157 lines
4.8 KiB
GDScript
157 lines
4.8 KiB
GDScript
class_name ShorelineAmbience
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extends Node
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@export_range(0.0, 20.0, 0.1) var near_distance: float = 2.0
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@export_range(1.0, 100.0, 0.5) var far_distance: float = 24.0
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@export_range(-40.0, 12.0, 0.5) var near_volume_db: float = 1.0
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@export_range(-80.0, 0.0, 0.5) var far_volume_db: float = -18.0
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@export_range(0.05, 1.0, 0.05) var distance_update_interval: float = 0.2
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@export_range(0.1, 20.0, 0.1) var volume_smoothing_speed: float = 4.0
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@onready var _waves_audio: AudioStreamPlayer = %WavesAudio
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var _listener: Node3D
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var _shoreline_segments: Array[PackedVector2Array] = []
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var _distance_update_remaining: float = 0.0
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var _target_volume_db: float = -80.0
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var _is_active := false
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func _ready() -> void:
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_waves_audio.bus = &"Environment"
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_configure_audio_loop(_waves_audio.stream)
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_waves_audio.volume_db = -80.0
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set_process(false)
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func configure(listener: Node3D, shoreline_mesh: MeshInstance3D) -> void:
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_listener = listener
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_shoreline_segments = _extract_shoreline_segments(shoreline_mesh)
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_distance_update_remaining = 0.0
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if _shoreline_segments.is_empty():
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push_warning("Saltwater shoreline ambience has no coastline geometry.")
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func set_active(active: bool) -> void:
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_is_active = active
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set_process(active)
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if active:
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_distance_update_remaining = 0.0
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_update_target_volume()
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_waves_audio.volume_db = _target_volume_db
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if not _waves_audio.playing and _waves_audio.stream != null:
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_waves_audio.play()
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else:
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_waves_audio.stop()
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_waves_audio.volume_db = -80.0
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func _process(delta: float) -> void:
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if not _is_active:
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return
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_distance_update_remaining -= delta
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if _distance_update_remaining <= 0.0:
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_distance_update_remaining = distance_update_interval
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_update_target_volume()
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_waves_audio.volume_db = lerpf(
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_waves_audio.volume_db,
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_target_volume_db,
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1.0 - exp(-volume_smoothing_speed * delta),
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)
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func _update_target_volume() -> void:
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if _listener == null or _shoreline_segments.is_empty():
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_target_volume_db = -80.0
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return
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var listener_position := Vector2(
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_listener.global_position.x,
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_listener.global_position.z,
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)
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var distance := distance_to_segments(listener_position, _shoreline_segments)
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var blend := clampf(
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inverse_lerp(near_distance, maxf(near_distance + 0.01, far_distance), distance),
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0.0,
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1.0,
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)
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_target_volume_db = lerpf(near_volume_db, far_volume_db, smoothstep(0.0, 1.0, blend))
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func _extract_shoreline_segments(
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shoreline_mesh: MeshInstance3D,
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) -> Array[PackedVector2Array]:
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var segments: Array[PackedVector2Array] = []
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var seen_segments: Dictionary = {}
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if shoreline_mesh == null or shoreline_mesh.mesh == null:
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return segments
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for surface_index in shoreline_mesh.mesh.get_surface_count():
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var arrays := shoreline_mesh.mesh.surface_get_arrays(surface_index)
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var vertices: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
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var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
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if indices.is_empty():
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continue
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for index_offset in range(0, indices.size() - 2, 3):
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var triangle := PackedVector2Array()
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for corner in 3:
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var vertex := shoreline_mesh.to_global(
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vertices[indices[index_offset + corner]]
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)
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triangle.append(Vector2(vertex.x, vertex.z))
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_append_unique_segment(segments, seen_segments, triangle[0], triangle[1])
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_append_unique_segment(segments, seen_segments, triangle[1], triangle[2])
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_append_unique_segment(segments, seen_segments, triangle[2], triangle[0])
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return segments
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func _append_unique_segment(
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segments: Array[PackedVector2Array],
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seen_segments: Dictionary,
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start: Vector2,
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end: Vector2,
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) -> void:
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if start.distance_squared_to(end) <= 0.000001:
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return
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# The baked ribbon repeats shared triangle edges. Quantized canonical keys
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# keep only distinct segments without an O(n²) startup pass.
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var first := start
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var second := end
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if first.x > second.x or (is_equal_approx(first.x, second.x) and first.y > second.y):
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first = end
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second = start
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var key := "%d,%d:%d,%d" % [
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roundi(first.x * 10000.0),
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roundi(first.y * 10000.0),
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roundi(second.x * 10000.0),
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roundi(second.y * 10000.0),
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]
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if seen_segments.has(key):
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return
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seen_segments[key] = true
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segments.append(PackedVector2Array([start, end]))
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static func distance_to_segments(
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point: Vector2,
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segments: Array[PackedVector2Array],
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) -> float:
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var closest_squared := INF
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for segment in segments:
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if segment.size() < 2:
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continue
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var closest := Geometry2D.get_closest_point_to_segment(
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point,
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segment[0],
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segment[1],
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)
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closest_squared = minf(closest_squared, point.distance_squared_to(closest))
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return sqrt(closest_squared) if closest_squared < INF else INF
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func _configure_audio_loop(stream: AudioStream) -> void:
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var wav := stream as AudioStreamWAV
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if wav == null:
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return
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wav.loop_mode = AudioStreamWAV.LOOP_FORWARD
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if wav.loop_end <= wav.loop_begin:
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wav.loop_begin = 0
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wav.loop_end = int(round(wav.get_length() * wav.mix_rate))
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