biome generator

This commit is contained in:
2026-04-17 15:31:28 +02:00
parent 060bccd96a
commit b77a6263aa
91 changed files with 4111 additions and 78 deletions

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Manual controls (1-5)
"

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extends Path3D
@export_group("Train")
@export var train_speed: float = 6.0
@export var is_inmotion: bool = true
@export var train_model: PackedScene
@export var axes_distance: float = 3.0
@export var rail_distance: float = 1.2
@export var cameras: Node3D
@export_range(0.0, 1.0) var basic_swing: float = 0.5
@export_group("Rails Bulding")
@export var sleepers_distance: float = 1.0
@export var sleepers_model: PackedScene
@export_group("Manual Controls")
@export var speed_max: float = 15.0
@export var speed_min: float = -5.0
@export var manual_acceleration: float = 5.0
@export_group("Train Stops")
@export var enable_stops: bool = true
@export var stop_time: float = 4.0
@export var brake_distance: float = 15.0
@export var restart_time: float = 3.0
@export var fireworks_scene: PackedScene
var fireworks_colors: Array[Color] = [
Color(1.0, 0.2, 0.2), # Rosso vivo
Color(0.2, 1.0, 0.2), # Verde lime
Color(0.3, 0.5, 1.0), # Blu cielo
Color(1.0, 0.8, 0.1), # Oro
Color(0.8, 0.2, 1.0), # Viola
Color(0.1, 1.0, 0.9) # Ciano
]
var train_instance: Node3D
var train_progress: float = 0.0
var swing_time: float = 0.0
var stop_offset: Array[float] = []
var stops_position: Array[Vector3] = []
var stop_ongoing: bool = false
var next_stop_index: int = 0
var stop_multiply: float = 1.0
var is_restarting: bool = false
var tween_restart: Tween
func _ready() -> void:
if curve != null and curve.get_baked_length() > 0:
build_rails()
build_train()
_plan_stops()
else:
print("WARNING: Draw your Path3D!")
func build_rails() -> void:
var mat_wood = StandardMaterial3D.new()
mat_wood.albedo_color = Color(0.35, 0.2, 0.1)
var mat_iron = StandardMaterial3D.new()
mat_iron.albedo_color = Color(0.6, 0.6, 0.65)
mat_iron.metallic = 0.8
var mesh_sleeper = BoxMesh.new()
mesh_sleeper.size = Vector3(rail_distance + 0.6, 0.1, 0.3)
var mesh_rail = BoxMesh.new()
mesh_rail.size = Vector3(0.1, 0.15, sleepers_distance + 0.05)
var total_length = curve.get_baked_length()
var piece_number = int(total_length / sleepers_distance)
for i in range(piece_number):
var distance = i * sleepers_distance
var rail_piece = Node3D.new()
add_child(rail_piece)
var local_pos = curve.sample_baked(distance, true)
var distance_forward = distance + 0.1
var local_pos_forward = Vector3.ZERO
if distance_forward > total_length:
var pos_back = curve.sample_baked(distance - 0.1, true)
local_pos_forward = local_pos + (local_pos - pos_back)
else:
local_pos_forward = curve.sample_baked(distance_forward, true)
rail_piece.position = local_pos
var global_pos = to_global(local_pos)
var global_pos_forward = to_global(local_pos_forward)
if global_pos.distance_to(global_pos_forward) > 0.001:
rail_piece.look_at(global_pos_forward, Vector3.UP)
if sleepers_model != null:
var sleeper_custom = sleepers_model.instantiate()
rail_piece.add_child(sleeper_custom)
else:
var sleeper = MeshInstance3D.new()
sleeper.mesh = mesh_sleeper
sleeper.material_override = mat_wood
rail_piece.add_child(sleeper)
var rail_sx = MeshInstance3D.new()
rail_sx.mesh = mesh_rail
rail_sx.material_override = mat_iron
rail_sx.position = Vector3(-rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_sx)
var rail_dx = MeshInstance3D.new()
rail_dx.mesh = mesh_rail
rail_dx.material_override = mat_iron
rail_dx.position = Vector3(rail_distance / 2.0, 0.1, 0)
rail_piece.add_child(rail_dx)
func _plan_stops() -> void:
var currnet_stops = []
for child in get_children():
if child is Marker3D:
var offset = curve.get_closest_offset(child.position)
currnet_stops.append({
"offset": offset,
"position": child.global_position
})
currnet_stops.sort_custom(func(a, b): return a["offset"] < b["offset"])
for data in currnet_stops:
stop_offset.append(data["offset"])
stops_position.append(data["position"])
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
if event.keycode == KEY_T:
_goto_next_stop()
elif event.keycode == KEY_F:
_test_manual_fires()
func _test_manual_fires() -> void:
if fireworks_scene == null or train_instance == null: return
var firework_number = randi_range(5, 8)
for i in range(firework_number):
var fire_root = fireworks_scene.instantiate()
get_tree().current_scene.add_child(fire_root)
var offset_x = randf_range(-6.0, 6.0)
var offset_z = randf_range(-6.0, 6.0)
fire_root.global_position = train_instance.global_position + Vector3(offset_x, 0.5, offset_z)
if fire_root.has_method("set_color"):
fire_root.set_color(fireworks_colors.pick_random())
if fire_root.has_method("turnon"):
fire_root.turnon()
await get_tree().create_timer(randf_range(0.2, 0.6)).timeout
func _goto_next_stop() -> void:
if stop_offset.size() == 0 or stop_ongoing or is_restarting:
return
var target_offset = stop_offset[next_stop_index]
train_progress = target_offset
_execute_stop(train_speed >= 0)
func _physics_process(delta: float) -> void:
input_controls_management(delta)
train_move(delta)
func input_controls_management(delta: float) -> void:
if not is_inmotion: return
if Input.is_action_pressed("ui_up"):
train_speed += manual_acceleration * delta
elif Input.is_action_pressed("ui_down"):
train_speed -= manual_acceleration * delta
train_speed = clamp(train_speed, speed_min, speed_max)
func train_move(delta: float) -> void:
if is_inmotion and train_instance and curve:
var total_length = curve.get_baked_length()
if total_length <= 0: return
if not stop_ongoing:
var last_progress = train_progress
if enable_stops and stop_offset.size() > 0 and not is_restarting:
var target_offset = stop_offset[next_stop_index]
var dist = target_offset - train_progress
dist = wrapf(dist + total_length / 2.0, 0.0, total_length) - total_length / 2.0
if abs(dist) < brake_distance and sign(dist) == sign(train_speed):
var t = abs(dist) / brake_distance
stop_multiply = max(smoothstep(0.0, 1.0, t), 0.05)
else:
stop_multiply = 1.0
var current_speed = train_speed * stop_multiply
train_progress += current_speed * delta
if enable_stops and stop_offset.size() > 0:
var target_offset = stop_offset[next_stop_index]
var exceeded_forward = (current_speed > 0 and last_progress < target_offset and train_progress >= target_offset)
var exceeded_back = (current_speed < 0 and last_progress > target_offset and train_progress <= target_offset)
if exceeded_forward or exceeded_back:
train_progress = target_offset
_execute_stop(current_speed > 0)
if train_progress > total_length:
train_progress -= total_length
if stop_offset.size() > 0: next_stop_index = 0
elif train_progress < 0:
train_progress += total_length
if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1
var center_position = to_global(curve.sample_baked(train_progress, true))
var prog_forward = wrapf(train_progress + 2.0, 0.0, total_length)
var forward_position = to_global(curve.sample_baked(prog_forward, true))
if center_position.distance_to(forward_position) > 0.01:
train_instance.global_position = center_position
train_instance.look_at(forward_position, Vector3.UP)
train_instance.rotate_y(PI)
if cameras:
cameras.global_position = center_position
cameras.global_basis = train_instance.global_basis
if not stop_ongoing:
var real_speed = abs(train_speed * stop_multiply)
swing_time += delta * real_speed * 2.0
var amplitude_z = 0.006 * basic_swing
var amplitude_x = 0.004 * basic_swing
train_instance.rotation.z += sin(swing_time) * amplitude_z
train_instance.rotation.x += cos(swing_time * 0.8) * amplitude_x
func _execute_stop(go_forward: bool = true) -> void:
stop_ongoing = true
stop_multiply = 0.0
var current_stop_index = next_stop_index
if go_forward:
next_stop_index += 1
if next_stop_index >= stop_offset.size():
next_stop_index = 0
else:
next_stop_index -= 1
if next_stop_index < 0:
next_stop_index = stop_offset.size() - 1
if fireworks_scene != null:
var marker_position = stops_position[current_stop_index]
var firework_number = randi_range(5, 8)
for i in range(firework_number):
var fire_root = fireworks_scene.instantiate()
get_tree().current_scene.add_child(fire_root)
var offset_x = randf_range(-5.0, 5.0)
var offset_z = randf_range(-5.0, 5.0)
fire_root.global_position = marker_position + Vector3(offset_x, 0.5, offset_z)
if fire_root.has_method("set_color"):
fire_root.set_color(fireworks_colors.pick_random())
if fire_root.has_method("turnon"):
fire_root.turnon()
await get_tree().create_timer(randf_range(0.3, 0.8)).timeout
await get_tree().create_timer(stop_time).timeout
stop_ongoing = false
is_restarting = true
if tween_restart and tween_restart.is_valid():
tween_restart.kill()
tween_restart = create_tween()
tween_restart.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
tween_restart.tween_property(self, "stop_multiply", 1.0, restart_time)
tween_restart.tween_callback(func(): is_restarting = false)
func build_train() -> void:
if train_model != null:
train_instance = train_model.instantiate()
add_child(train_instance)
else:
build_default_train()
func build_default_train() -> void:
train_instance = Node3D.new()
add_child(train_instance)
var mat_body = StandardMaterial3D.new()
mat_body.albedo_color = Color(0.8, 0.15, 0.15)
var mat_glass = StandardMaterial3D.new()
mat_glass.albedo_color = Color(0.2, 0.8, 1.0)
var train_base = MeshInstance3D.new()
var mesh_base = BoxMesh.new()
mesh_base.size = Vector3(1.4, 0.8, 3.0)
train_base.mesh = mesh_base
train_base.material_override = mat_body
train_base.position = Vector3(0, 0.6, 0)
train_instance.add_child(train_base)
var cabin = MeshInstance3D.new()
var mesh_cabin = BoxMesh.new()
mesh_cabin.size = Vector3(1.4, 1.0, 1.2)
cabin.mesh = mesh_cabin
cabin.material_override = mat_glass
cabin.position = Vector3(0, 1.5, -0.8)
train_instance.add_child(cabin)
var stack = MeshInstance3D.new()
var mesh_stack = CylinderMesh.new()
mesh_stack.top_radius = 0.2
mesh_stack.bottom_radius = 0.3
mesh_stack.height = 0.8
stack.mesh = mesh_stack
stack.material_override = mat_body
stack.position = Vector3(0, 1.2, 1.0)
train_instance.add_child(stack)

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uid://dboerd4a6dwj7

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[gd_scene format=3 uid="uid://0kgjaqijaqku"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="2_0y2rr"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_m6haf"]
render_priority = 0
shader = ExtResource("2_0y2rr")
shader_parameter/albedo_color = Color(0.08235294, 0.105882354, 0.10980392, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_duyun"]
[sub_resource type="BoxMesh" id="BoxMesh_w0ibq"]
size = Vector3(0.2, 0.2, 2)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_fttrp"]
render_priority = 0
shader = ExtResource("2_0y2rr")
shader_parameter/albedo_color = Color(0.08061289, 0.10506997, 0.11154168, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_hb1ej"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_pp4r2"]
render_priority = 0
shader = ExtResource("2_0y2rr")
shader_parameter/albedo_color = Color(0.2584173, 0.19781098, 0.10103748, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_pur2n"]
[sub_resource type="BoxMesh" id="BoxMesh_ysg1u"]
size = Vector3(2.5, 0.15, 0.5)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_x2uev"]
render_priority = 0
shader = ExtResource("2_0y2rr")
shader_parameter/albedo_color = Color(0.25882354, 0.19607843, 0.101960786, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_qv8m2"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_5u2u8"]
render_priority = 0
shader = ExtResource("2_0y2rr")
shader_parameter/albedo_color = Color(0.22494644, 0.08867701, 0.01631488, 1)
shader_parameter/use_texture = false
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0
[sub_resource type="BoxMesh" id="BoxMesh_m6haf"]
size = Vector3(3.705, 0.2, 1.92)
[node name="rails" type="Node3D" unique_id=1464572050 groups=["weather_node", "wind_node"]]
[node name="MeshInstance3D" type="MeshInstance3D" parent="." unique_id=1040579890]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.7, 0.214, 0)
material_override = SubResource("ShaderMaterial_m6haf")
material_overlay = SubResource("ShaderMaterial_duyun")
mesh = SubResource("BoxMesh_w0ibq")
[node name="MeshInstance3D2" type="MeshInstance3D" parent="." unique_id=1870708237]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.7, 0.214, 0)
material_override = SubResource("ShaderMaterial_fttrp")
material_overlay = SubResource("ShaderMaterial_hb1ej")
mesh = SubResource("BoxMesh_w0ibq")
[node name="MeshInstance3D3" type="MeshInstance3D" parent="." unique_id=170245195]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.05, 0.5)
material_override = SubResource("ShaderMaterial_pp4r2")
material_overlay = SubResource("ShaderMaterial_pur2n")
mesh = SubResource("BoxMesh_ysg1u")
[node name="MeshInstance3D4" type="MeshInstance3D" parent="." unique_id=1389288735]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.05, -0.5)
material_override = SubResource("ShaderMaterial_x2uev")
material_overlay = SubResource("ShaderMaterial_qv8m2")
mesh = SubResource("BoxMesh_ysg1u")
[node name="MeshInstance3D5" type="MeshInstance3D" parent="." unique_id=1376217081]
visible = false
material_override = SubResource("ShaderMaterial_5u2u8")
mesh = SubResource("BoxMesh_m6haf")

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[gd_resource type="ShaderMaterial" format=3 uid="uid://df1ghvw3d61x8"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="1_i3cgb"]
[resource]
render_priority = 0
shader = ExtResource("1_i3cgb")
shader_parameter/albedo_color = Color(0.16250518, 0.23871198, 0.21290374, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0

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[gd_resource type="ShaderMaterial" format=3 uid="uid://cufolpn48xxmv"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="1_qkrhb"]
[resource]
render_priority = 0
shader = ExtResource("1_qkrhb")
shader_parameter/albedo_color = Color(0.2520276, 0.25202766, 0.25202763, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 10.0
shader_parameter/light_steps = 3.0
shader_parameter/step_softness = 0.1
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0

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[gd_resource type="ShaderMaterial" format=3 uid="uid://bu8wmlp0ffark"]
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="1_gtyqp"]
[resource]
render_priority = 0
shader = ExtResource("1_gtyqp")
shader_parameter/albedo_color = Color(0.40934297, 0.38911393, 0.34586716, 1)
shader_parameter/use_texture = true
shader_parameter/uv_scale = Vector2(1, 1)
shader_parameter/palette_shift_y = 0.0
shader_parameter/gradient_start_y = 0.0
shader_parameter/gradient_end_y = 5.0
shader_parameter/light_steps = 5.0
shader_parameter/step_softness = 0.00999999977648
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
shader_parameter/shadow_offset = 0.0
shader_parameter/cast_shadow_strength = 0.6
shader_parameter/use_ghibli_glint = true
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
shader_parameter/glint_intensity = 1.0
shader_parameter/glint_sharpness = 32.0
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_energy = 0.0

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importer_version=1
type="PackedScene"
uid="uid://drh4ak2aslebu"
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dest_files=["res://.godot/imported/chunk_c_e_1.fbx-fcecdb3c5458fe61bd7c9ea4a79977ed.scn"]
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nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
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nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=true
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
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fbx/importer=0
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fbx/embedded_image_handling=1
fbx/naming_version=2

View File

@@ -0,0 +1,25 @@
[gd_scene format=3 uid="uid://botm0dqtr5whb"]
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"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://docs/museums/daynight/scenes/chunk_f_l_2/texture_sentiero.png"
dest_files=["res://.godot/imported/texture_sentiero.png-0fd05273a2bc4f18c093a716b3a96088.s3tc.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

View File

@@ -1,23 +1,56 @@
[gd_scene format=4 uid="uid://igbtt2ypx0ks"]
[ext_resource type="PackedScene" uid="uid://cl3xspxrqcyfg" path="res://docs/museums/daynight/scenes/fences.fbx" id="1_j7em5"]
[ext_resource type="Material" path="res://docs/museums/daynight/scenes/fences.tres" id="2_2tbpd"]
[ext_resource type="Material" uid="uid://wkegx4a21x7u" path="res://docs/museums/daynight/scenes/fences.tres" id="2_2tbpd"]
[ext_resource type="Shader" uid="uid://do8puw7u8dvry" path="res://core/daynight/weather_plain_shader.gdshader" id="3_xsxbg"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_2jjob"]
render_priority = 0
shader = ExtResource("3_xsxbg")
shader_parameter/snow_color = Color(0.95, 0.98, 1, 1)
shader_parameter/snow_edge_softness = 0.15
shader_parameter/snow_color_variation = 0.05
shader_parameter/ripple_scale = 1.5
shader_parameter/ripple_speed = 2.0
shader_parameter/ripple_layers = 3.0
shader_parameter/streak_scale = 2.0
shader_parameter/streak_speed = 0.8
shader_parameter/wetness_darkening = 0.25
shader_parameter/wet_roughness = 0.05
shader_parameter/rain_normal_strength = 0.4
shader_parameter/puddle_noise_scale = 0.08
shader_parameter/puddle_threshold = 0.45
[sub_resource type="ShaderMaterial" id="ShaderMaterial_5qj1r"]
render_priority = 0
shader = ExtResource("3_xsxbg")
shader_parameter/snow_color = Color(0.95, 0.98, 1, 1)
shader_parameter/snow_edge_softness = 0.15
shader_parameter/snow_color_variation = 0.05
shader_parameter/ripple_scale = 1.5
shader_parameter/ripple_speed = 2.0
shader_parameter/ripple_layers = 3.0
shader_parameter/streak_scale = 2.0
shader_parameter/streak_speed = 0.8
shader_parameter/wetness_darkening = 0.25
shader_parameter/wet_roughness = 0.05
shader_parameter/rain_normal_strength = 0.4
shader_parameter/puddle_noise_scale = 0.08
shader_parameter/puddle_threshold = 0.45
[sub_resource type="ShaderMaterial" id="ShaderMaterial_xsxbg"]
render_priority = 0
shader = ExtResource("3_xsxbg")
shader_parameter/snow_color = Color(0.95, 0.98, 1, 1)
shader_parameter/snow_edge_softness = 0.15
shader_parameter/snow_color_variation = 0.05
shader_parameter/ripple_scale = 1.5
shader_parameter/ripple_speed = 2.0
shader_parameter/ripple_layers = 3.0
shader_parameter/streak_scale = 2.0
shader_parameter/streak_speed = 0.8
shader_parameter/wetness_darkening = 0.25
shader_parameter/wet_roughness = 0.05
shader_parameter/rain_normal_strength = 0.4
shader_parameter/puddle_noise_scale = 0.08
shader_parameter/puddle_threshold = 0.45
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1jtrr"]
resource_name = "lambert48"
@@ -62,17 +95,28 @@ shadow_mesh = SubResource("ArrayMesh_d4r25")
[sub_resource type="ShaderMaterial" id="ShaderMaterial_p4545"]
render_priority = 0
shader = ExtResource("3_xsxbg")
shader_parameter/snow_color = Color(0.95, 0.98, 1, 1)
shader_parameter/snow_edge_softness = 0.15
shader_parameter/snow_color_variation = 0.05
shader_parameter/ripple_scale = 1.5
shader_parameter/ripple_speed = 2.0
shader_parameter/ripple_layers = 3.0
shader_parameter/streak_scale = 2.0
shader_parameter/streak_speed = 0.8
shader_parameter/wetness_darkening = 0.25
shader_parameter/wet_roughness = 0.05
shader_parameter/rain_normal_strength = 0.4
shader_parameter/puddle_noise_scale = 0.08
shader_parameter/puddle_threshold = 0.45
[node name="MSH_Staccionate" unique_id=118332436 instance=ExtResource("1_j7em5")]
transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0)
[node name="MSH_Staccioanta_3" parent="." index="0" unique_id=1218567814]
[node name="MSH_Staccioanta_3" parent="." index="0" unique_id=518174525]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0037837923, 0, 0)
material_override = ExtResource("2_2tbpd")
material_overlay = SubResource("ShaderMaterial_2jjob")
[node name="MSH_Staccioanta_2" parent="." index="1" unique_id=223276087]
[node name="MSH_Staccioanta_2" parent="." index="1" unique_id=1761065999]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.99746555, 0, 0)
material_override = ExtResource("2_2tbpd")
material_overlay = SubResource("ShaderMaterial_5qj1r")
@@ -82,9 +126,8 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.3966007, 0, 0)
material_override = ExtResource("2_2tbpd")
material_overlay = SubResource("ShaderMaterial_xsxbg")
mesh = SubResource("ArrayMesh_h5j06")
skeleton = NodePath("")
[node name="MSH_Staccioanta_1" parent="." index="3" unique_id=1140003948]
[node name="MSH_Staccioanta_1" parent="." index="3" unique_id=1389585160]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.0379614, 0, 0)
material_override = ExtResource("2_2tbpd")
material_overlay = SubResource("ShaderMaterial_p4545")

View File

@@ -1,7 +1,7 @@
[gd_scene format=4 uid="uid://dpstb26gs581l"]
[ext_resource type="PackedScene" uid="uid://c2j2jey3l0hv4" path="res://docs/museums/daynight/scenes/mountain_test/chunck_m_n-o-e-s1.fbx" id="1_anh2f"]
[ext_resource type="Script" uid="uid://s1ohbgbpyu5n" path="res://docs/museums/daynight/scenes/mountain_test/info_chunk.gd" id="2_2wsw6"]
[ext_resource type="Script" uid="uid://dg2h4kbqe8j3m" path="res://core/biome_generator/chunk_info.gd" id="2_2wsw6"]
[ext_resource type="Material" path="res://docs/museums/daynight/scenes/mountain_test/treno3.tres" id="3_grv42"]
[ext_resource type="Material" path="res://docs/museums/daynight/scenes/mountain_test/trainchunk.tres" id="4_0s706"]
[ext_resource type="Material" path="res://docs/museums/daynight/scenes/mountain_test/treno1.tres" id="5_e6288"]

View File

@@ -1,51 +0,0 @@
extends Node3D
class_name InfoChunk
@export_enum("Bioma", "Binario_Dritto", "Binario_Curva") var tipo_chunk: int = 0
@export_group("Regole Set Piece (Pezzi Unici)")
@export var bioma_esclusivo: String = "" # Es: scrivi "Foresta"
@export_group("Uscite Base (Senza Rotazione)")
@export var nord: bool = false
@export var est: bool = false
@export var sud: bool = false
@export var ovest: bool = false
@export_group("Altitudini Bordi (Livelli 0, 1, 2)")
@export var altezza_nord: int = 0
@export var altezza_est: int = 0
@export var altezza_sud: int = 0
@export var altezza_ovest: int = 0
# --- NUOVA AGGIUNTA AUTOMATICA ---
func _ready() -> void:
# Se hai scritto un bioma nell'Inspector, il pezzo capisce di essere
# un pezzo speciale e si aggiunge al gruppo dei fantasmi da solo!
if bioma_esclusivo != "":
add_to_group("set_pieces")
# ... qui sotto continua la tua normale funzione get_dati_ruotati() ...
func get_dati_ruotati(scatti_90_gradi: int) -> Dictionary:
var uscite_originali = [nord, est, sud, ovest]
var altezze_originali = [altezza_nord, altezza_est, altezza_sud, altezza_ovest]
var uscite_calcolate = []
var altezze_calcolate = []
for i in range(4):
var indice = (i - scatti_90_gradi + 4) % 4
uscite_calcolate.append(uscite_originali[indice])
altezze_calcolate.append(altezze_originali[indice])
return {
"connessioni": {
"nord": uscite_calcolate[0], "est": uscite_calcolate[1],
"sud": uscite_calcolate[2], "ovest": uscite_calcolate[3]
},
"altezze": {
"nord": altezze_calcolate[0], "est": altezze_calcolate[1],
"sud": altezze_calcolate[2], "ovest": altezze_calcolate[3]
}
}

View File

@@ -1 +0,0 @@
uid://s1ohbgbpyu5n