straywild/world/generation/generated_world_region.gd

1441 lines
41 KiB
GDScript

class_name GeneratedWorldRegion
extends WorldRegion
signal world_generated(seed: int, summary: Dictionary)
const FishingShopInteractionType = preload(
"res://world/fishing_shop_interaction.gd"
)
const PlayerStorageInteractionType = preload(
"res://world/player_storage_interaction.gd"
)
const PrecipitationOcclusionType = preload(
"res://world/environment/precipitation_occlusion.gd"
)
const WATER_BODY_SCENE: PackedScene = preload("res://world/water_body.tscn")
const SALT_WATER_MATERIAL: Material = preload(
"res://world/materials/stylized_water.tres"
)
const FRESH_WATER_MATERIAL: Material = preload(
"res://world/materials/stylized_water_fresh.tres"
)
const GENERATED_TERRAIN_DIRT_MATERIAL: Material = preload(
"res://world/materials/generated_terrain_dirt.tres"
)
const GENERATED_POND_POOL: FishPool = preload(
"res://fish/pools/generated_pond_pool.tres"
)
const GENERATED_LAKE_POOL: FishPool = preload(
"res://fish/pools/generated_lake_pool.tres"
)
const GENERATED_RIVER_POOL: FishPool = preload(
"res://fish/pools/generated_river_pool.tres"
)
const OCEAN_POOL: FishPool = preload(
"res://fish/pools/starter_ocean_pool.tres"
)
const WATER_HEIGHT := -0.25
const GENERATED_FRESH_WATER_BED_HEIGHT := -2.85
const PROP_EDGE_MARGIN := 2.2
const PROP_PLACEMENT_ATTEMPTS := 12
const PROP_CLUSTER_PLACEMENT_ATTEMPTS := 10
const PROP_MINIMUM_GROUND_CLEARANCE := 0.05
const PROP_MAXIMUM_SUPPORT_HEIGHT_DIFFERENCE := 0.35
const PROP_CHANCE_SCALE := 10000
const PROP_SELECTION_WEIGHT_SCALE := 1000
const PROP_SURFACE_SAMPLE_DIRECTIONS: Array[Vector2] = [
Vector2(1.0, 0.0),
Vector2(0.70710678, 0.70710678),
Vector2(0.0, 1.0),
Vector2(-0.70710678, 0.70710678),
Vector2(-1.0, 0.0),
Vector2(-0.70710678, -0.70710678),
Vector2(0.0, -1.0),
Vector2(0.70710678, -0.70710678),
]
const GRASS_PROP_SURFACE_MATERIALS: Array[StringName] = [&"grass_lite"]
const SAND_PROP_SURFACE_MATERIALS: Array[StringName] = [&"sand"]
const PROCEDURAL_PROP_GROUPS: Array[StringName] = [
&"grass_tree",
&"grass_detail",
&"sand_tree",
]
@export var initial_seed := PlayerSaveManager.DEFAULT_WORLD_SEED
@export var prop_catalog: TerrainPropCatalog
@export var biome_catalog: TerrainBiomeCatalog
@onready var _generator: TerrainChunkGenerator = %TerrainChunkGenerator
@onready var _player_spawn: Marker3D = %PlayerSpawn
@onready var _safe_spawn: SafeRespawnPoint = %SafeSpawn
@onready var _fishing_shop: FishingShopInteractionType = (
$Interactables/FishingShopWorld/InteractionArea
)
@onready var _player_storage: PlayerStorageInteractionType = (
$Interactables/PlayerStorageBox/InteractionArea
)
@onready var _shop_root: Node3D = %FishingShopWorld
@onready var _storage_root: Node3D = %PlayerStorageBox
@onready var _decorations: Node3D = %Decorations
@onready var _tree_anchors: GatherableAnchorSet3D = %ReachableTreeTrunks
@onready var _diggable_beach: DiggableArea3D = %DiggableBeach
@onready var _ocean: WaterBodyAuthoring = %OceanWater
@onready var _fresh_water_root: Node3D = %FreshWaterBodies
@onready var _shoreline_reference: MeshInstance3D = %ShorelineReference
var _current_seed := PlayerSaveManager.DEFAULT_WORLD_SEED
var _light_performance_profile := false
var _placed_prop_positions: Array[Vector3] = []
var _placed_prop_clearance_radii: Array[float] = []
var _placed_prop_groups: Array[StringName] = []
var _placed_group_coordinates: Dictionary[StringName, Array] = {}
var _biome_assignments: Dictionary[Vector2i, StringName] = {}
func _ready() -> void:
_generator.generation_completed.connect(_on_generation_completed)
_validate_prop_catalog()
_validate_biome_catalog()
_configure_static_water()
_build_shoreline_reference()
func generate_world(seed: int) -> bool:
if seed <= 0 or seed > PlayerSaveManager.MAX_WORLD_SEED:
return false
if (
seed == _current_seed
and _generator.get_generated_chunks_root() != null
):
return true
_current_seed = seed
_generator.generation_seed = seed
return _generator.generate()
func get_generation_seed() -> int:
return _current_seed
func is_world_generated() -> bool:
return is_instance_valid(_generator.get_generated_chunks_root())
func get_playable_half_extents() -> Vector2:
var size := Vector2(
float(_generator.grid_size.x),
float(_generator.grid_size.y),
) * _generator.catalog.chunk_size
return size * 0.5
func get_player_spawn_transform() -> Transform3D:
return _player_spawn.global_transform
func get_fishing_shop() -> FishingShopInteractionType:
return _fishing_shop
func get_player_storage() -> PlayerStorageInteractionType:
return _player_storage
func get_saltwater_shoreline_mesh() -> MeshInstance3D:
return _shoreline_reference
func get_prop_catalog() -> TerrainPropCatalog:
return prop_catalog
func get_biome_catalog() -> TerrainBiomeCatalog:
return biome_catalog
func get_biome_at(coordinate: Vector2i) -> StringName:
return _biome_assignments.get(coordinate, &"")
func set_light_performance_profile(enabled: bool) -> void:
_light_performance_profile = enabled
_apply_water_materials()
func get_spawn_surface_triangles(
material_names: Array[StringName],
minimum_global_y: float,
minimum_up_dot: float = 0.6,
) -> Array[PackedVector3Array]:
var triangles: Array[PackedVector3Array] = []
if material_names.is_empty():
return triangles
for mesh_instance: MeshInstance3D in _generator.get_primary_terrain_meshes():
var mesh: Mesh = mesh_instance.mesh
if mesh == null:
continue
for surface_index: int in mesh.get_surface_count():
var material: Material = mesh_instance.get_active_material(surface_index)
if material == null or not material_names.has(
StringName(material.resource_name)
):
continue
_append_surface_triangles(
triangles,
mesh_instance,
mesh.surface_get_arrays(surface_index),
minimum_global_y,
minimum_up_dot,
)
return triangles
func _on_generation_completed(summary: Dictionary) -> void:
var records: Array[Dictionary] = _generator.placement_records()
_assign_biomes(records, summary)
var spawn_position := Vector3.ZERO
_clear_children(_decorations)
_clear_children(_tree_anchors)
_placed_prop_positions.clear()
_placed_prop_clearance_radii.clear()
_placed_prop_groups.clear()
_placed_group_coordinates.clear()
var random := RandomNumberGenerator.new()
random.seed = _current_seed ^ 0x5EED71
var grass_surface_triangles_by_coordinate := (
_terrain_surface_triangles_by_coordinate(
GRASS_PROP_SURFACE_MATERIALS,
)
)
var sand_surface_triangles_by_coordinate := (
_terrain_surface_triangles_by_coordinate(
SAND_PROP_SURFACE_MATERIALS,
)
)
var biomes: Array[TerrainBiomeDefinition] = []
if biome_catalog != null:
biomes.assign(biome_catalog.definitions)
var eligible_records: Dictionary[StringName, Array] = {}
var group_counts: Dictionary[StringName, int] = {}
for group: StringName in PROCEDURAL_PROP_GROUPS:
for biome: TerrainBiomeDefinition in biomes:
var rule := biome.prop_rule_for_group(group)
if rule == null:
continue
var group_key := _biome_group_key(biome.stable_id, group)
eligible_records[group_key] = []
group_counts[group_key] = 0
_placed_group_coordinates[group_key] = []
for record: Dictionary in records:
var position: Vector3 = record.get("position", Vector3.ZERO)
var tags: PackedStringArray = record.get(
"tags", PackedStringArray()
)
if "spawn" in tags:
spawn_position = position
continue
var coordinate: Vector2i = record.get(
"coordinate",
Vector2i.ZERO,
)
var biome_id: StringName = record.get("biome_id", &"")
if biome_catalog == null:
continue
var biome := biome_catalog.definition_for_id(biome_id)
if biome == null:
continue
for group: StringName in PROCEDURAL_PROP_GROUPS:
var rule := biome.prop_rule_for_group(group)
if rule == null:
continue
var definitions := _spawn_distance_eligible_definitions(
_prop_definitions_for(rule, tags),
coordinate,
)
if definitions.is_empty():
continue
var group_key := _biome_group_key(biome_id, group)
var group_records: Array = eligible_records[group_key]
group_records.append(record)
for group: StringName in PROCEDURAL_PROP_GROUPS:
for biome: TerrainBiomeDefinition in biomes:
var rule := biome.prop_rule_for_group(group)
if rule == null:
continue
var group_key := _biome_group_key(biome.stable_id, group)
var group_records: Array = eligible_records[group_key]
var maximum := _prop_group_maximum(rule, group_records.size())
for record: Dictionary in group_records:
if group_counts.get(group_key, 0) >= maximum:
break
var coordinate: Vector2i = record.get(
"coordinate",
Vector2i.ZERO,
)
var tags: PackedStringArray = record.get(
"tags",
PackedStringArray(),
)
var terrain_triangles := _surface_triangles_for_coordinate(
(
sand_surface_triangles_by_coordinate
if group == &"sand_tree"
else grass_surface_triangles_by_coordinate
),
coordinate,
)
var definitions := _spawn_distance_eligible_definitions(
_prop_definitions_for(rule, tags),
coordinate,
)
for _placement_attempt: int in (
rule.placement_attempts_per_chunk
):
if group_counts.get(group_key, 0) >= maximum:
break
if (
definitions.is_empty()
or not _prop_group_roll_succeeds(
rule,
group_key,
coordinate,
random,
)
):
continue
if _maybe_add_prop(
definitions,
record.get("position", Vector3.ZERO),
coordinate,
biome.stable_id,
int(record.get("ocean_facing_edges", 0)),
random,
terrain_triangles,
):
group_counts[group_key] += 1
_record_prop_group_coordinate(
group_key,
coordinate,
)
_ensure_minimum_props(
eligible_records,
group_counts,
random,
grass_surface_triangles_by_coordinate,
sand_surface_triangles_by_coordinate,
)
_place_spawn_amenities(spawn_position)
_configure_fresh_water(records)
_configure_diggable_area()
# Imported prop instances may finish applying their scene state while the
# generated world is assembled. Mark the final decoration tree once every
# prop and material variant is in place so rain canopy occlusion persists.
_mark_precipitation_occluders()
world_generated.emit(_current_seed, summary)
func _mark_precipitation_occluders() -> void:
for prop: Node in _decorations.get_children():
var prop_group := prop.get_meta(&"terrain_prop_group", &"") as StringName
if prop_group not in [&"grass_tree", &"sand_tree"]:
continue
PrecipitationOcclusionType.mark_tree_meshes(prop)
func _assign_biomes(
records: Array[Dictionary],
summary: Dictionary,
) -> void:
_biome_assignments = TerrainBiomeAssigner.assign(
biome_catalog,
records,
_current_seed,
)
for index: int in records.size():
var record := records[index]
var coordinate: Vector2i = record.get(
"coordinate",
Vector2i.ZERO,
)
record["biome_id"] = _biome_assignments.get(coordinate, &"")
records[index] = record
var generated_chunks := _generator.get_generated_chunks_root()
if generated_chunks != null:
for child: Node in generated_chunks.get_children():
var coordinate: Vector2i = child.get_meta(
&"terrain_chunk_coordinate",
Vector2i.ZERO,
)
child.set_meta(
&"terrain_biome_id",
_biome_assignments.get(coordinate, &""),
)
summary["biome_counts"] = TerrainBiomeAssigner.counts(
_biome_assignments
)
summary["biome_fingerprint"] = TerrainBiomeAssigner.fingerprint(
_biome_assignments
)
func _place_spawn_amenities(center: Vector3) -> void:
_player_spawn.position = center + Vector3(0.0, 0.18, 2.2)
_safe_spawn.position = _player_spawn.position
_shop_root.position = center + Vector3(2.35, 0.0, -1.35)
_shop_root.rotation.y = PI
_storage_root.position = center + Vector3(-2.4, 0.0, 1.2)
_storage_root.rotation.y = PI * 0.5
func _configure_static_water() -> void:
_ocean.water_type = WaterType.Type.SALT_WATER
_ocean.fish_pool = OCEAN_POOL
_ocean.location_tags = [&"coast", &"ocean", &"generated_ocean"]
_ocean.surface_size = Vector2(10000.0, 10000.0)
_ocean.position.y = WATER_HEIGHT
_apply_water_materials()
func _configure_fresh_water(records: Array[Dictionary]) -> void:
_clear_children(_fresh_water_root)
for record: Dictionary in records:
var tags: PackedStringArray = record.get(
"tags", PackedStringArray()
)
if "fresh_water" not in tags:
continue
var surface_size: Vector2 = record.get(
"water_surface_size", Vector2.ZERO
)
var surface_polygon: PackedVector2Array = record.get(
"water_surface_polygon",
PackedVector2Array(),
)
if (
(surface_size.x <= 0.0 or surface_size.y <= 0.0)
and surface_polygon.size() < 3
):
continue
var body := WATER_BODY_SCENE.instantiate() as WaterBodyAuthoring
if body == null:
continue
var coordinate: Vector2i = record.get("coordinate", Vector2i.ZERO)
body.name = "FreshWater_%d_%d" % [coordinate.x, coordinate.y]
_fresh_water_root.add_child(body)
var turns := int(record.get("rotation_quarters", 0))
var angle := float(posmod(turns, 4)) * PI * 0.5
var offset: Vector2 = record.get(
"water_surface_offset", Vector2.ZERO
)
var rotated_offset := Vector3(offset.x, 0.0, offset.y).rotated(
Vector3.UP,
angle,
)
body.position = (
record.get("position", Vector3.ZERO)
+ rotated_offset
+ Vector3.UP * WATER_HEIGHT
)
body.rotation.y = angle
if surface_polygon.size() >= 3:
body.surface_polygon = surface_polygon
else:
body.surface_size = surface_size
_add_generated_fresh_water_bed(
body,
surface_polygon,
surface_size,
)
body.visual_surface_enabled = false
body.water_material = _fresh_water_material()
body.water_type = WaterType.Type.FRESH_WATER
body.recovery_entry_height_reference = (
PlayerWaterTrigger.EntryHeightReference.PLAYER_ORIGIN
)
body.recovery_entry_depth_threshold = 0.1
body.recovery_entry_confirmation_seconds = 0.2
body.fish_pool = _fresh_water_pool(tags)
body.location_tags = _fresh_water_location_tags(tags)
body.selection_priority = 10
func _add_generated_fresh_water_bed(
body: WaterBodyAuthoring,
surface_polygon: PackedVector2Array,
surface_size: Vector2,
) -> void:
var polygon := surface_polygon
if polygon.size() < 3:
var half_size := surface_size * 0.5
polygon = PackedVector2Array([
Vector2(-half_size.x, -half_size.y),
Vector2(half_size.x, -half_size.y),
Vector2(half_size.x, half_size.y),
Vector2(-half_size.x, half_size.y),
])
var triangle_indices := Geometry2D.triangulate_polygon(polygon)
if triangle_indices.size() < 3:
return
var vertices := PackedVector3Array()
var normals := PackedVector3Array()
for offset: int in range(0, triangle_indices.size(), 3):
var triangle := PackedVector3Array()
for point_offset: int in 3:
var point := polygon[triangle_indices[offset + point_offset]]
triangle.append(Vector3(point.x, 0.0, point.y))
if (
(triangle[1] - triangle[0]).cross(
triangle[2] - triangle[0]
).dot(Vector3.UP) < 0.0
):
var swap := triangle[1]
triangle[1] = triangle[2]
triangle[2] = swap
vertices.append_array(triangle)
normals.append_array(PackedVector3Array([
Vector3.UP,
Vector3.UP,
Vector3.UP,
]))
var arrays := []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_NORMAL] = normals
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var bed := MeshInstance3D.new()
bed.name = "GeneratedBed"
bed.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
bed.position.y = GENERATED_FRESH_WATER_BED_HEIGHT - WATER_HEIGHT
bed.material_override = GENERATED_TERRAIN_DIRT_MATERIAL
bed.mesh = mesh
body.add_child(bed)
func _fresh_water_location_tags(tags: PackedStringArray) -> Array[StringName]:
var result: Array[StringName] = [&"generated_fresh_water"]
if "pond" in tags:
result.append(&"pond")
if "river" in tags:
result.append(&"river")
if "lake" in tags:
result.append(&"lake")
return result
func _fresh_water_pool(tags: PackedStringArray) -> FishPool:
if "river" in tags:
return GENERATED_RIVER_POOL
if "lake" in tags:
return GENERATED_LAKE_POOL
return GENERATED_POND_POOL
func _configure_diggable_area() -> void:
var half_extents := get_playable_half_extents()
_diggable_beach.generation_bounds = Rect2(
-half_extents,
half_extents * 2.0,
)
func _apply_water_materials() -> void:
if not is_node_ready():
return
if _light_performance_profile:
_ocean.water_material = _light_water_material(
Color(0.11, 0.345, 0.435),
)
else:
_ocean.water_material = SALT_WATER_MATERIAL
for child: Node in _fresh_water_root.get_children():
var body := child as WaterBodyAuthoring
if body != null:
body.water_material = _fresh_water_material()
func _fresh_water_material() -> Material:
if _light_performance_profile:
return _light_water_material(Color(0.18, 0.46, 0.50))
return FRESH_WATER_MATERIAL
func _light_water_material(color: Color) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.albedo_color = color
material.roughness = 1.0
material.shading_mode = BaseMaterial3D.SHADING_MODE_PER_VERTEX
material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
return material
func _maybe_add_prop(
definitions: Array[TerrainPropDefinition],
chunk_center: Vector3,
chunk_coordinate: Vector2i,
biome_id: StringName,
ocean_facing_edges: int,
random: RandomNumberGenerator,
terrain_triangles: Array[PackedVector3Array],
) -> bool:
var definition := _pick_prop_definition(
definitions,
chunk_center,
random,
)
if definition == null:
return false
return _add_prop(
definition,
chunk_center,
chunk_coordinate,
biome_id,
ocean_facing_edges,
random,
terrain_triangles,
)
func _add_prop(
definition: TerrainPropDefinition,
chunk_center: Vector3,
chunk_coordinate: Vector2i,
biome_id: StringName,
ocean_facing_edges: int,
random: RandomNumberGenerator,
terrain_triangles: Array[PackedVector3Array],
) -> bool:
if definition == null or definition.packed_scene == null:
return false
var cluster_size := random.randi_range(
definition.minimum_cluster_size,
definition.maximum_cluster_size,
)
var visual_scales := _prop_visual_scales(
definition,
cluster_size,
random,
)
var primary_scale := visual_scales[0]
var scaled_clearance := definition.clearance_radius * primary_scale
var support_radius := clampf(scaled_clearance * 0.35, 0.25, 0.65)
var placement := Vector3.ZERO
var found_surface := false
for _attempt: int in PROP_PLACEMENT_ATTEMPTS:
var offset := Vector3(
random.randf_range(-PROP_EDGE_MARGIN, PROP_EDGE_MARGIN),
0.0,
random.randf_range(-PROP_EDGE_MARGIN, PROP_EDGE_MARGIN),
)
placement = chunk_center + offset
var surface_height := _surface_height_at(
placement,
terrain_triangles,
)
if (
surface_height > -INF
and surface_height
> WATER_HEIGHT + PROP_MINIMUM_GROUND_CLEARANCE
and _surface_supports_prop_footprint(
placement,
surface_height,
support_radius,
terrain_triangles,
)
and _has_prop_clearance(
placement,
scaled_clearance,
)
):
placement.y = surface_height
found_surface = true
break
if not found_surface:
return false
var cluster_id := _decorations.get_child_count()
if not _instantiate_prop(
definition,
placement,
primary_scale,
_prop_yaw(definition, ocean_facing_edges, placement, random),
chunk_coordinate,
biome_id,
cluster_id,
0,
random,
):
return false
if cluster_size <= 1:
return true
var cluster_angle := random.randf_range(-PI, PI)
var companion_count := cluster_size - 1
var chunk_half_extent := _generator.catalog.chunk_size * 0.5 - 0.25
for member_index: int in range(1, cluster_size):
var member_scale := visual_scales[member_index]
var member_clearance := definition.clearance_radius * member_scale
var member_support_radius := clampf(
member_clearance * 0.35,
0.25,
0.65,
)
for _attempt: int in PROP_CLUSTER_PLACEMENT_ATTEMPTS:
var sector_angle := (
cluster_angle
+ TAU * float(member_index - 1) / float(companion_count)
+ random.randf_range(-0.45, 0.45)
)
var radius := random.randf_range(
definition.minimum_cluster_radius,
definition.maximum_cluster_radius,
)
var candidate := placement + Vector3(
cos(sector_angle) * radius,
0.0,
sin(sector_angle) * radius,
)
if (
absf(candidate.x - chunk_center.x) > chunk_half_extent
or absf(candidate.z - chunk_center.z) > chunk_half_extent
):
continue
var surface_height := _surface_height_at(
candidate,
terrain_triangles,
)
if (
surface_height <= WATER_HEIGHT + PROP_MINIMUM_GROUND_CLEARANCE
or not _surface_supports_prop_footprint(
candidate,
surface_height,
member_support_radius,
terrain_triangles,
)
or not _has_prop_clearance(candidate, member_clearance)
):
continue
candidate.y = surface_height
if _instantiate_prop(
definition,
candidate,
member_scale,
_prop_yaw(
definition,
ocean_facing_edges,
candidate,
random,
),
chunk_coordinate,
biome_id,
cluster_id,
member_index,
random,
):
break
return true
func _prop_visual_scales(
definition: TerrainPropDefinition,
count: int,
random: RandomNumberGenerator,
) -> Array[float]:
var result: Array[float] = []
if count <= 1:
result.append(
random.randf_range(
definition.minimum_visual_scale,
definition.maximum_visual_scale,
)
)
return result
for index: int in count:
var descending_band := count - index - 1
var band_minimum := lerpf(
definition.minimum_visual_scale,
definition.maximum_visual_scale,
float(descending_band) / float(count),
)
var band_maximum := lerpf(
definition.minimum_visual_scale,
definition.maximum_visual_scale,
float(descending_band + 1) / float(count),
)
result.append(random.randf_range(band_minimum, band_maximum))
return result
func _instantiate_prop(
definition: TerrainPropDefinition,
placement: Vector3,
visual_scale: float,
yaw: float,
chunk_coordinate: Vector2i,
biome_id: StringName,
cluster_id: int,
cluster_member_index: int,
random: RandomNumberGenerator,
) -> bool:
var packed_instance := definition.packed_scene.instantiate()
var visual_root := packed_instance as Node3D
if visual_root == null:
packed_instance.free()
return false
var prop := Node3D.new()
prop.name = "%s_%d" % [
String(definition.stable_id).trim_prefix("prop_"),
_decorations.get_child_count(),
]
prop.set_meta(&"terrain_prop_id", definition.stable_id)
prop.set_meta(&"terrain_prop_group", definition.procedural_group)
prop.set_meta(&"terrain_chunk_coordinate", chunk_coordinate)
prop.set_meta(&"terrain_biome_id", biome_id)
prop.set_meta(&"terrain_prop_visual_scale", visual_scale)
prop.set_meta(&"terrain_prop_cluster_id", cluster_id)
prop.set_meta(&"terrain_prop_cluster_member_index", cluster_member_index)
prop.position = placement
prop.rotation.y = yaw
_decorations.add_child(prop)
visual_root.name = "Visual"
prop.add_child(visual_root)
visual_root.position = definition.visual_offset
visual_root.scale = Vector3.ONE * visual_scale
_configure_prop_visuals(visual_root)
_apply_prop_material_variant(visual_root, definition, random)
_add_prop_collision(prop, definition, visual_scale)
_placed_prop_positions.append(placement)
_placed_prop_clearance_radii.append(
definition.clearance_radius * visual_scale
)
_placed_prop_groups.append(definition.procedural_group)
if definition.has_gatherable_surface():
var authored_sockets := _authored_beetle_sockets(visual_root)
for socket: Node3D in authored_sockets:
_add_tree_gatherable_anchor(
prop,
socket.global_position,
definition,
)
return true
func _authored_beetle_sockets(root: Node) -> Array[Node3D]:
var sockets: Array[Node3D] = []
var node_3d := root as Node3D
if (
node_3d != null
and String(node_3d.name).to_lower().contains("beetle_socket")
):
sockets.append(node_3d)
for child: Node in root.get_children():
sockets.append_array(_authored_beetle_sockets(child))
return sockets
func _add_tree_gatherable_anchor(
prop: Node3D,
global_anchor_position: Vector3,
definition: TerrainPropDefinition,
) -> void:
var anchor := Marker3D.new()
anchor.name = "TreeAnchor_%d" % _tree_anchors.get_child_count()
anchor.position = _tree_anchors.to_local(global_anchor_position)
anchor.set_meta(&"terrain_prop_id", definition.stable_id)
anchor.set_meta(&"terrain_prop_name", prop.name)
anchor.set_meta(&"authored_beetle_socket", true)
_tree_anchors.add_child(anchor)
func _prop_yaw(
definition: TerrainPropDefinition,
ocean_facing_edges: int,
placement: Vector3,
random: RandomNumberGenerator,
) -> float:
if not definition.prefer_ocean_facing:
return random.randf_range(-PI, PI)
var ocean_direction := Vector2.ZERO
for edge_value: int in TerrainChunkTopology.Edge.values():
if (ocean_facing_edges & (1 << edge_value)) == 0:
continue
var edge_normal := TerrainChunkTopology.edge_normal(
edge_value as TerrainChunkTopology.Edge
)
ocean_direction += Vector2(edge_normal.x, edge_normal.z)
if ocean_direction.is_zero_approx():
ocean_direction = _nearest_ocean_direction(placement)
var local_direction := definition.local_overhang_direction.normalized()
var target_angle := atan2(ocean_direction.x, ocean_direction.y)
var local_angle := atan2(local_direction.x, local_direction.y)
var spread := deg_to_rad(definition.ocean_facing_spread_degrees)
return (
target_angle
- local_angle
+ random.randf_range(-spread, spread)
)
func _nearest_ocean_direction(position: Vector3) -> Vector2:
var half_extents := get_playable_half_extents()
var distance_x := half_extents.x - absf(position.x)
var distance_z := half_extents.y - absf(position.z)
var direction_x := Vector2.RIGHT if position.x >= 0.0 else Vector2.LEFT
var direction_z := Vector2.DOWN if position.z >= 0.0 else Vector2.UP
if absf(distance_x - distance_z) <= _generator.catalog.chunk_size * 0.35:
return (direction_x + direction_z).normalized()
return direction_x if distance_x < distance_z else direction_z
func _validate_prop_catalog() -> void:
if prop_catalog == null:
push_error("Generated world terrain prop catalog is unavailable.")
return
for error: String in prop_catalog.validation_errors():
push_error("Generated world terrain prop catalog: %s" % error)
func _validate_biome_catalog() -> void:
if biome_catalog == null:
push_error("Generated world terrain biome catalog is unavailable.")
return
for error: String in biome_catalog.validation_errors():
push_error("Generated world terrain biome catalog: %s" % error)
if prop_catalog == null:
return
for biome: TerrainBiomeDefinition in biome_catalog.definitions:
if biome == null:
continue
for rule: TerrainBiomePropRule in biome.prop_rules:
if rule == null:
continue
if rule.procedural_group not in PROCEDURAL_PROP_GROUPS:
push_error(
"Biome %s references unsupported prop group %s."
% [biome.stable_id, rule.procedural_group]
)
for prop_id_value: String in rule.allowed_prop_ids:
var prop_id := StringName(prop_id_value)
var definition := prop_catalog.definition_for_id(prop_id)
if definition == null:
push_error(
"Biome %s references missing prop %s."
% [biome.stable_id, prop_id]
)
elif definition.procedural_group != rule.procedural_group:
push_error(
"Biome %s assigns prop %s to the wrong group."
% [biome.stable_id, prop_id]
)
func _prop_definitions_for(
rule: TerrainBiomePropRule,
tags: PackedStringArray,
) -> Array[TerrainPropDefinition]:
if prop_catalog == null or rule == null:
return []
var result: Array[TerrainPropDefinition] = []
for definition: TerrainPropDefinition in (
prop_catalog.procedural_definitions(rule.procedural_group, tags)
):
if rule.allows_prop(definition):
result.append(definition)
return result
func _prop_group_roll_succeeds(
rule: TerrainBiomePropRule,
group_key: StringName,
coordinate: Vector2i,
random: RandomNumberGenerator,
) -> bool:
var threshold := rule.placement_chance
if _group_has_adjacent_placement(group_key, coordinate):
threshold += rule.adjacency_bonus
threshold = mini(threshold, PROP_CHANCE_SCALE)
return random.randi_range(0, PROP_CHANCE_SCALE - 1) < threshold
func _pick_prop_definition(
definitions: Array[TerrainPropDefinition],
chunk_center: Vector3,
random: RandomNumberGenerator,
) -> TerrainPropDefinition:
var total_weight := 0
var weights: Array[int] = []
for definition: TerrainPropDefinition in definitions:
var weight := maxi(
1,
roundi(
definition.selection_weight
* float(PROP_SELECTION_WEIGHT_SCALE)
),
)
if not definition.preferred_nearby_prop_groups.is_empty():
var multiplier := definition.nearby_preference_weight_multiplier
if _has_preferred_prop_near(definition, chunk_center):
weight = maxi(roundi(float(weight) * multiplier), 1)
else:
weight = maxi(roundi(float(weight) / multiplier), 1)
weights.append(weight)
total_weight += weight
if total_weight <= 0:
return null
var roll := random.randi_range(1, total_weight)
for index: int in definitions.size():
roll -= weights[index]
if roll <= 0:
return definitions[index]
return definitions.back() if not definitions.is_empty() else null
func _prop_group_maximum(
rule: TerrainBiomePropRule,
eligible_count: int,
) -> int:
if eligible_count <= 0:
return 0
var maximum := ceili(
float(
eligible_count
* rule.placement_attempts_per_chunk
* rule.maximum_density
)
/ float(PROP_CHANCE_SCALE)
)
return maxi(maximum, rule.minimum_placements)
func _spawn_distance_eligible_definitions(
definitions: Array[TerrainPropDefinition],
coordinate: Vector2i,
) -> Array[TerrainPropDefinition]:
var result: Array[TerrainPropDefinition] = []
var center := Vector2i(
_generator.grid_size.x / 2,
_generator.grid_size.y / 2,
)
var distance := (
absi(coordinate.x - center.x)
+ absi(coordinate.y - center.y)
)
for definition: TerrainPropDefinition in definitions:
if distance >= definition.minimum_spawn_chunk_distance:
result.append(definition)
return result
func _group_has_adjacent_placement(
group: StringName,
coordinate: Vector2i,
) -> bool:
var coordinates: Array = _placed_group_coordinates.get(group, [])
for coordinate_value: Variant in coordinates:
var other: Vector2i = coordinate_value
if (
absi(coordinate.x - other.x)
+ absi(coordinate.y - other.y)
== 1
):
return true
return false
func _record_prop_group_coordinate(
group: StringName,
coordinate: Vector2i,
) -> void:
var coordinates: Array = _placed_group_coordinates.get(group, [])
coordinates.append(coordinate)
_placed_group_coordinates[group] = coordinates
func _has_preferred_prop_near(
definition: TerrainPropDefinition,
position: Vector3,
) -> bool:
for index: int in _placed_prop_positions.size():
if (
_placed_prop_groups[index]
not in definition.preferred_nearby_prop_groups
):
continue
var other := _placed_prop_positions[index]
if Vector2(position.x - other.x, position.z - other.z).length() <= (
definition.preferred_nearby_radius
):
return true
return false
func _ensure_minimum_props(
eligible_records: Dictionary[StringName, Array],
group_counts: Dictionary[StringName, int],
random: RandomNumberGenerator,
grass_surface_triangles_by_coordinate: Dictionary[Vector2i, Array],
sand_surface_triangles_by_coordinate: Dictionary[Vector2i, Array],
) -> void:
if biome_catalog == null:
return
for group: StringName in PROCEDURAL_PROP_GROUPS:
for biome: TerrainBiomeDefinition in biome_catalog.definitions:
var rule := biome.prop_rule_for_group(group)
if rule == null or rule.minimum_placements <= 0:
continue
var group_key := _biome_group_key(biome.stable_id, group)
var records: Array = eligible_records.get(group_key, [])
if records.is_empty():
continue
var maximum_attempts := maxi(
PROP_PLACEMENT_ATTEMPTS,
records.size() * rule.minimum_placements * 2,
)
for _attempt: int in maximum_attempts:
if (
group_counts.get(group_key, 0)
>= rule.minimum_placements
):
break
var record: Dictionary = records[
random.randi_range(0, records.size() - 1)
]
var tags: PackedStringArray = record.get(
"tags",
PackedStringArray(),
)
var coordinate: Vector2i = record.get(
"coordinate",
Vector2i.ZERO,
)
var terrain_triangles := _surface_triangles_for_coordinate(
(
sand_surface_triangles_by_coordinate
if group == &"sand_tree"
else grass_surface_triangles_by_coordinate
),
coordinate,
)
var definitions := _spawn_distance_eligible_definitions(
_prop_definitions_for(rule, tags),
coordinate,
)
if _maybe_add_prop(
definitions,
record.get("position", Vector3.ZERO),
coordinate,
biome.stable_id,
int(record.get("ocean_facing_edges", 0)),
random,
terrain_triangles,
):
group_counts[group_key] += 1
_record_prop_group_coordinate(
group_key,
coordinate,
)
func _biome_group_key(
biome_id: StringName,
group: StringName,
) -> StringName:
return StringName("%s:%s" % [biome_id, group])
func _has_prop_clearance(position: Vector3, radius: float) -> bool:
for index: int in _placed_prop_positions.size():
var other := _placed_prop_positions[index]
var distance := Vector2(
position.x - other.x,
position.z - other.z,
).length()
if distance < radius + _placed_prop_clearance_radii[index]:
return false
return true
func _configure_prop_visuals(root_node: Node) -> void:
if root_node is GeometryInstance3D:
(root_node as GeometryInstance3D).cast_shadow = (
GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
)
for child: Node in root_node.get_children():
_configure_prop_visuals(child)
func _apply_prop_material_variant(
root_node: Node,
definition: TerrainPropDefinition,
random: RandomNumberGenerator,
) -> void:
_apply_random_material_variant(
root_node,
definition.variant_material_slot_names,
definition.material_variants,
random,
)
_apply_random_material_variant(
root_node,
definition.secondary_variant_material_slot_names,
definition.secondary_material_variants,
random,
)
func _apply_random_material_variant(
root_node: Node,
target_material_names: PackedStringArray,
variants: Array[Material],
random: RandomNumberGenerator,
) -> void:
if variants.is_empty() or target_material_names.is_empty():
return
var variant := variants[random.randi_range(0, variants.size() - 1)]
_apply_material_variant_to_meshes(
root_node,
target_material_names,
variant,
)
func _apply_material_variant_to_meshes(
root_node: Node,
target_material_names: PackedStringArray,
variant: Material,
) -> void:
var mesh_instance := root_node as MeshInstance3D
if mesh_instance != null and mesh_instance.mesh != null:
for surface_index: int in mesh_instance.mesh.get_surface_count():
var active_material := mesh_instance.get_active_material(surface_index)
if (
active_material != null
and active_material.resource_name in target_material_names
):
mesh_instance.set_surface_override_material(
surface_index,
variant,
)
for child: Node in root_node.get_children():
_apply_material_variant_to_meshes(
child,
target_material_names,
variant,
)
func _terrain_surface_triangles_by_coordinate(
material_names: Array[StringName],
) -> Dictionary[Vector2i, Array]:
var triangles_by_coordinate: Dictionary[Vector2i, Array] = {}
if material_names.is_empty():
return triangles_by_coordinate
for mesh_instance: MeshInstance3D in _generator.get_primary_terrain_meshes():
if mesh_instance.mesh == null:
continue
var coordinate := _terrain_coordinate_for(mesh_instance)
if coordinate.x < 0 or coordinate.y < 0:
continue
var triangles: Array[PackedVector3Array] = []
for surface_index: int in mesh_instance.mesh.get_surface_count():
var material := mesh_instance.get_active_material(surface_index)
if (
material == null
or StringName(material.resource_name) not in material_names
):
continue
_append_surface_triangles(
triangles,
mesh_instance,
mesh_instance.mesh.surface_get_arrays(surface_index),
-INF,
0.35,
)
if triangles.is_empty():
continue
var coordinate_triangles: Array = triangles_by_coordinate.get(
coordinate,
[],
)
coordinate_triangles.append_array(triangles)
triangles_by_coordinate[coordinate] = coordinate_triangles
return triangles_by_coordinate
func _terrain_coordinate_for(mesh_instance: MeshInstance3D) -> Vector2i:
var current: Node = mesh_instance
while current != null and current != _generator:
if current.has_meta(&"terrain_chunk_coordinate"):
return current.get_meta(
&"terrain_chunk_coordinate",
Vector2i(-1, -1),
) as Vector2i
current = current.get_parent()
return Vector2i(-1, -1)
func _surface_triangles_for_coordinate(
triangles_by_coordinate: Dictionary[Vector2i, Array],
coordinate: Vector2i,
) -> Array[PackedVector3Array]:
var triangles: Array[PackedVector3Array] = []
triangles.assign(triangles_by_coordinate.get(coordinate, []))
return triangles
func _surface_height_at(
position: Vector3,
triangles: Array[PackedVector3Array],
) -> float:
var highest := -INF
var segment_start := position + Vector3.UP * 100.0
var segment_end := position + Vector3.DOWN * 100.0
for triangle: PackedVector3Array in triangles:
if triangle.size() != 3:
continue
var hit: Variant = Geometry3D.segment_intersects_triangle(
segment_start,
segment_end,
triangle[0],
triangle[1],
triangle[2],
)
if hit is Vector3:
highest = maxf(highest, (hit as Vector3).y)
return highest
func _surface_supports_prop_footprint(
position: Vector3,
surface_height: float,
radius: float,
triangles: Array[PackedVector3Array],
) -> bool:
for direction: Vector2 in PROP_SURFACE_SAMPLE_DIRECTIONS:
var sample_position := position + Vector3(
direction.x * radius,
0.0,
direction.y * radius,
)
var sample_height := _surface_height_at(sample_position, triangles)
if (
sample_height <= -INF
or absf(sample_height - surface_height)
> PROP_MAXIMUM_SUPPORT_HEIGHT_DIFFERENCE
):
return false
return true
func _add_prop_collision(
prop: Node3D,
definition: TerrainPropDefinition,
visual_scale: float,
) -> void:
if not definition.has_collision():
return
var body := StaticBody3D.new()
body.name = "TrunkCollision"
body.collision_layer = 1
body.collision_mask = 0
prop.add_child(body)
var collision := CollisionShape3D.new()
collision.name = "CollisionShape"
if definition.has_box_collision():
var box := BoxShape3D.new()
box.size = definition.collision_box_size * visual_scale
collision.shape = box
collision.position = definition.collision_offset * visual_scale
else:
var cylinder := CylinderShape3D.new()
cylinder.radius = definition.collision_radius * visual_scale
cylinder.height = definition.collision_height * visual_scale
collision.shape = cylinder
collision.position = (
definition.collision_offset * visual_scale
+ Vector3.UP * cylinder.height * 0.5
)
body.add_child(collision)
func _build_shoreline_reference() -> void:
var half := get_playable_half_extents()
var width := 0.05
var vertices := PackedVector3Array()
var indices := PackedInt32Array()
var corners := [
Vector3(-half.x, WATER_HEIGHT, -half.y),
Vector3(half.x, WATER_HEIGHT, -half.y),
Vector3(half.x, WATER_HEIGHT, half.y),
Vector3(-half.x, WATER_HEIGHT, half.y),
]
for index: int in 4:
var start: Vector3 = corners[index]
var finish: Vector3 = corners[(index + 1) % 4]
var direction := (finish - start).normalized()
var perpendicular := Vector3(-direction.z, 0.0, direction.x) * width
var base := vertices.size()
vertices.append_array(PackedVector3Array([
start - perpendicular,
start + perpendicular,
finish + perpendicular,
finish - perpendicular,
]))
indices.append_array(PackedInt32Array([
base, base + 1, base + 2,
base, base + 2, base + 3,
]))
var arrays := []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
_shoreline_reference.mesh = mesh
func _append_surface_triangles(
result: Array[PackedVector3Array],
mesh_instance: MeshInstance3D,
arrays: Array,
minimum_global_y: float,
minimum_up_dot: float,
) -> void:
if arrays.size() <= Mesh.ARRAY_INDEX:
return
var vertices := arrays[Mesh.ARRAY_VERTEX] as PackedVector3Array
var indices := arrays[Mesh.ARRAY_INDEX] as PackedInt32Array
if vertices.is_empty():
return
if indices.is_empty():
for index: int in range(0, vertices.size() - 2, 3):
_append_triangle(result, mesh_instance, vertices[index], vertices[index + 1], vertices[index + 2], minimum_global_y, minimum_up_dot)
return
for index: int in range(0, indices.size() - 2, 3):
_append_triangle(result, mesh_instance, vertices[indices[index]], vertices[indices[index + 1]], vertices[indices[index + 2]], minimum_global_y, minimum_up_dot)
func _append_triangle(
result: Array[PackedVector3Array],
mesh_instance: MeshInstance3D,
local_a: Vector3,
local_b: Vector3,
local_c: Vector3,
minimum_global_y: float,
minimum_up_dot: float,
) -> void:
var a := mesh_instance.to_global(local_a)
var b := mesh_instance.to_global(local_b)
var c := mesh_instance.to_global(local_c)
if minf(a.y, minf(b.y, c.y)) <= minimum_global_y:
return
var cross := (b - a).cross(c - a)
if cross.length_squared() <= 0.0000001:
return
if absf(cross.normalized().dot(Vector3.UP)) < minimum_up_dot:
return
result.append(PackedVector3Array([a, b, c]))
func _clear_children(root: Node) -> void:
for child: Node in root.get_children():
root.remove_child(child)
child.free()