netfishing/world/shoreline_ambience.gd

156 lines
4.8 KiB
GDScript

class_name ShorelineAmbience
extends Node
@export_range(0.0, 20.0, 0.1) var near_distance: float = 2.0
@export_range(1.0, 100.0, 0.5) var far_distance: float = 24.0
@export_range(-40.0, 12.0, 0.5) var near_volume_db: float = 5.0
@export_range(-80.0, 0.0, 0.5) var far_volume_db: float = -18.0
@export_range(0.05, 1.0, 0.05) var distance_update_interval: float = 0.2
@export_range(0.1, 20.0, 0.1) var volume_smoothing_speed: float = 4.0
@onready var _waves_audio: AudioStreamPlayer = %WavesAudio
var _listener: Node3D
var _shoreline_segments: Array[PackedVector2Array] = []
var _distance_update_remaining: float = 0.0
var _target_volume_db: float = -80.0
var _is_active := false
func _ready() -> void:
_configure_audio_loop(_waves_audio.stream)
_waves_audio.volume_db = -80.0
set_process(false)
func configure(listener: Node3D, shoreline_mesh: MeshInstance3D) -> void:
_listener = listener
_shoreline_segments = _extract_shoreline_segments(shoreline_mesh)
_distance_update_remaining = 0.0
if _shoreline_segments.is_empty():
push_warning("Saltwater shoreline ambience has no coastline geometry.")
func set_active(active: bool) -> void:
_is_active = active
set_process(active)
if active:
_distance_update_remaining = 0.0
_update_target_volume()
_waves_audio.volume_db = _target_volume_db
if not _waves_audio.playing and _waves_audio.stream != null:
_waves_audio.play()
else:
_waves_audio.stop()
_waves_audio.volume_db = -80.0
func _process(delta: float) -> void:
if not _is_active:
return
_distance_update_remaining -= delta
if _distance_update_remaining <= 0.0:
_distance_update_remaining = distance_update_interval
_update_target_volume()
_waves_audio.volume_db = lerpf(
_waves_audio.volume_db,
_target_volume_db,
1.0 - exp(-volume_smoothing_speed * delta),
)
func _update_target_volume() -> void:
if _listener == null or _shoreline_segments.is_empty():
_target_volume_db = -80.0
return
var listener_position := Vector2(
_listener.global_position.x,
_listener.global_position.z,
)
var distance := distance_to_segments(listener_position, _shoreline_segments)
var blend := clampf(
inverse_lerp(near_distance, maxf(near_distance + 0.01, far_distance), distance),
0.0,
1.0,
)
_target_volume_db = lerpf(near_volume_db, far_volume_db, smoothstep(0.0, 1.0, blend))
func _extract_shoreline_segments(
shoreline_mesh: MeshInstance3D,
) -> Array[PackedVector2Array]:
var segments: Array[PackedVector2Array] = []
var seen_segments: Dictionary = {}
if shoreline_mesh == null or shoreline_mesh.mesh == null:
return segments
for surface_index in shoreline_mesh.mesh.get_surface_count():
var arrays := shoreline_mesh.mesh.surface_get_arrays(surface_index)
var vertices: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX]
if indices.is_empty():
continue
for index_offset in range(0, indices.size() - 2, 3):
var triangle := PackedVector2Array()
for corner in 3:
var vertex := shoreline_mesh.to_global(
vertices[indices[index_offset + corner]]
)
triangle.append(Vector2(vertex.x, vertex.z))
_append_unique_segment(segments, seen_segments, triangle[0], triangle[1])
_append_unique_segment(segments, seen_segments, triangle[1], triangle[2])
_append_unique_segment(segments, seen_segments, triangle[2], triangle[0])
return segments
func _append_unique_segment(
segments: Array[PackedVector2Array],
seen_segments: Dictionary,
start: Vector2,
end: Vector2,
) -> void:
if start.distance_squared_to(end) <= 0.000001:
return
# The baked ribbon repeats shared triangle edges. Quantized canonical keys
# keep only distinct segments without an O(n²) startup pass.
var first := start
var second := end
if first.x > second.x or (is_equal_approx(first.x, second.x) and first.y > second.y):
first = end
second = start
var key := "%d,%d:%d,%d" % [
roundi(first.x * 10000.0),
roundi(first.y * 10000.0),
roundi(second.x * 10000.0),
roundi(second.y * 10000.0),
]
if seen_segments.has(key):
return
seen_segments[key] = true
segments.append(PackedVector2Array([start, end]))
static func distance_to_segments(
point: Vector2,
segments: Array[PackedVector2Array],
) -> float:
var closest_squared := INF
for segment in segments:
if segment.size() < 2:
continue
var closest := Geometry2D.get_closest_point_to_segment(
point,
segment[0],
segment[1],
)
closest_squared = minf(closest_squared, point.distance_squared_to(closest))
return sqrt(closest_squared) if closest_squared < INF else INF
func _configure_audio_loop(stream: AudioStream) -> void:
var wav := stream as AudioStreamWAV
if wav == null:
return
wav.loop_mode = AudioStreamWAV.LOOP_FORWARD
if wav.loop_end <= wav.loop_begin:
wav.loop_begin = 0
wav.loop_end = int(round(wav.get_length() * wav.mix_rate))