Merge pull request 'biome_gen_overload' (#5) from biome_gen_overload into main
Reviewed-on: #5
This commit was merged in pull request #5.
This commit is contained in:
@@ -1,5 +1,9 @@
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extends Node3D
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const CHUNK_GENERATION_STEPS_PER_FRAME: int = 2
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const CHUNK_CLEANUP_STEPS_PER_FRAME: int = 4
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const LAMPPOST_WIRE_STEPS_PER_FRAME: int = 1
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@export_group("Rails")
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@export var rail_path: Path3D
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@@ -20,6 +24,12 @@ var last_pos_train: Vector2i = Vector2i(999999, 999999)
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var noise_generator: FastNoiseLite
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var altitude_generator: FastNoiseLite
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var wire_connections: Dictionary = {}
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var chunk_candidate_cache: Dictionary = {}
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var pending_generation_cells: Array[Vector2i] = []
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var pending_cleanup_cells: Array[Vector2i] = []
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var pending_wire_cells: Array[Vector2i] = []
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var pending_wire_lookup: Dictionary = {}
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var pending_radar_update: bool = false
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var manual_biome: Biome = null
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@@ -36,6 +46,7 @@ func _ready() -> void:
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altitude_generator.seed = randi()
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altitude_generator.frequency = district_scale * 0.5
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_warm_chunk_candidate_cache()
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_update_set_pieces()
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func _update_set_pieces() -> void:
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@@ -67,15 +78,18 @@ func _update_set_pieces() -> void:
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print(" ❌ Temple is an invisible ghost.")
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func _destroy_and_regenrate_world() -> void:
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_warm_chunk_candidate_cache()
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_clear_pending_world_work()
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#Turn off old temples
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_update_set_pieces()
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#Destroy all models
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for pos in board.keys():
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var cella = board[pos]
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if cella["tipo"] == "bioma":
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if cella.has("nodo") and is_instance_valid(cella["nodo"]):
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cella["nodo"].queue_free()
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if cella["type"] != "obstacle":
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if cella.has("node") and is_instance_valid(cella["node"]):
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cella["node"].queue_free()
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#Clean board and wire connections
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board.clear()
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@@ -83,9 +97,20 @@ func _destroy_and_regenrate_world() -> void:
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#Create train
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last_pos_train = Vector2i(999999, 999999)
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_train_radar()
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last_pos_train = Vector2i(999999, 999999)
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_train_radar()
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if rail_path != null and rail_path.train_instance != null:
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var train_pos = rail_path.train_instance.global_position
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var current_pos = Vector2i(roundi(train_pos.x / chunk_size), roundi(train_pos.z / chunk_size))
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_refresh_world_work(current_pos)
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pending_radar_update = true
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func _process(_delta: float) -> void:
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_drain_cleanup_queue()
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_drain_generation_queue()
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_drain_wire_queue()
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if pending_radar_update:
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pending_radar_update = false
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_train_radar()
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func _physics_process(_delta: float) -> void:
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if rail_path == null or rail_path.train_instance == null: return
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@@ -97,9 +122,8 @@ func _physics_process(_delta: float) -> void:
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if current_pos != last_pos_train:
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last_pos_train = current_pos
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_generate_pieces_around_train(current_pos)
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_clean_far_chunks(current_pos)
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_train_radar()
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_refresh_world_work(current_pos)
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pending_radar_update = true
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func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
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if root == null: return
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@@ -110,6 +134,168 @@ func collect_all_chunkinfo(root: Node, list: Array[Node]) -> void:
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for child in root.get_children():
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collect_all_chunkinfo(child, list)
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func _warm_chunk_candidate_cache() -> void:
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var unique_scenes: Dictionary = {}
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for biome in biome_list:
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if biome == null:
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continue
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for scene in biome.available_chunks:
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if scene == null:
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continue
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unique_scenes[_get_chunk_scene_cache_key(scene)] = scene
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if manual_biome != null:
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for scene in manual_biome.available_chunks:
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if scene == null:
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continue
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unique_scenes[_get_chunk_scene_cache_key(scene)] = scene
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for scene in unique_scenes.values():
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_get_chunk_scene_metadata(scene)
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func _get_chunk_scene_cache_key(scene: PackedScene) -> String:
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if scene == null:
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return ""
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if scene.resource_path != "":
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return scene.resource_path
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return "scene_%s" % scene.get_instance_id()
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func _get_chunk_scene_metadata(scene: PackedScene) -> Dictionary:
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if scene == null:
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return {}
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var key = _get_chunk_scene_cache_key(scene)
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if chunk_candidate_cache.has(key):
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return chunk_candidate_cache[key]
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var preview_chunk = scene.instantiate()
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var info_list: Array[Node] = []
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collect_all_chunkinfo(preview_chunk, info_list)
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var info_node = info_list[0] if info_list.size() > 0 else null
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if info_node == null or not info_node.has_method("get_rotated_data"):
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preview_chunk.queue_free()
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chunk_candidate_cache[key] = {}
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return {}
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var info_path: NodePath = NodePath(".")
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if info_node != preview_chunk:
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info_path = preview_chunk.get_path_to(info_node)
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var rotations = []
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for rot in range(4):
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rotations.append({
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"rotation": rot,
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"data": info_node.get_rotated_data(rot)
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})
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var metadata = {
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"info_path": info_path,
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"rotations": rotations,
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"has_lamppost": "have_lamppost" in info_node and info_node.have_lamppost,
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}
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preview_chunk.queue_free()
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chunk_candidate_cache[key] = metadata
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return metadata
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func _get_cached_chunk_info(instance: Node, scene: PackedScene) -> Node:
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var metadata = _get_chunk_scene_metadata(scene)
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if metadata.is_empty():
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return null
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var info_path: NodePath = metadata["info_path"]
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if String(info_path) == ".":
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return instance
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return instance.get_node_or_null(info_path)
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func _clear_pending_world_work() -> void:
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pending_generation_cells.clear()
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pending_cleanup_cells.clear()
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pending_wire_cells.clear()
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pending_wire_lookup.clear()
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pending_radar_update = false
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func _refresh_world_work(center: Vector2i) -> void:
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_rebuild_generation_queue(center)
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_rebuild_cleanup_queue(center)
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func _rebuild_generation_queue(center: Vector2i) -> void:
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pending_generation_cells.clear()
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for radius in range(eye_line + 1):
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for x in range(-radius, radius + 1):
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for z in range(-radius, radius + 1):
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if maxi(abs(x), abs(z)) != radius:
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continue
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var grid_pos = center + Vector2i(x, z)
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if board.has(grid_pos):
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continue
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pending_generation_cells.append(grid_pos)
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func _rebuild_cleanup_queue(center: Vector2i) -> void:
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pending_cleanup_cells.clear()
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var safe_margin = 2
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for grid_pos in board.keys():
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var cell = board[grid_pos]
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if cell["type"] == "obstacle":
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continue
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var dist_x = abs(grid_pos.x - center.x)
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var dist_z = abs(grid_pos.y - center.y)
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if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
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pending_cleanup_cells.append(grid_pos)
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func _drain_generation_queue() -> void:
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var processed = 0
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while processed < CHUNK_GENERATION_STEPS_PER_FRAME and not pending_generation_cells.is_empty():
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var grid_pos = pending_generation_cells.pop_front()
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if board.has(grid_pos):
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continue
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var is_obstacle = _register_cell_with_ray(grid_pos)
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if not is_obstacle:
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_add_compatible_biome(grid_pos)
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processed += 1
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func _drain_cleanup_queue() -> void:
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var processed = 0
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while processed < CHUNK_CLEANUP_STEPS_PER_FRAME and not pending_cleanup_cells.is_empty():
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var grid_pos = pending_cleanup_cells.pop_front()
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if not board.has(grid_pos):
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continue
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var cell = board[grid_pos]
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if cell["type"] == "obstacle":
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continue
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if cell.has("node") and is_instance_valid(cell["node"]):
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cell["node"].queue_free()
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board.erase(grid_pos)
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processed += 1
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func _queue_lamppost_wire_connection(grid_pos: Vector2i) -> void:
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if pending_wire_lookup.has(grid_pos):
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return
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pending_wire_lookup[grid_pos] = true
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pending_wire_cells.append(grid_pos)
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func _drain_wire_queue() -> void:
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var processed = 0
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while processed < LAMPPOST_WIRE_STEPS_PER_FRAME and not pending_wire_cells.is_empty():
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var grid_pos = pending_wire_cells.pop_front()
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pending_wire_lookup.erase(grid_pos)
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if not board.has(grid_pos):
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continue
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if not board[grid_pos].get("have_lamppost", false):
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continue
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_connect_lamppost_wires(grid_pos)
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processed += 1
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func _generate_pieces_around_train(center: Vector2i) -> void:
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for x in range(-eye_line, eye_line + 1):
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for z in range(-eye_line, eye_line + 1):
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@@ -206,7 +392,7 @@ func _register_cell_with_ray(grid_pos: Vector2i) -> bool:
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}
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if have_lamppost:
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_connect_lamppost_wires(grid_pos)
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_queue_lamppost_wire_connection(grid_pos)
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return true
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return false
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@@ -229,43 +415,40 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
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var valid_candidates = []
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for scene in zone_catalogue:
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var test_chunk = scene.instantiate()
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var test_list: Array[Node] = []
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collect_all_chunkinfo(test_chunk, test_list)
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var info_test = test_list[0] if test_list.size() > 0 else null
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var metadata = _get_chunk_scene_metadata(scene)
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if metadata.is_empty():
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continue
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if info_test != null and info_test.has_method("get_rotated_data"):
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for rot in range(4):
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var data = test_chunk.get_rotated_data(rot)
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var u_conn = data["connections"]
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var u_height = data["heights"]
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for candidate in metadata["rotations"]:
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var rot = candidate["rotation"]
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var data = candidate["data"]
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var u_conn = data["connections"]
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var u_height = data["heights"]
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var match_conn_n = (req_conn_north == -1) or ((req_conn_north == 1) == u_conn["north"])
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var match_conn_e = (req_conn_est == -1) or ((req_conn_est == 1) == u_conn["est"])
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var match_conn_s = (req_conn_south == -1) or ((req_conn_south == 1) == u_conn["south"])
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var match_conn_o = (req_conn_west == -1) or ((req_conn_west == 1) == u_conn["west"])
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var match_conn_n = (req_conn_north == -1) or ((req_conn_north == 1) == u_conn["north"])
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var match_conn_e = (req_conn_est == -1) or ((req_conn_est == 1) == u_conn["est"])
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var match_conn_s = (req_conn_south == -1) or ((req_conn_south == 1) == u_conn["south"])
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var match_conn_o = (req_conn_west == -1) or ((req_conn_west == 1) == u_conn["west"])
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var match_alt_n = (req_height_north == -1) or (req_height_north == u_height["north"])
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var match_alt_e = (req_height_est == -1) or (req_height_est == u_height["est"])
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var match_alt_s = (req_height_south == -1) or (req_height_south == u_height["south"])
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var match_alt_o = (req_height_west == -1) or (req_height_west == u_height["west"])
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var match_alt_n = (req_height_north == -1) or (req_height_north == u_height["north"])
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var match_alt_e = (req_height_est == -1) or (req_height_est == u_height["est"])
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var match_alt_s = (req_height_south == -1) or (req_height_south == u_height["south"])
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var match_alt_o = (req_height_west == -1) or (req_height_west == u_height["west"])
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var diff_n = abs(u_height["north"] - height_target) if req_height_north == -1 else 0
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var diff_e = abs(u_height["est"] - height_target) if req_height_est == -1 else 0
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var diff_s = abs(u_height["south"] - height_target) if req_height_south == -1 else 0
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var diff_o = abs(u_height["west"] - height_target) if req_height_west == -1 else 0
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var excessive_jumps = diff_n > 1 or diff_e > 1 or diff_s > 1 or diff_o > 1
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var diff_n = abs(u_height["north"] - height_target) if req_height_north == -1 else 0
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var diff_e = abs(u_height["est"] - height_target) if req_height_est == -1 else 0
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var diff_s = abs(u_height["south"] - height_target) if req_height_south == -1 else 0
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var diff_o = abs(u_height["west"] - height_target) if req_height_west == -1 else 0
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var excessive_jumps = diff_n > 1 or diff_e > 1 or diff_s > 1 or diff_o > 1
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if match_conn_n and match_conn_e and match_conn_s and match_conn_o and match_alt_n and match_alt_e and match_alt_s and match_alt_o and not excessive_jumps:
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var score = 0
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if req_height_north == -1 and u_height["north"] == height_target: score += 1
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if req_height_est == -1 and u_height["est"] == height_target: score += 1
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if req_height_south == -1 and u_height["south"] == height_target: score += 1
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if req_height_west == -1 and u_height["west"] == height_target: score += 1
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if match_conn_n and match_conn_e and match_conn_s and match_conn_o and match_alt_n and match_alt_e and match_alt_s and match_alt_o and not excessive_jumps:
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var score = 0
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if req_height_north == -1 and u_height["north"] == height_target: score += 1
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if req_height_est == -1 and u_height["est"] == height_target: score += 1
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if req_height_south == -1 and u_height["south"] == height_target: score += 1
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if req_height_west == -1 and u_height["west"] == height_target: score += 1
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valid_candidates.append({"scene": scene, "rotation": rot, "data": data, "score": score})
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test_chunk.queue_free()
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valid_candidates.append({"scene": scene, "rotation": rot, "data": data, "score": score})
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if valid_candidates.size() > 0:
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var max_score = -1
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@@ -278,16 +461,14 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
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var choise = best_candidate.pick_random()
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var new_chunk = choise.scene.instantiate()
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add_child(new_chunk)
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new_chunk.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
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new_chunk.rotation.y = choise.rotation * (-PI / 2.0)
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add_child(new_chunk)
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var new_list: Array[Node] = []
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collect_all_chunkinfo(new_chunk, new_list)
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var info_new = new_list[0] if new_list.size() > 0 else null
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var info_new = _get_cached_chunk_info(new_chunk, choise.scene)
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var have_lamppost = false
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if info_new != null and "have_lamppost" in new_chunk:
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if info_new != null and "have_lamppost" in info_new:
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have_lamppost = info_new.have_lamppost
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board[grid_pos] = {
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@@ -300,16 +481,14 @@ func _add_compatible_biome(grid_pos: Vector2i) -> void:
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}
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if have_lamppost:
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_connect_lamppost_wires(grid_pos)
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_queue_lamppost_wire_connection(grid_pos)
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else:
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var backup = zone_catalogue[0].instantiate()
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add_child(backup)
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backup.position = Vector3(grid_pos.x * chunk_size, 0, grid_pos.y * chunk_size)
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add_child(backup)
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var backup_list: Array[Node] = []
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collect_all_chunkinfo(backup, backup_list)
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var info_backup = backup_list[0] if backup_list.size() > 0 else null
|
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var info_backup = _get_cached_chunk_info(backup, zone_catalogue[0])
|
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var safe_heights = {
|
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"north": req_height_north if req_height_north != -1 else height_target,
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@@ -351,8 +530,6 @@ func _train_radar() -> void:
|
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|
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var current_progress = rail_path.train_progress
|
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var total_length = rail_path.curve.get_baked_length()
|
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#var exchange_distance = 0.0
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#var next_biome = ""
|
||||
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for step in range(1, 31):
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var next_progress = wrapf(current_progress + (step * chunk_size), 0.0, total_length)
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@@ -364,44 +541,18 @@ func _train_radar() -> void:
|
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var future_biome = _get_procedural_biome_name(noise_generator.get_noise_2d(f_x, f_z))
|
||||
|
||||
if future_biome != current_biome:
|
||||
#exchange_distance = step * chunk_size
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#next_biome = future_biome
|
||||
break
|
||||
|
||||
func _clean_far_chunks(centro_attuale: Vector2i) -> void:
|
||||
var cells_to_remove = []
|
||||
var safe_margin = 2
|
||||
|
||||
for grid_pos in board.keys():
|
||||
var cell = board[grid_pos]
|
||||
if cell["type"] == "obstacle": continue
|
||||
|
||||
var dist_x = abs(grid_pos.x - centro_attuale.x)
|
||||
var dist_z = abs(grid_pos.y - centro_attuale.y)
|
||||
|
||||
if dist_x > eye_line + safe_margin or dist_z > eye_line + safe_margin:
|
||||
if cell.has("node") and is_instance_valid(cell["node"]):
|
||||
cell["node"].queue_free()
|
||||
cells_to_remove.append(grid_pos)
|
||||
|
||||
for pos in cells_to_remove:
|
||||
board.erase(pos)
|
||||
|
||||
|
||||
func _get_lampposts(info_node: Node, side: String) -> Array[Node3D]:
|
||||
var lampposts: Array[Node3D] = []
|
||||
if side == "sx":
|
||||
if "connection_left" in info_node and info_node.connection_left != null:
|
||||
for p in info_node.connection_left:
|
||||
if is_instance_valid(p): lampposts.append(p)
|
||||
#if lampposts.is_empty() and "nodo_attacco_sx" in nodo_info and is_instance_valid(nodo_info.get("nodo_attacco_sx")):
|
||||
# lampposts.append(nodo_info.get("nodo_attacco_sx"))
|
||||
else:
|
||||
if "connection_right" in info_node and info_node.connection_right != null:
|
||||
for p in info_node.connection_right:
|
||||
if is_instance_valid(p): lampposts.append(p)
|
||||
#if lampposts.is_empty() and "nodo_attacco_dx" in nodo_info and is_instance_valid(nodo_info.get("nodo_attacco_dx")):
|
||||
# lampposts.append(nodo_info.get("nodo_attacco_dx"))
|
||||
return lampposts
|
||||
|
||||
func _connect_lamppost_wires(new_board_pos: Vector2i) -> void:
|
||||
|
||||
@@ -265,7 +265,7 @@ shader_parameter/edge_softness_x = 0.5
|
||||
shader_parameter/night_intensity = 0.0
|
||||
shader_parameter/sun_color = Color(1, 1, 1, 1)
|
||||
|
||||
[node name="EnvironmentManager" type="Node3D" unique_id=1611939731 node_paths=PackedStringArray("particles_wind", "particles_snow", "particles_fireflies", "particles_rain", "environment_dust", "blur", "environment_shadows")]
|
||||
[node name="EnvironmentManager" type="Node3D" unique_id=1611939731 node_paths=PackedStringArray("particles_wind", "particles_snow", "particles_fireflies", "particles_rain", "environment_dust", "blur", "environment_shadows", "fog")]
|
||||
script = ExtResource("1_wecen")
|
||||
environment_config = SubResource("Resource_r4tfj")
|
||||
particles_wind = NodePath("Particles_Wind")
|
||||
@@ -276,6 +276,7 @@ godray = ExtResource("5_411rw")
|
||||
environment_dust = NodePath("EnvironmentDust")
|
||||
blur = NodePath("Blur")
|
||||
environment_shadows = NodePath("EnvironmentCloudsShadows")
|
||||
fog = NodePath("Fog")
|
||||
|
||||
[node name="Particles_Fireflies" type="GPUParticles3D" parent="." unique_id=947538133]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
|
||||
@@ -340,11 +341,11 @@ surface_material_override/0 = SubResource("ShaderMaterial_oqt1s")
|
||||
[node name="Fog" type="Node3D" parent="." unique_id=1626352238]
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Fog" unique_id=96635311]
|
||||
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, -67, 14, 0)
|
||||
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, -41.926987, 14, 0)
|
||||
mesh = SubResource("QuadMesh_yn8v8")
|
||||
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")
|
||||
|
||||
[node name="MeshInstance3D2" type="MeshInstance3D" parent="Fog" unique_id=10121049]
|
||||
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, 67, 14, 0)
|
||||
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, 59.320038, 14, 0)
|
||||
mesh = SubResource("QuadMesh_yn8v8")
|
||||
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")
|
||||
|
||||
@@ -4,6 +4,7 @@ extends Node3D
|
||||
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
|
||||
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
|
||||
const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plain_shader.tres")
|
||||
const DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME: int = 2 #how many update of the environment (apply materials) will be done per frame
|
||||
|
||||
@export var environment_config: EnvironmentConfig
|
||||
|
||||
@@ -20,6 +21,7 @@ const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plai
|
||||
@export var environment_dust: ColorRect
|
||||
@export var blur: ColorRect
|
||||
@export var environment_shadows: MeshInstance3D
|
||||
@export var fog: Node3D
|
||||
|
||||
@export_group("Sound")
|
||||
@export var thunder_sounds: Array[AudioStream]
|
||||
@@ -28,19 +30,18 @@ const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plai
|
||||
#environment nodes
|
||||
@onready var sun: DirectionalLight3D = $"../DirectionalLight3D"
|
||||
@onready var environment: WorldEnvironment = $"../WorldEnvironment"
|
||||
@onready var fog_node: Node3D = $Fog
|
||||
|
||||
var day_night_controller: DayNightController
|
||||
var weather_controller: WeatherController
|
||||
|
||||
var day_tween: Tween
|
||||
var day_time: float = 0.0
|
||||
var pending_environment_nodes: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
|
||||
#connect shader when new node is added
|
||||
get_tree().node_added.connect(_on_tree_node_added)
|
||||
UIEvents.toggle_fog.connect(toggle_fog)
|
||||
|
||||
#set noise texture 2d to materials in special group
|
||||
ApplyWindNoiseToMaterials()
|
||||
@@ -64,6 +65,7 @@ func _ready() -> void:
|
||||
godray,
|
||||
environment_dust,
|
||||
blur,
|
||||
fog,
|
||||
environment_shadows,
|
||||
sun,
|
||||
environment,
|
||||
@@ -76,9 +78,50 @@ func _ready() -> void:
|
||||
weather_controller.name = "WeatherController"
|
||||
add_child(weather_controller)
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
_process_pending_environment_nodes()
|
||||
|
||||
func _on_tree_node_added(node: Node) -> void:
|
||||
if node.is_in_group("wind_node") or node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
|
||||
call_deferred("_apply_dynamic_environment_materials", node)
|
||||
_queue_dynamic_environment_node(node)
|
||||
|
||||
func _queue_dynamic_environment_node(node: Node) -> void:
|
||||
if not is_instance_valid(node):
|
||||
return
|
||||
|
||||
var ancestor = node.get_parent()
|
||||
while ancestor != null:
|
||||
if pending_environment_nodes.has(ancestor.get_instance_id()):
|
||||
return
|
||||
ancestor = ancestor.get_parent()
|
||||
|
||||
var stale_ids: Array[int] = []
|
||||
for node_id in pending_environment_nodes.keys():
|
||||
var pending_node = pending_environment_nodes[node_id]
|
||||
if not is_instance_valid(pending_node):
|
||||
stale_ids.append(node_id)
|
||||
continue
|
||||
if node.is_ancestor_of(pending_node):
|
||||
stale_ids.append(node_id)
|
||||
|
||||
for node_id in stale_ids:
|
||||
pending_environment_nodes.erase(node_id)
|
||||
|
||||
pending_environment_nodes[node.get_instance_id()] = node
|
||||
|
||||
func _process_pending_environment_nodes() -> void:
|
||||
var processed = 0
|
||||
for node_id in pending_environment_nodes.keys():
|
||||
if processed >= DYNAMIC_ENVIRONMENT_UPDATES_PER_FRAME:
|
||||
break
|
||||
|
||||
var node = pending_environment_nodes[node_id]
|
||||
pending_environment_nodes.erase(node_id)
|
||||
if not is_instance_valid(node):
|
||||
continue
|
||||
|
||||
_apply_dynamic_environment_materials(node)
|
||||
processed += 1
|
||||
|
||||
func _apply_dynamic_environment_materials(node: Node) -> void:
|
||||
if not is_instance_valid(node):
|
||||
@@ -160,7 +203,3 @@ func select_day_time(normalized_time: float) -> void:
|
||||
|
||||
if weather_controller:
|
||||
weather_controller.day_time = day_time
|
||||
|
||||
func toggle_fog(value: bool) -> void:
|
||||
if fog_node:
|
||||
fog_node.visible = value
|
||||
|
||||
@@ -14,6 +14,7 @@ var godray: PackedScene
|
||||
var environment_dust: ColorRect
|
||||
var blur: ColorRect
|
||||
var environment_shadows: MeshInstance3D
|
||||
var fog: Node3D
|
||||
|
||||
var sun: DirectionalLight3D
|
||||
var environment: WorldEnvironment
|
||||
@@ -53,7 +54,7 @@ var random_weather_restore_tween: Tween
|
||||
|
||||
func _init(wind: GPUParticles3D, snow: GPUParticles3D,
|
||||
fireflies: GPUParticles3D, rain: GPUParticles3D, ray: PackedScene,
|
||||
dust: ColorRect, blurr: ColorRect, envshadows: MeshInstance3D,
|
||||
dust: ColorRect, blurr: ColorRect, thefog: Node3D, envshadows: MeshInstance3D,
|
||||
thesun: DirectionalLight3D, theenvironment: WorldEnvironment, environmentconfig: EnvironmentConfig,
|
||||
thecamera: Camera3D, thecamerapivot: Node3D, thundersounds: Array[AudioStream], rainsounds: Array[AudioStream]) -> void:
|
||||
particles_wind = wind
|
||||
@@ -64,6 +65,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
|
||||
sun = thesun
|
||||
environment_dust = dust
|
||||
blur = blurr
|
||||
fog = thefog
|
||||
environment_shadows = envshadows
|
||||
environment = theenvironment
|
||||
environment_config = environmentconfig
|
||||
@@ -87,6 +89,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
|
||||
|
||||
toggle_dust(environment_config.enable_dust)
|
||||
toggle_blur(environment_config.enable_blur)
|
||||
toggle_fog(environment_config.enable_fog)
|
||||
|
||||
#set camera pivot if available
|
||||
if camera_pivot:
|
||||
@@ -104,6 +107,7 @@ func _ready() -> void:
|
||||
UIEvents.toggle_storm.connect(toggle_storm)
|
||||
UIEvents.toggle_dust.connect(toggle_dust)
|
||||
UIEvents.toggle_blur.connect(toggle_blur)
|
||||
UIEvents.toggle_fog.connect(toggle_fog)
|
||||
UIEvents.toggle_shadows.connect(toggle_shadows)
|
||||
_emit_weather_event_label()
|
||||
|
||||
@@ -273,6 +277,23 @@ func _get_weather_anchor_position() -> Variant:
|
||||
return camera.global_position
|
||||
return null
|
||||
|
||||
func _get_weather_anchor_basis() -> Variant:
|
||||
var source_basis: Basis
|
||||
if camera_pivot and is_instance_valid(camera_pivot):
|
||||
source_basis = camera_pivot.global_basis
|
||||
elif camera and is_instance_valid(camera):
|
||||
source_basis = camera.global_basis
|
||||
else:
|
||||
return null
|
||||
|
||||
var forward := -source_basis.z
|
||||
forward.y = 0.0
|
||||
if forward.length_squared() <= 0.0001:
|
||||
return Basis.IDENTITY
|
||||
forward = forward.normalized()
|
||||
var right := forward.cross(Vector3.UP).normalized()
|
||||
return Basis(right, Vector3.UP, -forward)
|
||||
|
||||
func _follow_camera() -> void:
|
||||
var cam_pos = _get_weather_anchor_position()
|
||||
if cam_pos == null:
|
||||
@@ -285,6 +306,12 @@ func _follow_camera() -> void:
|
||||
particles_wind.global_position = Vector3(cam_pos.x, cam_pos.y, cam_pos.z)
|
||||
if particles_fireflies:
|
||||
particles_fireflies.global_position = Vector3(cam_pos.x, particles_fireflies.position.y, cam_pos.z)
|
||||
if fog:
|
||||
fog.global_position = Vector3(cam_pos.x, fog.global_position.y, cam_pos.z)
|
||||
#used to follow camera pivot or camera
|
||||
var anchor_basis = _get_weather_anchor_basis()
|
||||
if anchor_basis != null:
|
||||
fog.global_basis = anchor_basis
|
||||
#endregion
|
||||
|
||||
#region Fireflies
|
||||
@@ -809,6 +836,10 @@ func toggle_blur(value: bool) -> void:
|
||||
|
||||
ApplyPostProcessBlurConfig()
|
||||
|
||||
func toggle_fog(value: bool) -> void:
|
||||
if fog:
|
||||
fog.visible = value
|
||||
|
||||
func toggle_shadows(value: bool) -> void:
|
||||
if environment_shadows:
|
||||
environment_shadows.visible = value
|
||||
|
||||
@@ -83,7 +83,7 @@ extends Resource
|
||||
@export var enable_dust: bool = false #Floating dust particles overlay
|
||||
@export var enable_blur: bool = true #Screen blur effect
|
||||
@export var enable_environment_shadows: bool = true #Cloud shadow projection on terrain
|
||||
@export var enable_fog: bool = true #Enable fog around the train
|
||||
@export var enable_fog: bool = false #Enable fog around the train
|
||||
@export var blur_amount: float = 0.6
|
||||
|
||||
@export_group("Dust")
|
||||
|
||||
Reference in New Issue
Block a user