fix wind and make compatible wind_decoration

This commit is contained in:
2026-06-03 10:59:46 +02:00
parent afbda265b6
commit 243f89d9d2
4 changed files with 73 additions and 14 deletions

View File

@@ -56,7 +56,7 @@ void fragment() {
} else {
vec2 projected_xz = world_pos.xz + (world_pos.y * sun_angle);
vec2 uv = projected_xz * cloud_scale;
uv += TIME * cloud_speed * direction;
uv -= TIME * cloud_speed * direction;
float n = texture(noise_texture, uv).r;
@@ -71,4 +71,4 @@ void fragment() {
}
}
}
}
}

View File

@@ -118,7 +118,7 @@ void sky() {
//Clouds
vec2 cloud_uv = EYEDIR.xz / (EYEDIR.y + 0.5);
cloud_uv = cloud_uv * cloud_scale + (TIME * cloud_direction * cloud_speed);
cloud_uv = cloud_uv * cloud_scale - (TIME * cloud_direction * cloud_speed);
float noise = texture(cloud_noise, cloud_uv).r;
float cloud_alpha = smoothstep(cloud_threshold, cloud_threshold + cloud_edge_softness, noise);
float color_gradient = smoothstep(cloud_threshold, cloud_threshold + cloud_edge_thickness, noise);
@@ -136,4 +136,4 @@ void sky() {
final_sky = mix(final_sky, current_cloud_color, cloud_alpha);
COLOR = final_sky;
}
}

View File

@@ -1,6 +1,8 @@
class_name WeatherController
extends Node
signal wind_parameters_changed(speed: float, strength: float, fade: float, direction: Vector2)
var thunder_audio_player: AudioStreamPlayer
var thunder_sounds: Array[AudioStream]
var rain_sounds: Array[AudioStream]
@@ -101,6 +103,8 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
camera_pivot.get_node("pivot").camera_changed.connect(_set_camera)
func _ready() -> void:
#used for wind change state (wind_decoration)
add_to_group("weather_controller")
#connect events
UIEvents.toggle_rain.connect(toggle_rain)
@@ -439,7 +443,7 @@ func _apply_wind_config() -> void:
else:
wind_cross = wind_cross.normalized()
var wind_up := wind_cross.cross(wind_axis).normalized()
proc_mat_wind.direction = wind_axis
proc_mat_wind.direction = Vector3.UP
particles_wind.global_transform = Transform3D(Basis(wind_cross, wind_axis, wind_up), particles_wind.global_position)
_apply_wind_state(true)
@@ -469,14 +473,23 @@ func _apply_wind_state(immediate: bool = false) -> void:
func _set_current_wind_speed(value: float) -> void:
current_wind_speed = value
RenderingServer.global_shader_parameter_set("global_wind_speed", value)
_sync_wind_event_state()
func _set_current_wind_strength(value: float) -> void:
current_wind_strength = value
RenderingServer.global_shader_parameter_set("global_wind_strength", value)
_sync_wind_event_state()
func _set_current_wind_fade(value: float) -> void:
current_wind_fade = value
RenderingServer.global_shader_parameter_set("global_wind_fade", value)
_sync_wind_event_state()
func _sync_wind_event_state() -> void:
if environment_config == null:
return
#used to notify wind_decoration when wind change state
wind_parameters_changed.emit(current_wind_speed, current_wind_strength, current_wind_fade, environment_config.wind_direction)
func _finish_wind_fade_out() -> void:
if is_windy:

View File

@@ -10,8 +10,17 @@ extends Node3D
var tempo: float = 0.0
var offset_iniziale: float = 0.0
var _base_transform: Transform3D
var _wind_speed: float = 0.0
var _wind_strength: float = 0.0
var _wind_fade: float = 0.0
var _wind_direction: Vector2 = Vector2.ZERO
var _weather_controller: WeatherController
func _ready() -> void:
_base_transform = transform
call_deferred("_bind_weather_controller")
func _ready():
if sfasamento_casuale:
# Usiamo la posizione nel mondo per dare un ritmo diverso a ogni casa
offset_iniziale = global_position.x + global_position.z
@@ -19,11 +28,48 @@ func _ready():
# Partiamo da un punto casuale del ciclo per spezzare la monotonia
tempo = randf_range(0.0, 10.0)
func _process(delta: float):
tempo += delta * velocita
# Calcoliamo l'angolo usando il seno
var angolo = sin(tempo + offset_iniziale) * deg_to_rad(ampiezza_gradi)
# Applichiamo la rotazione sull'asse X (avanti/indietro)
rotation.x = angolo
func _process(delta: float) -> void:
var wind_direction_3d := Vector3(_wind_direction.x, 0.0, _wind_direction.y)
if _wind_speed <= 0.0 or _wind_strength <= 0.0 or _wind_fade <= 0.0 or wind_direction_3d.length_squared() <= 0.0:
transform = _base_transform
return
tempo += delta * _wind_speed * velocita
wind_direction_3d = wind_direction_3d.normalized()
# Ruota attorno all'asse perpendicolare alla direzione del vento, così il decoro oscilla
# nello stesso verso usato dai global shader parameter di foglie/erba.
var sway_axis_world := Vector3.UP.cross(wind_direction_3d).normalized()
var sway_axis_local := sway_axis_world
if get_parent() is Node3D:
var parent_node := get_parent() as Node3D
sway_axis_local = parent_node.global_basis.orthonormalized().inverse() * sway_axis_world
var angle := sin(tempo + offset_iniziale) * deg_to_rad(ampiezza_gradi) * _wind_strength * _wind_fade
var sway_basis := Basis(sway_axis_local.normalized(), angle)
transform = Transform3D(sway_basis * _base_transform.basis, _base_transform.origin)
func _on_wind_parameters_changed(speed: float, strength: float, fade: float, direction: Vector2) -> void:
_wind_speed = speed
_wind_strength = strength
_wind_fade = fade
_wind_direction = direction
func _bind_weather_controller() -> void:
#connect to wind_change_state
_weather_controller = get_tree().get_first_node_in_group("weather_controller") as WeatherController
if _weather_controller == null:
return
if not _weather_controller.wind_parameters_changed.is_connected(_on_wind_parameters_changed):
_weather_controller.wind_parameters_changed.connect(_on_wind_parameters_changed)
var wind_direction := Vector2.ZERO
if _weather_controller.environment_config != null:
wind_direction = _weather_controller.environment_config.wind_direction
_on_wind_parameters_changed(
_weather_controller.current_wind_speed,
_weather_controller.current_wind_strength,
_weather_controller.current_wind_fade,
wind_direction
)