn_transform() -> Transform3D:
var spawn: Marker3D = get_node_or_null(player_spawn_path) as Marker3D
return spawn.global_transform if spawn != null else global_transform
func get_fishing_shop() -> FishingShopInteractionType:
return get_node_or_null(fishing_shop_path) as FishingShopInteractionType
func get_saltwater_shoreline_mesh() -> MeshInstance3D:
return get_node_or_null(^"ShorelineRibbons/Ocean") as MeshInstance3D
func has_terrain_collision() -> bool:
var collision_shape: CollisionShape3D = (
get_node_or_null(terrain_collision_shape_path) as CollisionShape3D
)
return collision_shape != null and collision_shape.shape != null
func _build_terrain_collision() -> void:
var terrain_root: Node = get_node_or_null(terrain_visual_root_path)
if terrain_root == null:
terrain_root = get_node_or_null(visual_mesh_path)
var collision_shape: CollisionShape3D = (
get_node_or_null(terrain_collision_shape_path) as CollisionShape3D
)
if terrain_root == null:
push_error("Starter island visual terrain root is unavailable.")
return
if collision_shape == null:
push_error("Starter island collision owner is unavailable.")
return
var mesh_instances := _collect_terrain_mesh_instances(terrain_root)
if mesh_instances.is_empty():
var visual_mesh: MeshInstance3D = terrain_root as MeshInstance3D
if visual_mesh == null or visual_mesh.mesh == null:
push_error("Starter island visual mesh is unavailable.")
return
var fallback_shape: ConcavePolygonShape3D = (
visual_mesh.mesh.create_trimesh_shape()
)
if fallback_shape == null or fallback_shape.get_faces().is_empty():
push_error("Starter island terrain collision could not be created.")
return
collision_shape.shape = fallback_shape
return
var terrain_shape := ConcavePolygonShape3D.new()
var faces := PackedVector3Array()
for mesh_instance: MeshInstance3D in mesh_instances:
var mesh: Mesh = mesh_instance.mesh
if mesh == null:
continue
var mesh_shape := mesh.create_trimesh_shape()
if mesh_shape == null:
continue
for face_vertex: Vector3 in mesh_shape.get_faces():
faces.append(to_local(mesh_instance.to_global(face_vertex)))
if faces.is_empty():
push_error("Starter island terrain collision could not be created.")
return
terrain_shape.set_faces(faces)
collision_shape.shape = terrain_shape
func _collect_terrain_mesh_instances(root: Node) -> Array[MeshInstance3D]:
var mesh_instances: Array[MeshInstance3D] = []
if root is MeshInstance3D:
mesh_instances.append(root as MeshInstance3D)
for child: Node in root.get_children():
mesh_instances.append_array(_collect_terrain_mesh_instances(child))
return mesh_instances
func _apply_foliage_wind() -> void:
var terrain_root: Node = get_node_or_null(terrain_visual_root_path)
if terrain_root == null:
return
for mesh_instance: MeshInstance3D in _collect_terrain_mesh_instances(
terrain_root
):
_apply_foliage_wind_to_mesh(mesh_instance)
func _apply_foliage_wind_to_mesh(mesh_instance: MeshInstance3D) -> void:
if mesh_instance.mesh == null:
return
var bounds: AABB = mesh_instance.get_aabb()
var mesh_global_scale: Vector3 = mesh_instance.global_basis.get_scale().abs()
var horizontal_scale: float = maxf(
(mesh_global_scale.x + mesh_global_scale.z) * 0.5,
0.001,
)
var local_strength: float = foliage_wind_strength / horizontal_scale
var phase: float = fposmod(
mesh_instance.global_position.x * 0.73
+ mesh_instance.global_position.z * 0.41,
TAU,
)
for surface_index: int in mesh_instance.mesh.get_surface_count():
var source_material: Material = mesh_instance.get_active_material(
surface_index
)
if not source_material is StandardMaterial3D:
continue
if not FOLIAGE_MATERIAL_NAMES.has(
StringName(source_material.resource_name)
):
continue
var source_standard := source_material as StandardMaterial3D
var wind_material := ShaderMaterial.new()
wind_material.shader = FOLIAGE_WIND_SHADER
wind_material.set_shader_parameter(
"albedo_color",
source_standard.albedo_color,
)
wind_material.set_shader_parameter(
"material_roughness",
source_standard.roughness,
)
wind_material.set_shader_parameter(
"material_metallic",
source_standard.metallic,
)
wind_material.set_shader_parameter("local_min_y", bounds.position.y)
wind_material.set_shader_parameter(
"local_height",
maxf(bounds.size.y, 0.001),
)
wind_material.set_shader_parameter(
"local_wind_strength",
local_strength,
)
wind_material.set_shader_parameter("wind_speed", foliage_wind_speed)
wind_material.set_shader_parameter("wind_phase", phase)
mesh_instance.set_surface_override_material(
surface_index,
wind_material,
)
func _get_configuration_warnings() -> PackedStringArray:
var warnings := PackedStringArray()
var visual_mesh := get_node_or_null(visual_mesh_path) as MeshInstance3D
if visual_mesh == null:
warnings.append("Terrain/Visual terrain mesh node is unavailable.")
return warnings
if visual_mesh == null or visual_mesh.mesh == null:
warnings.append("Terrain/Visual must provide the island mesh.")
return warnings
if get_node_or_null(terrain_collision_shape_path) == null:
warnings.append("Terrain/Collision must provide a collision shape.")
if get_node_or_null(terrain_visual_root_path) == null:
warnings.append("Terrain/Visual root is missing for terrain collision generation.")
if get_node_or_null(player_spawn_path) == null:
warnings.append("PlayerSpawn marker is missing.")
if get_node_or_null(fishing_shop_path) == null:
warnings.append("Fishing Shop placement is missing.")
return warnings