Restrict generated clam spots to visible sand

This commit is contained in:
Alexander Sellite 2026-08-24 13:51:11 -04:00
parent 4dc87235ec
commit 966968e54d
2 changed files with 74 additions and 1 deletions

View file

@ -11,6 +11,15 @@ const Gatherables: GatherableCatalog = preload(
"res://gathering/catalog/gatherable_catalog.tres"
)
class PrimaryTerrainProvider:
extends Node3D
var primary_mesh: MeshInstance3D
func get_primary_terrain_meshes() -> Array[MeshInstance3D]:
return [primary_mesh] if primary_mesh != null else []
func _initialize() -> void:
call_deferred("_run")
@ -20,6 +29,7 @@ func _run() -> void:
_validate_catalog_content()
_validate_flat_shovel()
await _validate_beach_authoring()
_validate_primary_terrain_provider()
print("Digging prototype validation: PASS")
quit()
@ -81,6 +91,52 @@ func _validate_beach_authoring() -> void:
region.queue_free()
func _validate_primary_terrain_provider() -> void:
var fixture := Node3D.new()
fixture.name = "PrimaryTerrainFixture"
root.add_child(fixture)
var provider := PrimaryTerrainProvider.new()
provider.name = "Provider"
fixture.add_child(provider)
provider.primary_mesh = _flat_sand_triangle(0.0)
provider.add_child(provider.primary_mesh)
var buried_base := _flat_sand_triangle(10.0)
buried_base.name = "BuriedSandBase"
provider.add_child(buried_base)
var area := DiggableArea3D.new()
area.name = "DiggableArea"
area.area_id = &"provider_test"
area.terrain_source = NodePath("../Provider")
area.surface_materials = [&"sand"]
area.generation_bounds = Rect2(-20.0, -20.0, 40.0, 40.0)
fixture.add_child(area)
var triangles := area.get_surface_triangles()
assert(triangles.size() == 1)
var center := (triangles[0][0] + triangles[0][1] + triangles[0][2]) / 3.0
assert(center.x < 2.0)
fixture.free()
func _flat_sand_triangle(x_offset: float) -> MeshInstance3D:
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = PackedVector3Array([
Vector3(x_offset, 0.0, 0.0),
Vector3(x_offset, 0.0, 1.0),
Vector3(x_offset + 1.0, 0.0, 0.0),
])
arrays[Mesh.ARRAY_INDEX] = PackedInt32Array([0, 1, 2])
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var material := StandardMaterial3D.new()
material.resource_name = "sand"
mesh.surface_set_material(0, material)
var mesh_instance := MeshInstance3D.new()
mesh_instance.name = "PrimarySand"
mesh_instance.mesh = mesh
return mesh_instance
func _collect_meshes(
root_node: Node,
result: Array[MeshInstance3D],

View file

@ -18,7 +18,7 @@ func get_surface_triangles() -> Array[PackedVector3Array]:
var terrain_root: Node = get_node_or_null(terrain_source)
if terrain_root == null:
return triangles
for mesh_instance: MeshInstance3D in _collect_mesh_instances(terrain_root):
for mesh_instance: MeshInstance3D in _terrain_mesh_instances(terrain_root):
var mesh: Mesh = mesh_instance.mesh
if mesh == null:
continue
@ -92,6 +92,23 @@ func _append_triangle(
result.append(PackedVector3Array([a, b, c]))
func _terrain_mesh_instances(terrain_root: Node) -> Array[MeshInstance3D]:
# Generated terrain can contain authored base layers beneath raised visual
# overlays. Those meshes are useful for closing terrain seams, but they are
# not necessarily the visible surface and must not produce buried dig spots.
# A terrain provider may therefore expose its authoritative primary meshes.
if terrain_root.has_method(&"get_primary_terrain_meshes"):
var provided: Variant = terrain_root.call(&"get_primary_terrain_meshes")
var meshes: Array[MeshInstance3D] = []
if provided is Array:
for value: Variant in provided:
var mesh_instance := value as MeshInstance3D
if mesh_instance != null:
meshes.append(mesh_instance)
return meshes
return _collect_mesh_instances(terrain_root)
func _collect_mesh_instances(root: Node) -> Array[MeshInstance3D]:
var meshes: Array[MeshInstance3D] = []
if root is MeshInstance3D: