68 Commits

Author SHA1 Message Date
a97866b8c1 Merge branch 'main' into ai 2026-05-29 22:04:52 +02:00
6cb5104729 Merge pull request 'add wagons' (#24) from vagon into main
Reviewed-on: #24
2026-05-29 16:17:52 +00:00
7f7f9d6ae3 add wagons 2026-05-29 18:16:16 +02:00
c1bf03b6c0 update main menu 2026-05-29 00:08:49 +02:00
12d93a9bfb update ai, audio, menu 2026-05-28 23:08:19 +02:00
a47088f161 update ai scenes 2026-05-27 21:29:46 +02:00
28338982bf Merge branch 'main' into ai 2026-05-27 21:26:48 +02:00
05b01f70cc create main_scene 2026-05-26 09:34:08 +02:00
b059a2ef1d put constant for generation as parameters 2026-05-25 23:12:57 +02:00
5fc3d600bc disable collision for ai and remove old test mesh 2026-05-25 21:52:15 +02:00
3f5e6309fa fix state and make animations loop, refactoring animals ai 2026-05-24 18:37:59 +02:00
36dd5631ea fix anim 2026-05-24 18:05:30 +02:00
9e5946ddab refactoring ai and add new animations 2026-05-24 17:39:04 +02:00
d823cf4554 fix asset errors 2026-05-24 17:19:37 +02:00
0c237430ea ai refactoring 2026-05-22 00:06:23 +02:00
b22f219a5e Merge branch 'main' into ai 2026-05-21 23:27:58 +02:00
8f00ee24e8 add animals 2026-05-21 22:59:25 +02:00
Matteo Sonaglioni
e061eb7275 prop 2026-05-21 22:58:38 +02:00
64a9efcbc3 Merge pull request 'generate entities on biome' (#21) from spawn_entity into main
Reviewed-on: #21
2026-05-19 07:48:40 +00:00
ee8d6458ed generate entities on biome 2026-05-19 09:47:42 +02:00
1adc0ef5b7 add human fbx and idle/walking animation 2026-05-18 23:23:55 +02:00
fcab02469a add main menu and scene manager 2026-05-18 19:17:21 +00:00
0e56a84a95 add game menu 2026-05-15 20:33:21 +00:00
22877bffbe Merge pull request 'biome generation optimization' (#18) from generation_optimization into main
Reviewed-on: #18
2026-05-14 10:30:22 +00:00
b4a2bb6144 biome generation optimization 2026-05-14 12:29:41 +02:00
90b9739ee0 Merge branch 'main' of https://gitea.jmpgames.it/jmp-games/tgcc 2026-05-13 18:15:58 +02:00
43556ac110 add uniqueness par for props 2026-05-13 18:15:37 +02:00
7ea515c824 Merge branch 'polish3' into main 2026-05-13 15:50:14 +00:00
4658250206 fix 2026-05-13 17:05:29 +02:00
c25e3bb4f6 add uniqueness property to chunk and manage it on biome generator 2026-05-13 12:25:16 +02:00
Matteo Sonaglioni
c796ea289d well 2026-05-12 16:54:20 +02:00
Matteo Sonaglioni
a18dc64a4f prop1 2026-05-12 16:44:21 +02:00
c52b11388a add chunks
chunk river
hero chunk
2026-05-11 13:32:31 +00:00
ce8a977541 Merge pull request 'fix river water direction2' (#15) from river_direction into main
Reviewed-on: #15
2026-05-10 16:45:11 +00:00
8ceb6cb16b fix river water direction2 2026-05-10 18:44:43 +02:00
bcf854fd74 Merge branch 'main' of https://gitea.jmpgames.it/jmp-games/tgcc 2026-05-10 11:09:41 +02:00
10b437d236 add fog update based on day 2026-05-10 11:09:27 +02:00
9c41da14a6 Merge pull request 'fix_snow_rain_fog' (#14) from fix_snow_rain_fog into main
Reviewed-on: #14
2026-05-10 09:02:01 +00:00
2aa7d1f7d4 fix snow 2026-05-10 11:01:22 +02:00
040ded5f0b fix rain 2026-05-09 14:57:07 +02:00
ddec91d515 update cloud density when is rainy or snowy 2026-05-06 23:14:51 +02:00
d8efa735dd Merge pull request 'polish2' (#12) from polish2 into main
Reviewed-on: #12
2026-05-06 20:29:12 +00:00
Matteo Sonaglioni
9bc7f38d07 add river curve 2026-05-06 22:27:54 +02:00
Matteo Sonaglioni
f4c8775a45 add river chunk 2026-05-06 21:43:34 +02:00
70d3dfe15c add ai, photo_mode and radio 2026-05-05 20:33:00 +00:00
Matteo Sonaglioni
9827b98b3e river water shader 2026-05-05 18:45:16 +02:00
Matteo Sonaglioni
977e8012aa river chunk 2026-05-05 17:03:24 +02:00
72d06560b1 add groups to scenes 2026-05-05 00:04:02 +02:00
9d62d97422 Merge pull request 'biome_gen_river' (#10) from biome_gen_river into main
Reviewed-on: #10
2026-05-04 22:00:08 +00:00
c1e99a3b8e fix merge scenes 2026-05-04 23:59:27 +02:00
8e1ba915a2 add scenes 2026-05-04 23:43:22 +02:00
Matteo Sonaglioni
577b4570da add river chunk 2026-05-04 23:35:29 +02:00
36dff9c070 remove train radar 2026-05-04 10:09:20 +02:00
56591bb907 fix snow cap 2026-05-02 18:10:51 +02:00
9f254d9725 Merge pull request 'polish1' (#6) from polish1 into main
Reviewed-on: #6
2026-05-02 16:09:44 +00:00
abae8434fc add river bioma gen + label weather random 2026-04-30 23:23:49 +02:00
Matteo Sonaglioni
e211f89fca revamp pylon 2026-04-30 17:48:08 +02:00
3c7cbdc662 Merge pull request 'biome_gen_overload' (#5) from biome_gen_overload into main
Reviewed-on: #5
2026-04-30 14:42:30 +00:00
8c7f1c3c82 fix stutter 2026-04-30 16:21:08 +02:00
b7308c5d66 fix fog 2026-04-30 12:20:12 +02:00
Matteo Sonaglioni
d709d9236c Merge branch 'main' into polish1 2026-04-30 11:24:50 +02:00
Matteo Sonaglioni
9ee6d08918 chunk fix 2026-04-30 11:05:18 +02:00
ff93a7ab2c add fog 2026-04-30 07:13:34 +02:00
122ec189eb fix water colors 2026-04-30 06:55:28 +02:00
889334e7a3 fix snow and water ripples + add water colors 2026-04-30 06:53:54 +02:00
Matteo Sonaglioni
3521839ed9 add bambu 2026-04-29 17:54:13 +02:00
Matteo Sonaglioni
6a62f92ed5 fog planes 2026-04-29 14:14:58 +02:00
Matteo Sonaglioni
ead4e557c4 Squashed commit of the following:
commit d8496f4cc7
Author: Matteo Sonaglioni <sonaglioni.matteo7@gmail.com>
Date:   Wed Apr 29 11:01:07 2026 +0200

    tweak enviromentconfig

commit 84538679f3
Author: Matteo Sonaglioni <sonaglioni.matteo7@gmail.com>
Date:   Wed Apr 29 09:29:48 2026 +0200

    museum_map
2026-04-29 11:02:24 +02:00
571 changed files with 61538 additions and 738 deletions

13
.idea/.gitignore generated vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/contentModel.xml
/modules.xml
/projectSettingsUpdater.xml
/.idea.tgcc.iml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

4
.idea/encodings.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>

8
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

6
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

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extends CharacterBody3D
class_name AIBase
@export_group("Settings")
@export var speed: float = 4.0
var _enable_state_machine: bool = true
@export var enable_state_machine: bool:
set(value):
_enable_state_machine = value
toggle_enable_state_machine()
get:
return _enable_state_machine
@export var anim_player: AnimationPlayer
@export_group("Entities")
enum EntityType { HUMANOID, ANIMAL }
@export var entity_type: EntityType = EntityType.HUMANOID
@export var entity_name: String = ""
@export var allowed_biomes: Array[String] = []
@export_range(0.0, 100.0, 0.1) var spawn_uniqueness: float = 1.0
@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
@onready var nav_agent: NavigationAgent3D = $%NavigationAgent3D
@onready var state_machine: StateMachine = $%StateMachine
func _ready() -> void:
randomize()
toggle_enable_state_machine()
func toggle_enable_state_machine() -> void:
state_machine.enable = _enable_state_machine
func _physics_process(delta: float) -> void:
if !_enable_state_machine:
return
state_machine.physics_process(delta)
if nav_agent.is_navigation_finished():
velocity = Vector3.ZERO
move_and_slide()
return
var next_point = nav_agent.get_next_path_position()
var direction = global_position.direction_to(next_point)
velocity.x = direction.x * speed
velocity.z = direction.z * speed
if velocity.length_squared() > 0.1:
var look_dir = Vector3(velocity.x, 0, velocity.z)
var target_transform = global_transform.looking_at(global_position - look_dir, Vector3.UP)
global_transform = global_transform.interpolate_with(target_transform, delta * 10.0)
move_and_slide()
func navigate_to_random_point() -> void:
var nav_map_rid = get_world_3d().get_navigation_map()
var patrol_radius = patrol_radius_shape.shape.radius
var target_point_in_space = global_position + Vector3(randf_range(-1, 1), 0, randf_range(-1, 1)).normalized() * randf_range(0, patrol_radius)
var closest_valid_point = NavigationServer3D.map_get_closest_point(nav_map_rid, target_point_in_space)
nav_agent.target_position = closest_valid_point

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uid://b30p1yqojbbbk

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[gd_scene format=3 uid="uid://clx701xdwelgx"]
[ext_resource type="Script" uid="uid://b30p1yqojbbbk" path="res://core/ai/agents/base/ai_base.gd" id="1_4d1nn"]
[ext_resource type="Script" uid="uid://ps3vlu2qvmop" path="res://core/ai/framework/state_machine.gd" id="2_q1hg3"]
[sub_resource type="SphereShape3D" id="SphereShape3D_lim44"]
radius = 20.0
[node name="AiBase" type="CharacterBody3D" unique_id=1228675528]
script = ExtResource("1_4d1nn")
entity_name = "Humanoid"
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="." unique_id=1370024449]
unique_name_in_owner = true
[node name="StateMachine" type="Node" parent="." unique_id=1286404264]
unique_name_in_owner = true
script = ExtResource("2_q1hg3")
[node name="PatrolRadiusShape" type="CollisionShape3D" parent="." unique_id=1379515938]
unique_name_in_owner = true
shape = SubResource("SphereShape3D_lim44")
disabled = true
debug_color = Color(1, 1, 0, 1)

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@@ -0,0 +1,30 @@
[gd_scene format=3 uid="uid://dd8wn62anbts8"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_p2hpa"]
[ext_resource type="PackedScene" uid="uid://bjp8wbrtfl4v2" path="res://core/ai/agents/cow/cow_mannequin.tscn" id="2_6gadt"]
[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="2_vlvvc"]
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_su7en"]
[node name="AiCow" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_p2hpa")]
anim_player = NodePath("CowMannequin/AnimationPlayer")
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=2033863310]
script = ExtResource("2_vlvvc")
state_id = &"idle"
next_state_id = &"patrol"
animation_name = "custom/idle"
[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=2076820654]
script = ExtResource("3_su7en")
state_id = &"patrol"
next_state_id = &"idle"
animation_name = "custom/walking"
exit_on_action_finished = true
[node name="CowMannequin" parent="." index="3" unique_id=1390675137 instance=ExtResource("2_6gadt")]
transform = Transform3D(0.25, 0, 0, 0, 0.25, 0, 0, 0, 0.25, 0, -0.9, 0)
[editable path="CowMannequin"]

BIN
core/ai/agents/cow/cow.fbx Normal file

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[gd_scene format=3 uid="uid://bjp8wbrtfl4v2"]
[ext_resource type="PackedScene" uid="uid://b7d57tyxi41r1" path="res://core/ai/agents/cow/cow.fbx" id="1_60f5q"]
[ext_resource type="Animation" uid="uid://bsuoywknbbnm0" path="res://core/ai/agents/cow/idle.res" id="2_5ukcj"]
[ext_resource type="Animation" uid="uid://ckmybsnuf4stp" path="res://core/ai/agents/cow/walking.res" id="3_0mu5m"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_lowte"]
_data = {
&"idle": ExtResource("2_5ukcj"),
&"walking": ExtResource("3_0mu5m")
}
[node name="CowMannequin" unique_id=786985233 instance=ExtResource("1_60f5q")]
[node name="Skeleton3D" parent="Armature" parent_id_path=PackedInt32Array(792301245) index="0" unique_id=1950086664]
bones/1/rotation = Quaternion(0.7071068, -6.209646e-07, -6.209645e-07, 0.7071067)
bones/1/scale = Vector3(1, 1, 1)
bones/4/rotation = Quaternion(0.0015316998, -0.0015319793, 0.70710516, 0.70710516)
bones/5/position = Vector3(1.3183898e-16, 0.006025583, -6.675722e-10)
bones/5/rotation = Quaternion(0.703962, -0.69745475, -0.08083715, 0.10705068)
bones/5/scale = Vector3(1, 0.99999976, 1)
bones/6/position = Vector3(-1.403955e-10, 0.009248152, 3.7406075e-11)
bones/6/rotation = Quaternion(0.18324056, -0.018661192, 0.0034790868, 0.98288476)
bones/6/scale = Vector3(1, 1, 1)
bones/8/scale = Vector3(0.99999994, 0.99999994, 1)
bones/9/position = Vector3(-3.8163916e-17, 0.0046958304, 1.907358e-10)
bones/9/rotation = Quaternion(0.6754388, -0.68119305, 0.18401879, -0.21423234)
bones/9/scale = Vector3(1, 0.99999994, 1.0000001)
bones/10/position = Vector3(7.2902e-10, 0.011755081, -3.0995417e-10)
bones/10/rotation = Quaternion(-0.35146433, 0.018116632, 0.0068026204, 0.9360013)
bones/10/scale = Vector3(0.9999999, 1, 1.0000001)
bones/12/rotation = Quaternion(0.707105, 0.70710486, 0.0016303749, -0.0016306548)
bones/12/scale = Vector3(1, 1, 1)
bones/13/position = Vector3(-1.5265567e-16, 0.0060255853, 6.6757205e-10)
bones/13/rotation = Quaternion(-0.057434652, -0.13032891, 0.70625645, 0.69348216)
bones/13/scale = Vector3(0.99999994, 1, 0.9999999)
bones/14/position = Vector3(-4.5945833e-10, 0.009248151, -5.7053273e-09)
bones/14/rotation = Quaternion(0.18302466, 0.051401887, -0.0095829815, 0.9817169)
bones/14/scale = Vector3(1, 1.0000001, 0.99999994)
bones/16/rotation = Quaternion(0.7071062, 0.7071063, 0.0008663558, -0.0008670737)
bones/16/scale = Vector3(1, 1, 1)
bones/17/position = Vector3(1.7347235e-17, 0.0046958304, -1.9073432e-10)
bones/17/rotation = Quaternion(0.1907959, 0.2076444, 0.67355627, 0.6832297)
bones/17/scale = Vector3(1, 1, 1.0000001)
bones/18/position = Vector3(1.834215e-10, 0.011755081, -1.7500804e-09)
bones/18/rotation = Quaternion(-0.35151497, -0.0088962475, -0.003340601, 0.93613404)
bones/18/scale = Vector3(1, 1.0000001, 0.99999994)
bones/20/rotation = Quaternion(0.60080343, -0.03016121, 0.03526711, 0.7980488)
bones/21/position = Vector3(0.00011168665, 0.0039693406, -0.013754063)
bones/21/rotation = Quaternion(0.98885596, 3.1474094e-08, 2.23642e-07, -0.14887528)
bones/21/scale = Vector3(1, 1.0000001, 1.0000001)
bones/22/position = Vector3(-2.5714557e-11, 0.00836347, -9.433328e-09)
bones/22/rotation = Quaternion(-0.6231534, 9.0575064e-08, -7.589477e-08, 0.78209966)
bones/22/scale = Vector3(1, 0.9999999, 0.99999994)
bones/23/position = Vector3(-2.1545942e-12, 0.0072733457, -2.594807e-09)
bones/23/rotation = Quaternion(-1.8223004e-08, 0.98608583, -0.16623694, 2.7314604e-07)
bones/23/scale = Vector3(1, 0.9999997, 0.9999997)
bones/24/position = Vector3(3.3663968e-13, 0.006993335, -2.8376712e-09)
bones/24/rotation = Quaternion(-0.048028953, 2.6759114e-08, 4.5447155e-08, 0.998846)
bones/24/scale = Vector3(1, 0.99999994, 1.0000001)
bones/26/rotation = Quaternion(0.0054439656, 0.86556005, 0.50029516, -0.021930087)
bones/26/scale = Vector3(1, 1.0000002, 1)
bones/27/position = Vector3(1.8971762e-10, 0.013189232, -5.7312505e-10)
bones/27/rotation = Quaternion(0.15129425, -0.018451845, -0.013046658, 0.9882304)
bones/27/scale = Vector3(0.99999994, 0.99999994, 1.0000001)
bones/28/position = Vector3(-2.1601461e-10, 0.013573305, 4.8459786e-10)
bones/28/rotation = Quaternion(-0.6245376, -0.19781438, 0.16660775, 0.7369289)
bones/28/scale = Vector3(1, 0.9999999, 1.0000001)
bones/30/rotation = Quaternion(3.5765906e-06, 0.67050743, 0.7419029, 3.2289404e-06)
bones/31/position = Vector3(-1.2499713e-14, 0.01925819, -1.2902629e-09)
bones/31/rotation = Quaternion(0.086390205, 0.0012038474, -0.013495129, 0.99616927)
bones/31/scale = Vector3(0.9999999, 0.99999994, 1)
bones/33/rotation = Quaternion(0.7071068, -6.209646e-07, -6.209645e-07, 0.7071067)
bones/33/scale = Vector3(1, 1, 1)
bones/35/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
bones/35/scale = Vector3(1, 1, 1)
bones/37/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
bones/37/scale = Vector3(1, 1, 1)
[node name="AnimationPlayer" parent="." index="1" unique_id=1401028430]
libraries/custom = SubResource("AnimationLibrary_lowte")

BIN
core/ai/agents/cow/idle.res Normal file

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[gd_scene format=3 uid="uid://cayakdk7gmlyg"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_e5v3h"]
[ext_resource type="PackedScene" uid="uid://dqhueybnlrrqx" path="res://core/ai/agents/horse/horse_mannequin.tscn" id="2_4t6jw"]
[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="2_or6xs"]
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_n63jb"]
[ext_resource type="Animation" uid="uid://doyi6etqvy4n2" path="res://core/ai/agents/horse/idle.res" id="3_qe4rt"]
[ext_resource type="Animation" uid="uid://hotr7r3fd1sq" path="res://core/ai/agents/horse/walking.res" id="4_q8m0v"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_or6xs"]
_data = {
&"idle": ExtResource("3_qe4rt"),
&"walking": ExtResource("4_q8m0v")
}
[node name="AiHorse" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_e5v3h")]
anim_player = NodePath("HorseMannequin/AnimationPlayer")
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=734754793]
script = ExtResource("2_or6xs")
state_id = &"idle"
next_state_id = &"patrol"
animation_name = "custom/idle"
[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=1748382252]
script = ExtResource("3_n63jb")
state_id = &"patrol"
next_state_id = &"idle"
animation_name = "custom/walking"
exit_on_action_finished = true
[node name="HorseMannequin" parent="." index="3" unique_id=1289880358 instance=ExtResource("2_4t6jw")]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, -0.9, 0)
[node name="Skeleton3D" parent="HorseMannequin/Armature" parent_id_path=PackedInt32Array(1289880358, 245823720) index="0" unique_id=494955820]
bones/1/rotation = Quaternion(0.7071068, -6.209646e-07, -6.209645e-07, 0.7071067)
bones/4/rotation = Quaternion(0.0012952884, -0.0012955684, 0.7071056, 0.7071057)
bones/5/rotation = Quaternion(0.70685357, -0.70227593, -0.04508998, 0.07164877)
bones/6/rotation = Quaternion(0.13314606, -0.018813655, 0.0025279524, 0.9909147)
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[gd_scene format=3 uid="uid://dqhueybnlrrqx"]
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[node name="StateMachine" parent="." index="3" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("")
[editable path="HumanMannequin"]

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@@ -0,0 +1,53 @@
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[node name="AiCitizenSitter" unique_id=1228675528 instance=ExtResource("1_cduuu")]
[node name="SK_Mannequin" parent="HumanMannequin" parent_id_path=PackedInt32Array(333236377) index="0" unique_id=377304892]
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[node name="Skeleton3D" parent="HumanMannequin/SK_Mannequin" index="0" unique_id=427572412]
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[node name="AnimationPlayer" parent="HumanMannequin" parent_id_path=PackedInt32Array(333236377) index="1" unique_id=233699491]
autoplay = &"custom/sit"
[editable path="HumanMannequin"]

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[gd_scene format=3 uid="uid://bnnuke5e7e1yr"]
[ext_resource type="PackedScene" uid="uid://bdqeshcwwnyc4" path="res://core/ai/agents/human/ai_citizen.tscn" id="1_dms8s"]
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[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_8d0tj"]
[node name="AiCitizenWalker" unique_id=1228675528 instance=ExtResource("1_dms8s")]
[node name="StateMachine" parent="." index="3" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=42226979]
script = ExtResource("2_awhwq")
state_id = &"idle"
next_state_id = &"patrol"
animation_name = "custom/idle"
[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=1357892786]
script = ExtResource("3_8d0tj")
state_id = &"patrol"
next_state_id = &"idle"
animation_name = "custom/walking"
exit_on_action_finished = true
[editable path="HumanMannequin"]

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[gd_scene format=3 uid="uid://ceqxsqfiotm5j"]
[ext_resource type="PackedScene" uid="uid://mvh2v6v72stt" path="res://core/ai/agents/human/ai_human.tscn" id="1_l2y7m"]
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[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="4_2oda6"]
[node name="AiFarmer" unique_id=1228675528 instance=ExtResource("1_l2y7m")]
[node name="StateMachine" parent="." index="3" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("GatherState")
[node name="PatrolState" type="Node" parent="StateMachine" index="0" unique_id=930272128]
script = ExtResource("3_2oda6")
state_id = &"patrol"
next_state_id = &"gather"
animation_name = "custom/walking"
exit_on_action_finished = true
[node name="GatherState" type="Node" parent="StateMachine" index="1" unique_id=48091671]
script = ExtResource("4_2oda6")
state_id = &"gather"
next_state_id = &"patrol"
animation_name = "custom/gather"
exit_on_animation_finished = true
[editable path="HumanMannequin"]

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[gd_scene format=3 uid="uid://mvh2v6v72stt"]
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[ext_resource type="PackedScene" uid="uid://legcajdd0jsy" path="res://core/ai/agents/human/human_mannequin.tscn" id="2_cnrgi"]
[node name="AiHuman" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_hko2w")]
anim_player = NodePath("HumanMannequin/AnimationPlayer")
[node name="HumanMannequin" parent="." index="3" unique_id=333236377 instance=ExtResource("2_cnrgi")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.9, 0)
[node name="SK_Mannequin" parent="HumanMannequin" index="0" unique_id=2096894453]
transform = Transform3D(0.99999994, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0, 0)
[node name="Skeleton3D" parent="HumanMannequin/SK_Mannequin" index="0" unique_id=1402189960]
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bones/30/rotation = Quaternion(0.103668794, 0.04579189, 0.46590617, 0.8775462)
bones/31/rotation = Quaternion(0.011519267, 0.09922818, 0.29214594, 0.95114243)
bones/33/rotation = Quaternion(9.437185e-05, 0.009016322, 0.44048977, 0.89771235)
bones/34/rotation = Quaternion(-0.018226523, 0.017689873, 0.23132406, 0.97254515)
bones/36/rotation = Quaternion(-0.13272016, -0.101737194, 0.26830983, 0.9487069)
bones/37/rotation = Quaternion(0.010193698, -0.046628788, 0.19672133, 0.97929704)
bones/39/rotation = Quaternion(-0.110196866, -0.05036995, 0.35450295, 0.9271716)
bones/40/rotation = Quaternion(0.0042593707, -0.028552007, 0.17841409, 0.983532)
bones/42/rotation = Quaternion(0.7297342, 0.26573184, -0.09265223, 0.6231294)
bones/43/rotation = Quaternion(0.06426929, 0.22943345, 0.1991351, 0.95056564)
bones/45/rotation = Quaternion(-0.1176271, 1.3974802e-16, -6.288661e-17, 0.99305785)
bones/46/rotation = Quaternion(-0.17323487, -2.099698e-25, 1.9374898e-17, 0.9848805)
bones/47/rotation = Quaternion(0.00421817, -0.00037953872, -0.21590644, 0.9764049)
bones/48/position = Vector3(0.092836134, 0.0036415688, 2.7747754e-17)
bones/48/rotation = Quaternion(1.2661336e-17, 9.989056e-18, 0.13354194, 0.99104315)
bones/49/rotation = Quaternion(0.14012733, -0.038448263, 0.6819175, 0.7168505)
bones/50/position = Vector3(-0.42572036, 1.7074263e-12, -4.667877e-12)
bones/50/rotation = Quaternion(-0.05631607, 0.020481886, -0.74316776, 0.6664162)
bones/51/position = Vector3(-0.20476776, -1.3877788e-17, 0)
bones/52/position = Vector3(-0.4019669, -3.933849e-11, 1.899425e-12)
bones/52/rotation = Quaternion(-0.0004946971, -0.048858073, -0.0074254284, 0.998778)
bones/54/position = Vector3(-0.22094238, 4.7704896e-18, 0)
bones/55/rotation = Quaternion(0.0132777635, 0.10731075, 0.71409845, -0.6916441)
bones/56/rotation = Quaternion(0.03920827, -0.09832406, -0.75485575, 0.64729285)
bones/57/position = Vector3(0.20476907, 0, -5.551115e-17)
bones/58/rotation = Quaternion(0.01656407, -0.06386153, 0.030505493, 0.9973549)
bones/60/position = Vector3(0.22094241, 3.035766e-18, -2.7755576e-17)
bones/67/position = Vector3(-4.440892e-16, 0, 7.632783e-17)
bones/67/rotation = Quaternion(-2.8449465e-16, 8.326673e-17, 2.7755576e-17, 1)
[node name="AnimationPlayer" parent="." index="1" unique_id=1304782348]
libraries/custom = SubResource("AnimationLibrary_3r4wv")

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[gd_scene format=3 uid="uid://c2hg6hu2y5srb"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_j8spt"]
[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="2_acc6o"]
[ext_resource type="PackedScene" uid="uid://b0xb7kl4rjd66" path="res://core/ai/agents/pig/pig_mannequin.tscn" id="2_qmc2e"]
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_3n8ak"]
[ext_resource type="Animation" uid="uid://c4ingpw0co8v2" path="res://core/ai/agents/pig/idle.res" id="3_lvpc5"]
[ext_resource type="Animation" uid="uid://0563r715lmw1" path="res://core/ai/agents/pig/walking.res" id="4_3f3hl"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_lvpc5"]
_data = {
&"idle": ExtResource("3_lvpc5"),
&"walking": ExtResource("4_3f3hl")
}
[node name="AiPig" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_j8spt")]
anim_player = NodePath("PigMannequin/AnimationPlayer")
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=403305255]
script = ExtResource("2_acc6o")
state_id = &"idle"
next_state_id = &"patrol"
animation_name = "custom/idle"
[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=1237150984]
script = ExtResource("3_3n8ak")
state_id = &"patrol"
next_state_id = &"idle"
animation_name = "custom/walking"
exit_on_action_finished = true
[node name="PigMannequin" parent="." index="3" unique_id=926755470 instance=ExtResource("2_qmc2e")]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, -0.9, 0)
[node name="Skeleton3D" parent="PigMannequin/Armature" parent_id_path=PackedInt32Array(926755470, 695496535) index="0" unique_id=725647261]
bones/1/rotation = Quaternion(0.7071068, -7.052583e-07, -7.052583e-07, 0.7071067)
bones/3/position = Vector3(5.37765e-05, 0.017809996, -0.007695386)
bones/3/rotation = Quaternion(-0.027121998, 0, 0, 0.99963224)
bones/4/position = Vector3(-0.004269575, -0.0009057691, 0.018837402)
bones/4/rotation = Quaternion(-0.20850496, 0.20850474, 0.675667, 0.6756669)
bones/5/rotation = Quaternion(0.70767504, -0.7007484, -0.04928623, 0.07562217)
bones/6/rotation = Quaternion(0.5074964, -0.016355418, 0.009635334, 0.86144483)
bones/8/position = Vector3(-0.004269574, 0.0008725248, -0.02819033)
bones/8/rotation = Quaternion(-0.021000031, 0.020999499, 0.7067949, 0.7067949)
bones/9/rotation = Quaternion(0.6762797, -0.7030302, 0.13760945, -0.17163305)
bones/10/rotation = Quaternion(-0.76131815, 0.012544005, 0.014735432, 0.64808965)
bones/12/position = Vector3(0.0036532492, -0.0009057691, 0.018837402)
bones/12/rotation = Quaternion(0.67572093, 0.6757209, -0.20832984, 0.20832963)
bones/13/rotation = Quaternion(-0.025831472, -0.099082425, 0.70891863, 0.6978179)
bones/14/rotation = Quaternion(0.50689334, 0.045050938, -0.026540417, 0.8604216)
bones/16/position = Vector3(0.0036521717, 0.0008013838, -0.028183708)
bones/16/rotation = Quaternion(0.7068031, 0.7068031, -0.020723455, 0.020722982)
bones/17/rotation = Quaternion(0.1443776, 0.16487122, 0.6747477, 0.7047611)
bones/18/rotation = Quaternion(-0.7649948, -0.0061196624, -0.0072699804, 0.64396644)
bones/20/position = Vector3(-0.00042349403, 0.0063493187, -0.030968314)
bones/20/rotation = Quaternion(0.60138106, 0.012805484, 0.0019118772, 0.79885745)
bones/22/position = Vector3(-0.0002038494, 0.0041766805, 0.0044565103)
bones/22/rotation = Quaternion(0.0076635648, 0.7548352, 0.6556045, -0.018651871)
bones/23/rotation = Quaternion(0.065689825, -0.010677165, -0.019551655, 0.99759144)
bones/24/rotation = Quaternion(-0.24106143, -0.2388839, 0.03569213, 0.9399734)
bones/26/position = Vector3(-0.00032282702, 0.010153349, -0.021613695)
bones/26/rotation = Quaternion(3.6196245e-06, 0.6452338, 0.7639852, 3.2175833e-06)
bones/27/rotation = Quaternion(0.0455184, 0.00040800165, -0.025042463, 0.99864954)
bones/29/position = Vector3(-0.01117923, 0.0010000349, -0.03163386)
bones/29/rotation = Quaternion(0.7071068, -6.178108e-07, -6.178107e-07, 0.7071067)
bones/31/rotation = Quaternion(0.7071068, -1.0424332e-06, -1.0424329e-06, 0.7071067)
bones/33/position = Vector3(0.010670463, 0.0010000349, -0.03166372)
bones/33/rotation = Quaternion(0.70755845, -7.1388774e-07, -1.0355643e-06, 0.7066547)
[node name="AnimationPlayer" parent="PigMannequin" index="1" unique_id=904091745]
libraries/custom = SubResource("AnimationLibrary_lvpc5")
[editable path="PigMannequin"]

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[gd_scene format=3 uid="uid://b0xb7kl4rjd66"]
[ext_resource type="PackedScene" uid="uid://bi5f24frndw7j" path="res://core/ai/agents/pig/pig.fbx" id="1_ptg6h"]
[node name="PigMannequin" unique_id=926755470 instance=ExtResource("1_ptg6h")]

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[gd_scene format=3 uid="uid://2md4l83fy8kr"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_0bu1i"]
[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="2_iapui"]
[ext_resource type="PackedScene" uid="uid://c16j3umhplew4" path="res://core/ai/agents/pug/pug_mannequin.tscn" id="2_n0mit"]
[ext_resource type="Animation" uid="uid://c8hy2tftqb7su" path="res://core/ai/agents/pug/idle.res" id="3_hv1px"]
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_xc1yq"]
[ext_resource type="Animation" uid="uid://bqrhidcnublea" path="res://core/ai/agents/pug/walking.res" id="4_cjq2y"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_iapui"]
_data = {
&"idle": ExtResource("3_hv1px"),
&"walking": ExtResource("4_cjq2y")
}
[node name="AiPug" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_0bu1i")]
anim_player = NodePath("PugMannequin/AnimationPlayer")
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=1079848975]
script = ExtResource("2_iapui")
state_id = &"idle"
next_state_id = &"patrol"
animation_name = "custom/idle"
[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=1573670396]
script = ExtResource("3_xc1yq")
state_id = &"patrol"
next_state_id = &"idle"
animation_name = "custom/walking"
exit_on_action_finished = true
[node name="PugMannequin" parent="." index="3" unique_id=1732134047 instance=ExtResource("2_n0mit")]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, -0.9, 0)
[node name="Skeleton3D" parent="PugMannequin/Armature" parent_id_path=PackedInt32Array(1732134047, 199608791) index="0" unique_id=33809722]
bones/8/position = Vector3(-0.0054483665, 0.008346455, -0.020266803)
bones/8/rotation = Quaternion(-0.007561639, 0.007561228, 0.70706636, 0.70706636)
bones/9/rotation = Quaternion(0.6665347, -0.6790185, 0.20055033, -0.23333457)
bones/10/rotation = Quaternion(-0.37439552, 0.017943675, 0.007246467, 0.92706716)
bones/14/rotation = Quaternion(0.13296904, 0.051822018, -0.0069621373, 0.9897401)
bones/16/position = Vector3(0.0048320387, 0.008252437, -0.02027757)
bones/16/rotation = Quaternion(0.7070978, 0.7070978, -0.0035577225, 0.0035573125)
bones/17/rotation = Quaternion(0.20727697, 0.22687204, 0.66435784, 0.68131787)
bones/18/rotation = Quaternion(-0.38250104, -0.0087800585, -0.0036350952, 0.9239062)
bones/20/rotation = Quaternion(0.6013276, -0.007656022, 0.017799761, 0.79876757)
bones/24/rotation = Quaternion(-0.45064288, -0.22904137, 0.090387635, 0.858074)
bones/27/rotation = Quaternion(0.05229574, 5.703821e-05, -0.025155801, 0.99831474)
[node name="AnimationPlayer" parent="PugMannequin" index="1" unique_id=1653203922]
libraries/custom = SubResource("AnimationLibrary_iapui")
[editable path="PugMannequin"]

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core/ai/agents/pug/idle.res Normal file

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[gd_scene format=3 uid="uid://c16j3umhplew4"]
[ext_resource type="PackedScene" uid="uid://buqmw5lbfom07" path="res://core/ai/agents/pug/pug.fbx" id="1_3c2yk"]
[node name="PugMannequin" unique_id=1732134047 instance=ExtResource("1_3c2yk")]
[node name="Skeleton3D" parent="Armature" parent_id_path=PackedInt32Array(251322627) index="0" unique_id=1067550931]
bones/1/rotation = Quaternion(0.7071068, -8.7384586e-07, -8.7384575e-07, 0.7071067)
bones/3/position = Vector3(5.37765e-05, 0.023020823, -0.0001735416)
bones/4/rotation = Quaternion(0.0013124894, -0.0013127187, 0.7071056, 0.7071056)
bones/5/rotation = Quaternion(0.7071125, -0.70201516, -0.045116592, 0.07163183)
bones/6/rotation = Quaternion(0.13312602, -0.018813718, 0.0025276097, 0.9909174)
bones/8/rotation = Quaternion(0.0006567046, -0.0006571151, 0.7071065, 0.7071065)
bones/9/rotation = Quaternion(0.66675293, -0.67880416, 0.20062506, -0.23327015)
bones/10/rotation = Quaternion(-0.35678986, 0.01807761, 0.006905738, 0.9339843)
bones/12/rotation = Quaternion(0.70710534, 0.70710546, 0.0014091316, -0.0014093613)
bones/13/rotation = Quaternion(-0.021626502, -0.09508007, 0.7082199, 0.6992257)
bones/14/rotation = Quaternion(0.13296904, 0.051822014, -0.0069621364, 0.98974)
bones/16/rotation = Quaternion(0.7071066, 0.7071067, 0.00044525132, -0.00044566192)
bones/17/rotation = Quaternion(0.20738536, 0.2267729, 0.6646832, 0.6810004)
bones/18/rotation = Quaternion(-0.35684106, -0.008877046, -0.003391197, 0.93411684)
bones/20/rotation = Quaternion(0.6013276, -0.007656024, 0.017799761, 0.79876757)
bones/22/rotation = Quaternion(0.0076703057, 0.9327372, 0.3595561, -0.025732514)
bones/23/rotation = Quaternion(-0.089636706, -0.019697238, -0.01825219, 0.99561244)
bones/24/rotation = Quaternion(-0.44343108, -0.23039742, 0.11800072, 0.85811526)
bones/26/rotation = Quaternion(5.170388e-06, 0.6954638, 0.7185612, 5.0026606e-06)
bones/27/rotation = Quaternion(0.052304644, 0.00074447604, -0.01352817, 0.99853927)
bones/29/rotation = Quaternion(0.7071068, -9.581396e-07, -9.581394e-07, 0.7071067)
bones/31/rotation = Quaternion(0.7071068, -1.2110207e-06, -1.2110205e-06, 0.7071067)

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[gd_scene format=3 uid="uid://bs1bdtm7jdtgb"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_smbiq"]
[ext_resource type="PackedScene" uid="uid://58u6viv3qd63" path="res://core/ai/agents/sheep/sheep_mannequin.tscn" id="2_hnenk"]
[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="2_vlyix"]
[ext_resource type="Animation" uid="uid://bjvoxmyf4vdy8" path="res://core/ai/agents/sheep/idle.res" id="3_i3d22"]
[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_uqv5v"]
[ext_resource type="Animation" uid="uid://8r05h8e7nmic" path="res://core/ai/agents/sheep/walking.res" id="4_hxh1r"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_vlyix"]
_data = {
&"idle": ExtResource("3_i3d22"),
&"walking": ExtResource("4_hxh1r")
}
[node name="AiSheep" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_smbiq")]
anim_player = NodePath("SheepMannequin/AnimationPlayer")
[node name="StateMachine" parent="." index="1" unique_id=1286404264 node_paths=PackedStringArray("initial_state")]
initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" index="0" unique_id=190711451]
script = ExtResource("2_vlyix")
state_id = &"idle"
next_state_id = &"patrol"
animation_name = "custom/idle"
[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=431976868]
script = ExtResource("3_uqv5v")
state_id = &"patrol"
next_state_id = &"idle"
animation_name = "custom/walking"
exit_on_action_finished = true
[node name="SheepMannequin" parent="." index="3" unique_id=1153770042 instance=ExtResource("2_hnenk")]
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, -0.9, 0)
[node name="Armature" parent="SheepMannequin" index="0" unique_id=62421163]
transform = Transform3D(100, 0, 0, 0, -4.3711384e-06, 99.99999, 0, -99.99999, -4.3711384e-06, 0, 0, 0)
[node name="AnimationPlayer" parent="SheepMannequin" index="1" unique_id=676833932]
libraries/custom = SubResource("AnimationLibrary_vlyix")
[editable path="SheepMannequin"]

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[gd_scene format=3 uid="uid://58u6viv3qd63"]
[ext_resource type="PackedScene" uid="uid://oog8biov508a" path="res://core/ai/agents/sheep/sheep.fbx" id="1_pnkxh"]
[node name="SheepMannequin" unique_id=1153770042 instance=ExtResource("1_pnkxh")]
[node name="Skeleton3D" parent="Armature" parent_id_path=PackedInt32Array(1644576745) index="0" unique_id=811031257]
bones/1/rotation = Quaternion(0.7071068, -7.052583e-07, -7.052583e-07, 0.7071067)
bones/4/rotation = Quaternion(0.0017592248, -0.0017595046, 0.7071046, 0.7071046)
bones/5/rotation = Quaternion(0.706397, -0.7005701, -0.057003256, 0.08339989)
bones/6/rotation = Quaternion(0.17354831, -0.018694565, 0.003295098, 0.98464245)
bones/8/rotation = Quaternion(0.0011415672, -0.0011422854, 0.7071059, 0.7071059)
bones/9/rotation = Quaternion(0.66940695, -0.67618734, 0.20153745, -0.23248184)
bones/10/rotation = Quaternion(-0.38440856, 0.017864142, 0.0074402345, 0.92296034)
bones/12/rotation = Quaternion(0.70710427, 0.7071044, 0.001866237, -0.0018665171)
bones/13/rotation = Quaternion(-0.033540055, -0.106803544, 0.7078988, 0.6973861)
bones/14/rotation = Quaternion(0.17334078, 0.051493812, -0.009075931, 0.9834729)
bones/16/rotation = Quaternion(0.70710605, 0.7071062, 0.0009843343, -0.0009850523)
bones/17/rotation = Quaternion(0.2082713, 0.22595985, 0.6673435, 0.67839366)
bones/18/rotation = Quaternion(-0.384463, -0.008772296, -0.0036537221, 0.92309153)
bones/20/rotation = Quaternion(0.6012591, 0.022893472, -0.005923484, 0.7987042)
bones/22/rotation = Quaternion(0.006586622, 0.9146406, 0.40345904, -0.02469813)
bones/23/rotation = Quaternion(0.07927493, -0.021147288, -0.014362239, 0.996525)
bones/24/rotation = Quaternion(-0.6495659, -0.19198355, 0.17329836, 0.71496445)
bones/26/rotation = Quaternion(3.4527793e-06, 0.6944211, 0.71956885, 3.3297817e-06)
bones/27/rotation = Quaternion(0.0651835, 0.0008379451, -0.017830681, 0.9977136)
bones/29/rotation = Quaternion(0.7071068, -7.052583e-07, -7.052583e-07, 0.7071067)
bones/31/rotation = Quaternion(0.7071068, -1.0424332e-06, -1.0424329e-06, 0.7071067)
bones/33/rotation = Quaternion(0.7071068, -1.0424332e-06, -1.0424329e-06, 0.7071067)

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extends State
func enter() -> void:
super.enter()
run_animation()
agent.navigate_to_random_point()
func physics_update(_delta) -> void:
if agent.nav_agent.is_navigation_finished():
transitioned.emit(self, next_state_id)

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uid://bngfthvt04ivv

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extends State
func enter() -> void:
super.enter()
run_animation()

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uid://d3hy70ec8vqo5

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extends Node
class_name State
@export var state_id: StringName = &""
@export var next_state_id: StringName
@export var animation_name: String
@export var exit_on_action_finished: bool
@export var exit_on_animation_finished: bool
@export var min_wait_time: float = 3.0
@export var max_wait_time: float = 10
var runtime_timer: Timer
@onready var agent: AIBase = owner
signal transitioned(state: State, new_state_id: StringName)
func _ready() -> void:
if min_wait_time > 0 and !exit_on_action_finished:
runtime_timer = Timer.new()
runtime_timer.name = "IdleTimer"
runtime_timer.one_shot = true
add_child(runtime_timer)
runtime_timer.timeout.connect(_on_timer_timeout)
func enter() -> void:
if exit_on_animation_finished:
if not agent.anim_player.animation_finished.is_connected(_on_animation_finished):
agent.anim_player.animation_finished.connect(_on_animation_finished)
elif min_wait_time > 0 and !exit_on_action_finished:
var wait_time:= randf_range(min_wait_time, max_wait_time)
runtime_timer.start(wait_time)
func exit() -> void:
if exit_on_animation_finished and agent.anim_player.animation_finished.is_connected(_on_animation_finished):
agent.anim_player.animation_finished.disconnect(_on_animation_finished)
if runtime_timer and not runtime_timer.is_stopped():
runtime_timer.stop()
func update(_delta: float) -> void:
pass
func physics_update(_delta: float) -> void:
pass
func run_animation() -> void:
if agent.anim_player and agent.anim_player.has_animation(animation_name):
agent.anim_player.play(animation_name)
func _on_animation_finished(anim_name: StringName) -> void:
if animation_name == anim_name:
if exit_on_action_finished:
return
elif min_wait_time > 0:
var wait_time := randf_range(min_wait_time, max_wait_time)
runtime_timer.start(wait_time)
else:
transitioned.emit(self, next_state_id)
func _on_timer_timeout() -> void:
transitioned.emit(self, next_state_id)

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uid://dpso7abi5ftyw

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extends Node
class_name StateMachine
@export var initial_state: State
var current_state: State
var states: Dictionary[StringName, State] = {}
var is_initialized: bool = false
var _enabled: bool = true
var enable: bool:
set(value):
_enabled = value
_set_enabled(value)
get:
return _enabled
func _ready() -> void:
_initialize_states()
_set_enabled(enable)
func _initialize_states() -> void:
if is_initialized:
return
for state in get_children():
if state is State:
states[state.state_id] = state
state.transitioned.connect(_on_state_transition)
is_initialized = true
func _set_enabled(value: bool) -> void:
_enabled = value
if not _enabled:
return
_initialize_states()
if initial_state and current_state == null:
current_state = initial_state
current_state.enter()
func physics_process(delta) -> void:
if current_state and _enabled:
current_state.physics_update(delta)
func _on_state_transition(state: State, new_state_id: StringName) -> void:
if state != current_state:
return
var new_state = states.get(new_state_id)
if not new_state:
return
if current_state:
current_state.exit()
current_state = new_state
current_state.enter()

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uid://ps3vlu2qvmop

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extends Node
signal volume_changed(bus_name: StringName, linear_value: float)
const MIN_VOLUME: float = 0.0
const MAX_VOLUME: float = 1.0
func _ready() -> void:
load_save_data()
func load_save_data() -> void:
for bus_name in GameState.save_data.audio_bus_volumes:
_apply_audio_bus_volume(bus_name, GameState.save_data.audio_bus_volumes[bus_name])
func set_audio_bus_volume(bus_name: StringName, linear_value: float) -> void:
var normalized_bus_name := str(bus_name)
var clamped_value := clampf(linear_value, MIN_VOLUME, MAX_VOLUME)
GameState.save_data.audio_bus_volumes[normalized_bus_name] = clamped_value
_apply_audio_bus_volume(normalized_bus_name, clamped_value)
GameState.save_game()
volume_changed.emit(bus_name, clamped_value)
func get_audio_bus_volume(bus_name: StringName, default_value: float = 1.0) -> float:
return float(GameState.save_data.audio_bus_volumes.get(str(bus_name), default_value))
func _apply_audio_bus_volume(bus_name: String, linear_value: float) -> void:
var bus_index := AudioServer.get_bus_index(bus_name)
if bus_index == -1:
return
var clamped_value := clampf(linear_value, MIN_VOLUME, MAX_VOLUME)
AudioServer.set_bus_volume_db(bus_index, linear_to_db(clamped_value))
AudioServer.set_bus_mute(bus_index, is_zero_approx(clamped_value))

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uid://dcttbbavtwtsg

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@@ -2,7 +2,9 @@
[ext_resource type="Script" uid="uid://ct2k25kslaxe5" path="res://core/biome_generator/biome_generator.gd" id="1_c7ilo"] [ext_resource type="Script" uid="uid://ct2k25kslaxe5" path="res://core/biome_generator/biome_generator.gd" id="1_c7ilo"]
[ext_resource type="Material" uid="uid://b8p1sjxisi522" path="res://core/biome_generator/wires.tres" id="2_w42pm"] [ext_resource type="Material" uid="uid://b8p1sjxisi522" path="res://core/biome_generator/wires.tres" id="2_w42pm"]
[ext_resource type="Resource" path="res://core/biome_generator/railway_pool.tres" id="3_railway_pool"]
[node name="biome_generator" type="Node3D" unique_id=1861369341] [node name="biome_generator" type="Node3D" unique_id=1861369341]
script = ExtResource("1_c7ilo") script = ExtResource("1_c7ilo")
railway_pool = ExtResource("3_railway_pool")
lamppost_wire_material = ExtResource("2_w42pm") lamppost_wire_material = ExtResource("2_w42pm")

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@@ -5,6 +5,7 @@ class_name ChunkInfo
@export_group("Set Piece Rules (Unique pieces)") @export_group("Set Piece Rules (Unique pieces)")
@export var exclusive_biome: String = "" # Es: "Forest" @export var exclusive_biome: String = "" # Es: "Forest"
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique
@export_group("Base exit") @export_group("Base exit")
@export var north: bool = false @export var north: bool = false
@@ -12,6 +13,12 @@ class_name ChunkInfo
@export var south: bool = false @export var south: bool = false
@export var west: bool = false @export var west: bool = false
@export_group("River exit")
@export var river_north: bool = false
@export var river_est: bool = false
@export var river_south: bool = false
@export var river_west: bool = false
@export_group("Margin heights (level 0, 1, 2)") @export_group("Margin heights (level 0, 1, 2)")
@export_range(0, 2, 1) var height_north: int = 0 @export_range(0, 2, 1) var height_north: int = 0
@export_range(0, 2, 1) var height_est: int = 0 @export_range(0, 2, 1) var height_est: int = 0
@@ -29,14 +36,17 @@ func _ready() -> void:
func get_rotated_data(steps_90: int) -> Dictionary: func get_rotated_data(steps_90: int) -> Dictionary:
var original_exit = [north, est, south, west] var original_exit = [north, est, south, west]
var original_river_exit = [river_north, river_est, river_south, river_west]
var original_height = [height_north, height_est, height_south, height_west] var original_height = [height_north, height_est, height_south, height_west]
var calculated_exit = [] var calculated_exit = []
var calculated_river_exit = []
var calculated_height = [] var calculated_height = []
for i in range(4): for i in range(4):
var index = (i - steps_90 + 4) % 4 var index = (i - steps_90 + 4) % 4
calculated_exit.append(original_exit[index]) calculated_exit.append(original_exit[index])
calculated_river_exit.append(original_river_exit[index])
calculated_height.append(original_height[index]) calculated_height.append(original_height[index])
return { return {
@@ -44,6 +54,10 @@ func get_rotated_data(steps_90: int) -> Dictionary:
"north": calculated_exit[0], "est": calculated_exit[1], "north": calculated_exit[0], "est": calculated_exit[1],
"south": calculated_exit[2], "west": calculated_exit[3] "south": calculated_exit[2], "west": calculated_exit[3]
}, },
"river_connections": {
"north": calculated_river_exit[0], "est": calculated_river_exit[1],
"south": calculated_river_exit[2], "west": calculated_river_exit[3]
},
"heights": { "heights": {
"north": calculated_height[0], "est": calculated_height[1], "north": calculated_height[0], "est": calculated_height[1],
"south": calculated_height[2], "west": calculated_height[3] "south": calculated_height[2], "west": calculated_height[3]

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[gd_resource type="Resource" script_class="EntityPool" format=3 uid="uid://cmd6s6thq4f7r"]
[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_0kfj8"]
[ext_resource type="Script" uid="uid://53ryr0fsqiq7" path="res://core/biome_generator/entity_pool.gd" id="1_vccp2"]
[resource]
script = ExtResource("1_vccp2")
name = "Entity Pool"
available_entities = Array[PackedScene]([ExtResource("1_0kfj8")])

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@@ -0,0 +1,5 @@
extends Resource
class_name EntityPool
@export var name: String = "New Entity Pool"
@export var available_entities: Array[PackedScene] = []

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uid://53ryr0fsqiq7

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extends Marker3D
class_name EntitySpawnPoint
enum AllowedType { ANY, HUMANOID_ONLY, ANIMAL_ONLY }
@export var allowed_type: AllowedType = AllowedType.ANY
@export_range(0.0, 1.0, 0.01) var spawn_chance: float = 1.0
@export var random_y_rotation: bool = true

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uid://c5ercbqy7srx3

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@@ -0,0 +1,5 @@
extends Marker3D
class_name PropInfo
@export var available_props: Array[PackedScene]
@export_range(0, 5, 1) var uniqueness: int = 0 #0=common; 5=unique

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uid://dg6ngy4pmtsyc

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extends Path3D extends Path3D
@export_group("Train") @export_group("Train")
@export var train_speed: float = 6.0 ##train speed
@export var is_inmotion: bool = true @export var train_speed: float = 6.0
@export var train_model: PackedScene ##if true the train is in motion
@export var is_inmotion: bool = true
##the model for the locomotive
@export var train_model: PackedScene
##array of wagon scenes
@export var wagon_pool: Resource
##if true the number of wagons is random from 1 to wagon_count
@export var wagon_random_number: bool = true
##if wagon_random_number = true is used as max wagons
@export_range(0, 32, 1, "or_greater") var wagon_count: int = 3
##the distance between two wagons
@export var wagon_gap: float = 0.4
##the scale to calculate the distance of the bounds
@export_range(0.1, 2.0, 0.05, "or_greater") var wagon_spacing_scale: float = 0.5
##override spacing using this value
@export var wagon_spacing_override: float = 0.0
##distance of the rail axes
@export var axes_distance: float = 3.0 @export var axes_distance: float = 3.0
@export var rail_distance: float = 1.2 ##discance between rails
@export var rail_distance: float = 1.2
##current camera
@export var cameras: Node3D @export var cameras: Node3D
##swing of the train during the ran
@export_range(0.0, 1.0) var basic_swing: float = 0.1 @export_range(0.0, 1.0) var basic_swing: float = 0.1
@export_group("Rails Bulding") @export_group("Rails Bulding")
##distance between sleepers of the rails
@export var sleepers_distance: float = 1.0 @export var sleepers_distance: float = 1.0
##nodel for the sleeper of the rail
@export var sleepers_model: PackedScene @export var sleepers_model: PackedScene
@export_group("Manual Controls") @export_group("Manual Controls")
##max speed
@export var speed_max: float = 15.0 @export var speed_max: float = 15.0
@export var speed_min: float = -5.0 ##min speed
@export var speed_min: float = -5.0
##acceleration
@export var manual_acceleration: float = 5.0 @export var manual_acceleration: float = 5.0
@export_group("Train Stops") @export_group("Train Stops")
##if true the train stop the ran on stops
@export var enable_stops: bool = true @export var enable_stops: bool = true
##time of stop
@export var stop_time: float = 4.0 @export var stop_time: float = 4.0
@export var brake_distance: float = 15.0 ##distance when the train start to brake
@export var brake_distance: float = 15.0
##restart time
@export var restart_time: float = 3.0 @export var restart_time: float = 3.0
##scene for fireworks
@export var fireworks_scene: PackedScene @export var fireworks_scene: PackedScene
##array of colors for fireworks
var fireworks_colors: Array[Color] = [ @export var fireworks_colors: Array[Color] = [
Color(1.0, 0.2, 0.2), # Rosso vivo Color(1.0, 0.2, 0.2), # Rosso vivo
Color(0.2, 1.0, 0.2), # Verde lime Color(0.2, 1.0, 0.2), # Verde lime
Color(0.3, 0.5, 1.0), # Blu cielo Color(0.3, 0.5, 1.0), # Blu cielo
@@ -48,9 +77,14 @@ var stop_multiply: float = 1.0
var is_restarting: bool = false var is_restarting: bool = false
var tween_restart: Tween var tween_restart: Tween
var environment_config: EnvironmentConfig var environment_config: EnvironmentConfig
var wagon_instances: Array[Node3D] = []
var wagon_progress_offsets: Array[float] = []
func _ready() -> void: func _ready() -> void:
randomize()
_cache_environment_config() _cache_environment_config()
if curve != null and curve.get_baked_length() > 0: if curve != null and curve.get_baked_length() > 0:
build_rails() build_rails()
build_train() build_train()
@@ -153,6 +187,8 @@ func _snap_train_to_progress() -> void:
cameras.global_position = center_position cameras.global_position = center_position
cameras.global_basis = train_instance.global_basis cameras.global_basis = train_instance.global_basis
_snap_wagons_to_progress(total_length)
func build_rails() -> void: func build_rails() -> void:
var mat_wood = StandardMaterial3D.new() var mat_wood = StandardMaterial3D.new()
mat_wood.albedo_color = Color(0.35, 0.2, 0.1) mat_wood.albedo_color = Color(0.35, 0.2, 0.1)
@@ -323,6 +359,8 @@ func train_move(delta: float) -> void:
if cameras: if cameras:
cameras.global_position = center_position cameras.global_position = center_position
cameras.global_basis = train_instance.global_basis cameras.global_basis = train_instance.global_basis
_snap_wagons_to_progress(total_length)
var real_speed = abs(train_speed * stop_multiply) var real_speed = abs(train_speed * stop_multiply)
var speed_factor = clamp(real_speed / max(speed_max, 0.001), 0.0, 1.0) var speed_factor = clamp(real_speed / max(speed_max, 0.001), 0.0, 1.0)
@@ -401,6 +439,34 @@ func build_train() -> void:
else: else:
build_default_train() build_default_train()
var wagons = wagon_count
if wagon_random_number:
wagons = randi_range(1, wagon_count)
build_train_wagons(wagons)
func build_train_wagons(wagon_number: int) -> void:
_clear_train_wagons()
if wagon_number <= 0 or wagon_pool == null or not "available_wagons" in wagon_pool:
return
if wagon_pool.available_wagons.is_empty():
return
for i in range(wagon_number):
var wagon_scene: PackedScene = wagon_pool.available_wagons.pick_random()
if wagon_scene == null:
continue
var wagon: Node3D = wagon_scene.instantiate() as Node3D
if wagon == null:
push_warning("Wagon scene root must be a Node3D.")
continue
add_child(wagon)
wagon_instances.append(wagon)
_update_wagon_progress_offsets()
_snap_wagons_to_progress()
func build_default_train() -> void: func build_default_train() -> void:
train_instance = Node3D.new() train_instance = Node3D.new()
add_child(train_instance) add_child(train_instance)
@@ -435,3 +501,118 @@ func build_default_train() -> void:
stack.material_override = mat_body stack.material_override = mat_body
stack.position = Vector3(0, 1.2, 1.0) stack.position = Vector3(0, 1.2, 1.0)
train_instance.add_child(stack) train_instance.add_child(stack)
func _clear_train_wagons() -> void:
for wagon in wagon_instances:
if is_instance_valid(wagon):
wagon.queue_free()
wagon_instances.clear()
wagon_progress_offsets.clear()
func _update_wagon_progress_offsets() -> void:
wagon_progress_offsets.clear()
if train_instance == null or wagon_instances.is_empty():
return
var train_length: float = _get_vehicle_length(train_instance)
var previous_length: float = train_length
var accumulated_distance: float = 0.0
for wagon in wagon_instances:
var wagon_length: float = _get_vehicle_length(wagon)
accumulated_distance += _get_wagon_spacing(previous_length, wagon_length)
wagon_progress_offsets.append(accumulated_distance)
previous_length = wagon_length
func _get_wagon_spacing(previous_length: float, wagon_length: float) -> float:
if wagon_spacing_override > 0.0:
return wagon_spacing_override + wagon_gap
var detected_spacing: float = previous_length * 0.5 + wagon_length * 0.5
return detected_spacing * wagon_spacing_scale + wagon_gap
func _snap_wagons_to_progress(total_length: float = 0.0) -> void:
if curve == null or wagon_instances.is_empty():
return
if total_length <= 0.0:
total_length = curve.get_baked_length()
if total_length <= 0.0:
return
var direction: float = 1.0
if train_speed < 0.0:
direction = -1.0
for i in range(wagon_instances.size()):
var wagon: Node3D = wagon_instances[i]
if not is_instance_valid(wagon):
continue
var wagon_offset: float = float(i + 1) * 7.0
if i < wagon_progress_offsets.size():
wagon_offset = wagon_progress_offsets[i]
var wagon_progress: float = train_progress - direction * wagon_offset
_snap_vehicle_to_progress(wagon, wagon_progress, total_length)
func _snap_vehicle_to_progress(vehicle: Node3D, progress: float, total_length: float) -> void:
var vehicle_progress: float = wrapf(progress, 0.0, total_length)
var center_position: Vector3 = to_global(curve.sample_baked(vehicle_progress, true))
var prog_forward: float = wrapf(vehicle_progress + 2.0, 0.0, total_length)
var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
vehicle.global_position = center_position
if center_position.distance_to(forward_position) > 0.01:
vehicle.look_at(forward_position, Vector3.UP)
vehicle.rotate_y(PI)
func _get_vehicle_length(vehicle: Node3D) -> float:
var bounds: AABB = _get_node_local_bounds(vehicle, vehicle)
if bounds.size == Vector3.ZERO:
return 7.0
return maxf(bounds.size.z, 0.1)
func _get_node_local_bounds(root: Node3D, node: Node) -> AABB:
var result: AABB = AABB()
var has_bounds: bool = false
var mesh_instance := node as MeshInstance3D
if mesh_instance != null and mesh_instance.mesh != null:
var mesh_bounds: AABB = mesh_instance.get_aabb()
var mesh_transform: Transform3D = root.global_transform.affine_inverse() * mesh_instance.global_transform
for corner in _get_aabb_corners(mesh_bounds):
var local_point: Vector3 = mesh_transform * corner
if has_bounds:
result = result.expand(local_point)
else:
result = AABB(local_point, Vector3.ZERO)
has_bounds = true
for child in node.get_children():
var child_bounds: AABB = _get_node_local_bounds(root, child)
if child_bounds.size == Vector3.ZERO:
continue
if has_bounds:
result = result.merge(child_bounds)
else:
result = child_bounds
has_bounds = true
return result
func _get_aabb_corners(bounds: AABB) -> Array[Vector3]:
var start: Vector3 = bounds.position
var end: Vector3 = bounds.end
return [
Vector3(start.x, start.y, start.z),
Vector3(end.x, start.y, start.z),
Vector3(start.x, end.y, start.z),
Vector3(end.x, end.y, start.z),
Vector3(start.x, start.y, end.z),
Vector3(end.x, start.y, end.z),
Vector3(start.x, end.y, end.z),
Vector3(end.x, end.y, end.z),
]

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@@ -0,0 +1,5 @@
extends Resource
class_name RailwayPool
@export var name: String = "New Railway Pool"
@export var available_railways: Array[PackedScene] = []

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@@ -0,0 +1 @@
uid://c374rv220mvh1

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@@ -0,0 +1,16 @@
[gd_resource type="Resource" script_class="RailwayPool" format=3 uid="uid://nrm040srfjwo"]
[ext_resource type="PackedScene" uid="uid://cl2ast2tk7ifw" path="res://tgcc/chunk/railway/scene/chunk_railway_curve.tscn" id="1_86h1y"]
[ext_resource type="PackedScene" uid="uid://85l80b6jcdhr" path="res://tgcc/chunk/railway/scene/chunk_railway_curve_2.tscn" id="2_r0882"]
[ext_resource type="PackedScene" uid="uid://cewdxvcpqb53f" path="res://tgcc/chunk/railway/scene/chunk_railway_station_doubleside.tscn" id="3_3auto"]
[ext_resource type="PackedScene" uid="uid://d3pcshw2bioic" path="res://tgcc/chunk/railway/scene/chunk_railway_station_oneside.tscn" id="4_i1umq"]
[ext_resource type="PackedScene" uid="uid://bqxpqhla2kogq" path="res://tgcc/chunk/railway/scene/chunk_railway_straight.tscn" id="5_x44at"]
[ext_resource type="PackedScene" uid="uid://c3ub6rj0tlt6q" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_2.tscn" id="6_vrrkw"]
[ext_resource type="PackedScene" uid="uid://cqevecsd1cm1v" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_3.tscn" id="7_l17bw"]
[ext_resource type="PackedScene" uid="uid://f53hfrjaxkwa" path="res://tgcc/chunk/railway/scene/chunk_railway_straight_bridge.tscn" id="8_qcl5o"]
[ext_resource type="Script" uid="uid://c374rv220mvh1" path="res://core/biome_generator/railway_pool.gd" id="9_8tdc7"]
[resource]
script = ExtResource("9_8tdc7")
name = "Railway Pool"
available_railways = Array[PackedScene]([ExtResource("1_86h1y"), ExtResource("2_r0882"), ExtResource("3_3auto"), ExtResource("4_i1umq"), ExtResource("5_x44at"), ExtResource("6_vrrkw"), ExtResource("7_l17bw"), ExtResource("8_qcl5o")])

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@@ -0,0 +1,6 @@
## Resource that lists the wagon scenes available for train composition.
class_name WagonPool
extends Resource
@export var name: String = "New Wagon Pool"
@export var available_wagons: Array[PackedScene] = []

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@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="WagonPool" format=3 uid="uid://bjnytgwt8tmf4"]
[ext_resource type="PackedScene" uid="uid://dvk3bytqn3m5s" path="res://tgcc/train/main_train.tscn" id="1_t6q5r"]
[ext_resource type="Script" uid="uid://b6xk0gtn2pwa" path="res://core/biome_generator/wagon_pool.gd" id="2_x6bmc"]
[resource]
script = ExtResource("2_x6bmc")
name = "Wagon Pool"
available_wagons = Array[PackedScene]([ExtResource("1_t6q5r")])

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@@ -0,0 +1,7 @@
[gd_resource type="NoiseTexture2D" format=3 uid="uid://b2xcpt2y8v32x"]
[sub_resource type="FastNoiseLite" id="FastNoiseLite_oqwsk"]
[resource]
noise = SubResource("FastNoiseLite_oqwsk")
seamless = true

View File

@@ -1,9 +1,17 @@
shader_type canvas_item; shader_type canvas_item;
// Cattura tutto quello che c'è sotto questo nodo
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform float blur_amount : hint_range(0.0, 5.0) = 2.5; uniform float blur_amount : hint_range(0.0, 5.0) = 2.5;
uniform float focus_size : hint_range(0.0, 1.0) = 0.4;
uniform float transition_softness : hint_range(0.01, 1.0) = 0.3;
void fragment() { void fragment() {
COLOR = textureLod(screen_texture, SCREEN_UV, blur_amount); float dist_from_center = abs(SCREEN_UV.y - 0.5);
} float mask = smoothstep(focus_size / 2.0, (focus_size / 2.0) + transition_softness, dist_from_center);
// Applica il blur
vec4 blurred_screen = textureLod(screen_texture, SCREEN_UV, blur_amount * mask);
COLOR = blurred_screen;
}

View File

@@ -9,6 +9,7 @@
[ext_resource type="Material" uid="uid://codq5gx71rj4o" path="res://core/daynight/environment_dust_material.tres" id="8_amaf0"] [ext_resource type="Material" uid="uid://codq5gx71rj4o" path="res://core/daynight/environment_dust_material.tres" id="8_amaf0"]
[ext_resource type="Shader" uid="uid://bkn6eqgbn37jx" path="res://core/daynight/blur.gdshader" id="9_amaf0"] [ext_resource type="Shader" uid="uid://bkn6eqgbn37jx" path="res://core/daynight/blur.gdshader" id="9_amaf0"]
[ext_resource type="Shader" uid="uid://b5wa82soyhsqm" path="res://core/daynight/environment_shadows.gdshader" id="10_tuauy"] [ext_resource type="Shader" uid="uid://b5wa82soyhsqm" path="res://core/daynight/environment_shadows.gdshader" id="10_tuauy"]
[ext_resource type="Texture2D" uid="uid://b2xcpt2y8v32x" path="res://core/daynight/FogNoise.tres" id="11_tuauy"]
[ext_resource type="FastNoiseLite" uid="uid://c0mtwrkptjcuw" path="res://core/daynight/environment_shadows_noise_clouds.tres" id="11_yn8v8"] [ext_resource type="FastNoiseLite" uid="uid://c0mtwrkptjcuw" path="res://core/daynight/environment_shadows_noise_clouds.tres" id="11_yn8v8"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_ruhh7"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_ruhh7"]
@@ -31,6 +32,7 @@ render_priority = 0
shader = ExtResource("2_r4tfj") shader = ExtResource("2_r4tfj")
shader_parameter/use_red_as_alpha = true shader_parameter/use_red_as_alpha = true
shader_parameter/fog_color = Color(0.8, 0.85, 0.9, 0.5) shader_parameter/fog_color = Color(0.8, 0.85, 0.9, 0.5)
shader_parameter/fog_density = 0.25
shader_parameter/scroll_speed = Vector2(0.05, 0.01) shader_parameter/scroll_speed = Vector2(0.05, 0.01)
shader_parameter/texture_scale = Vector2(1, 1) shader_parameter/texture_scale = Vector2(1, 1)
shader_parameter/edge_softness_y = 0.2 shader_parameter/edge_softness_y = 0.2
@@ -40,9 +42,58 @@ shader_parameter/sun_color = Color(0.2841828, 0.2023238, 0.27953526, 1)
[sub_resource type="Resource" id="Resource_r4tfj"] [sub_resource type="Resource" id="Resource_r4tfj"]
script = ExtResource("2_h6hjk") script = ExtResource("2_h6hjk")
morning_color = Color(0.93333334, 0.78039217, 0.6039216, 1)
afternoon_color = Color(0.9490196, 0.62352943, 0.38039216, 1)
night_color = Color(0.18431373, 0.18431373, 0.4862745, 1)
sun_rotation_morning = Vector3(-50, -90, 0)
sun_rotation_afternoon = Vector3(-120, -90, 0)
sun_rotation_night = Vector3(-130, -90, 0)
night_light_energy = 1.0
exposure_morning = 0.8
exposure_afternoon = 0.7
exposure_night = 0.7
sky_top_morning = Color(0.11764706, 0.35686275, 0.5411765, 1)
sky_top_afternoon = Color(0.7019608, 0.4509804, 0.2, 1)
sky_top_night = Color(0.050980393, 0.050980393, 0.14901961, 1)
sky_horizon_morning = Color(0.4627451, 0.6745098, 0.8627451, 1)
sky_horizon_afternoon = Color(0.93333334, 0.6, 0.8039216, 1)
sky_horizon_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
grad_top_morning = Color(0.7921569, 0.8784314, 0.95686275, 1)
grad_top_afternoon = Color(0.8627451, 0.24313726, 0.5411765, 1)
grad_top_night = Color(0.16470589, 0.16470589, 0.26666668, 1)
grad_bot_morning = Color(0.05882353, 0.078431375, 0.21568628, 1)
grad_bot_afternoon = Color(0.2509804, 0.019607844, 0.043137256, 1)
grad_intensity_morning = 0.05
grad_intensity_afternoon = 0.1
grad_intensity_night = 0.5
fog_color_morning = Color(0.7490196, 0.8509804, 0.9490196, 1)
fog_color_afternoon = Color(0.9823975, 0.8034449, 0.8778439, 1)
fog_color_night = Color(0.38409987, 0.28720453, 0.5907528, 1)
fog_density_morning = 0.01
fog_density_afternoon = 0.02
glow_morning = 0.4
glow_night = 0.8
material_fog = SubResource("ShaderMaterial_b5atu") material_fog = SubResource("ShaderMaterial_b5atu")
material_drops = SubResource("StandardMaterial3D_r4tfj") material_drops = SubResource("StandardMaterial3D_r4tfj")
material_clouds = SubResource("ShaderMaterial_ruhh7") material_clouds = SubResource("ShaderMaterial_ruhh7")
lightning_color = Color(1, 0.9843137, 0.4627451, 1)
lightning_min = 2
lightning_max = 4
lightning_scale_min = 2.0
lightning_scale_max = 5.0
godray_max_rain = 30
godray_spawn_radius = 100.0
godray_spawn_offset = Vector3(20, 80, 20)
godray_rotation_degrees = Vector3(50, 30, 0)
godray_scale = Vector3(2, 25, 50)
snow_amount = 2000.0
wind_amount = 50
cloud_speed = 0.01
fireflies_amount = 550
fireflies_spawn_ray = 60.0
water_color_morning = Color(0.33333334, 0.654902, 0.5294118, 1)
water_color_afternoon = Color(0.5803922, 0.5137255, 0.2901961, 1)
water_color_night = Color(0.48235294, 0.45490196, 0.69411767, 1)
metadata/_custom_type_script = "uid://butda6k2tli3o" metadata/_custom_type_script = "uid://butda6k2tli3o"
[sub_resource type="Gradient" id="Gradient_i3hjl"] [sub_resource type="Gradient" id="Gradient_i3hjl"]
@@ -85,7 +136,7 @@ gradient = SubResource("Gradient_djqkg")
lifetime_randomness = 0.5 lifetime_randomness = 0.5
emission_shape_scale = Vector3(5, 5, 5) emission_shape_scale = Vector3(5, 5, 5)
emission_shape = 3 emission_shape = 3
emission_box_extents = Vector3(25, 5, 25) emission_box_extents = Vector3(1, 1, 1)
direction = Vector3(0, 1, 0) direction = Vector3(0, 1, 0)
initial_velocity_min = 6.0 initial_velocity_min = 6.0
initial_velocity_max = 6.0 initial_velocity_max = 6.0
@@ -99,10 +150,9 @@ point_count = 3
[sub_resource type="ShaderMaterial" id="ShaderMaterial_cer0u"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_cer0u"]
render_priority = 0 render_priority = 0
shader = ExtResource("5_djqkg") shader = ExtResource("5_djqkg")
shader_parameter/wave_frequency = 1.0 shader_parameter/time_scale = 3.065
shader_parameter/base_amplitude = 0.5 shader_parameter/wave_amplitude = 0.3
shader_parameter/secondary_ratio = 0.6 shader_parameter/wave_frequency = 0.25
shader_parameter/time_scale_base = 3.0
[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_vo82p"] [sub_resource type="TubeTrailMesh" id="TubeTrailMesh_vo82p"]
material = SubResource("ShaderMaterial_cer0u") material = SubResource("ShaderMaterial_cer0u")
@@ -174,7 +224,9 @@ size = Vector2(0.05, 0.8)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_kavln"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_kavln"]
shader = ExtResource("9_amaf0") shader = ExtResource("9_amaf0")
shader_parameter/blur_amount = 0.6000000285 shader_parameter/blur_amount = 0.50000002375
shader_parameter/focus_size = 0.54400002584
shader_parameter/transition_softness = 0.00999999977648
[sub_resource type="QuadMesh" id="QuadMesh_sxgg7"] [sub_resource type="QuadMesh" id="QuadMesh_sxgg7"]
size = Vector2(2, 2) size = Vector2(2, 2)
@@ -184,12 +236,12 @@ noise = ExtResource("11_yn8v8")
seamless = true seamless = true
[sub_resource type="ShaderMaterial" id="ShaderMaterial_oqt1s"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_oqt1s"]
render_priority = 0 render_priority = -1
shader = ExtResource("10_tuauy") shader = ExtResource("10_tuauy")
shader_parameter/noise_texture = SubResource("NoiseTexture2D_0fcg4") shader_parameter/noise_texture = SubResource("NoiseTexture2D_0fcg4")
shader_parameter/cloud_scale = 0.0070000003325 shader_parameter/cloud_scale = 0.0070000003325
shader_parameter/cloud_speed = 0.0030000001425 shader_parameter/cloud_speed = 0.0030000001425
shader_parameter/direction = Vector2(0.5, 0.2) shader_parameter/direction = Vector2(0.1, 0.025)
shader_parameter/sun_angle = Vector2(0.5, 0.5) shader_parameter/sun_angle = Vector2(0.5, 0.5)
shader_parameter/cloud_density = 0.400000019 shader_parameter/cloud_density = 0.400000019
shader_parameter/center_sharpness = 0.138000006555 shader_parameter/center_sharpness = 0.138000006555
@@ -201,7 +253,24 @@ shader_parameter/fade_end = 800.000035625
shader_parameter/height_fade_start = 10.0 shader_parameter/height_fade_start = 10.0
shader_parameter/height_fade_end = 50.0 shader_parameter/height_fade_end = 50.0
[node name="EnvironmentManager" type="Node3D" unique_id=1611939731 node_paths=PackedStringArray("particles_wind", "particles_snow", "particles_fireflies", "particles_rain", "environment_dust", "blur", "environment_shadows")] [sub_resource type="QuadMesh" id="QuadMesh_yn8v8"]
size = Vector2(2, 2)
[sub_resource type="ShaderMaterial" id="ShaderMaterial_sxgg7"]
render_priority = 2
shader = ExtResource("2_r4tfj")
shader_parameter/fog_noise = ExtResource("11_tuauy")
shader_parameter/use_red_as_alpha = true
shader_parameter/fog_color = Color(0.8, 0.8509804, 0.9019608, 0.2509804)
shader_parameter/fog_density = 0.25
shader_parameter/scroll_speed = Vector2(0, 0.01)
shader_parameter/texture_scale = Vector2(1, 1)
shader_parameter/edge_softness_y = 0.16400000779
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", "fog")]
script = ExtResource("1_wecen") script = ExtResource("1_wecen")
environment_config = SubResource("Resource_r4tfj") environment_config = SubResource("Resource_r4tfj")
particles_wind = NodePath("Particles_Wind") particles_wind = NodePath("Particles_Wind")
@@ -212,6 +281,7 @@ godray = ExtResource("5_411rw")
environment_dust = NodePath("EnvironmentDust") environment_dust = NodePath("EnvironmentDust")
blur = NodePath("Blur") blur = NodePath("Blur")
environment_shadows = NodePath("EnvironmentCloudsShadows") environment_shadows = NodePath("EnvironmentCloudsShadows")
fog = NodePath("Fog")
[node name="Particles_Fireflies" type="GPUParticles3D" parent="." unique_id=947538133] [node name="Particles_Fireflies" type="GPUParticles3D" parent="." unique_id=947538133]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
@@ -222,9 +292,10 @@ process_material = SubResource("ParticleProcessMaterial_i3hjl")
draw_pass_1 = SubResource("QuadMesh_b5atu") draw_pass_1 = SubResource("QuadMesh_b5atu")
[node name="Particles_Wind" type="GPUParticles3D" parent="." unique_id=1238214694] [node name="Particles_Wind" type="GPUParticles3D" parent="." unique_id=1238214694]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 50, 0) transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 50, 0)
cast_shadow = 0
emitting = false emitting = false
amount = 100 amount = 25
lifetime = 3.0 lifetime = 3.0
fixed_fps = 60 fixed_fps = 60
process_material = SubResource("ParticleProcessMaterial_ruhh7") process_material = SubResource("ParticleProcessMaterial_ruhh7")
@@ -271,3 +342,15 @@ mouse_filter = 2
extra_cull_margin = 16384.0 extra_cull_margin = 16384.0
mesh = SubResource("QuadMesh_sxgg7") mesh = SubResource("QuadMesh_sxgg7")
surface_material_override/0 = SubResource("ShaderMaterial_oqt1s") 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, -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, 59.320038, 14, 0)
mesh = SubResource("QuadMesh_yn8v8")
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")

View File

@@ -3,7 +3,7 @@ extends Node3D
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres") const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.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 @export var environment_config: EnvironmentConfig
@@ -20,6 +20,7 @@ const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plai
@export var environment_dust: ColorRect @export var environment_dust: ColorRect
@export var blur: ColorRect @export var blur: ColorRect
@export var environment_shadows: MeshInstance3D @export var environment_shadows: MeshInstance3D
@export var fog: Node3D
@export_group("Sound") @export_group("Sound")
@export var thunder_sounds: Array[AudioStream] @export var thunder_sounds: Array[AudioStream]
@@ -34,6 +35,7 @@ var weather_controller: WeatherController
var day_tween: Tween var day_tween: Tween
var day_time: float = 0.0 var day_time: float = 0.0
var pending_environment_nodes: Dictionary = {}
func _ready() -> void: func _ready() -> void:
@@ -62,6 +64,7 @@ func _ready() -> void:
godray, godray,
environment_dust, environment_dust,
blur, blur,
fog,
environment_shadows, environment_shadows,
sun, sun,
environment, environment,
@@ -74,9 +77,50 @@ func _ready() -> void:
weather_controller.name = "WeatherController" weather_controller.name = "WeatherController"
add_child(weather_controller) add_child(weather_controller)
func _process(_delta: float) -> void:
_process_pending_environment_nodes()
func _on_tree_node_added(node: Node) -> void: 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"): 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: func _apply_dynamic_environment_materials(node: Node) -> void:
if not is_instance_valid(node): if not is_instance_valid(node):
@@ -89,7 +133,7 @@ func _apply_dynamic_environment_materials(node: Node) -> void:
_apply_weather_overlay_to_node(node, WEATHER_SHADER) _apply_weather_overlay_to_node(node, WEATHER_SHADER)
if node.is_in_group("weather_vegetables_node"): if node.is_in_group("weather_vegetables_node"):
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER) _clear_weather_overlay_from_node(node)
func ApplyWindNoiseToMaterials(): func ApplyWindNoiseToMaterials():
for node in get_tree().get_nodes_in_group("wind_node"): for node in get_tree().get_nodes_in_group("wind_node"):
@@ -115,15 +159,54 @@ func ApplyWeatherShaderToMaterials():
_apply_weather_overlay_to_node(node, WEATHER_SHADER) _apply_weather_overlay_to_node(node, WEATHER_SHADER)
for node in get_tree().get_nodes_in_group("weather_vegetables_node"): for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER) _clear_weather_overlay_from_node(node)
func _apply_weather_overlay_to_node(node: Node, material: Material) -> void: func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
if node.is_in_group("weather_vegetables_node"):
_clear_weather_overlay_from_node(node)
return
if node is GeometryInstance3D: if node is GeometryInstance3D:
node.material_overlay = material if _geometry_uses_alpha_texture(node):
node.material_overlay = null
else:
node.material_overlay = material
for child in node.get_children(): for child in node.get_children():
_apply_weather_overlay_to_node(child, material) _apply_weather_overlay_to_node(child, material)
func _clear_weather_overlay_from_node(node: Node) -> void:
if node is GeometryInstance3D:
node.material_overlay = null
for child in node.get_children():
_clear_weather_overlay_from_node(child)
func _geometry_uses_alpha_texture(node: GeometryInstance3D) -> bool:
var material_override := node.material_override as ShaderMaterial
if _shader_material_uses_alpha_texture(material_override):
return true
if node is MeshInstance3D:
for surface_index in node.get_surface_override_material_count():
var surface_material := node.get_surface_override_material(surface_index) as ShaderMaterial
if _shader_material_uses_alpha_texture(surface_material):
return true
if node.mesh:
for surface_index in node.mesh.get_surface_count():
var mesh_material := node.mesh.surface_get_material(surface_index) as ShaderMaterial
if _shader_material_uses_alpha_texture(mesh_material):
return true
return false
func _shader_material_uses_alpha_texture(material: ShaderMaterial) -> bool:
if material == null or material.shader == null:
return false
return material.shader.code.find("alpha_texture") != -1
func select_day_time(normalized_time: float) -> void: func select_day_time(normalized_time: float) -> void:
#set show_day_time_debug = true to show debug on screen #set show_day_time_debug = true to show debug on screen
#normalized_time is a value between 0 and 1; the time of the day is calculate as "normalized_time" * 1440; day_time is the step to pass from sunrise, to day, to sunset, to night #normalized_time is a value between 0 and 1; the time of the day is calculate as "normalized_time" * 1440; day_time is the step to pass from sunrise, to day, to sunset, to night

View File

@@ -67,7 +67,6 @@ void fragment() {
float is_center = step(center_sharpness, internal_n); float is_center = step(center_sharpness, internal_n);
ALBEDO = shadow_color; ALBEDO = shadow_color;
ALPHA = mix(opacity_edge, opacity_center, is_center) * final_fade; ALPHA = mix(opacity_edge, opacity_center, is_center) * final_fade;
} }
} }

View File

@@ -7,6 +7,7 @@ uniform bool use_red_as_alpha = true;
group_uniforms Settings; group_uniforms Settings;
uniform vec4 fog_color : source_color = vec4(0.8, 0.85, 0.9, 0.5); uniform vec4 fog_color : source_color = vec4(0.8, 0.85, 0.9, 0.5);
uniform float fog_density : hint_range(0.0, 1.0) = 0.25;
uniform vec2 scroll_speed = vec2(0.05, 0.01); uniform vec2 scroll_speed = vec2(0.05, 0.01);
uniform vec2 texture_scale = vec2(1.0, 1.0); uniform vec2 texture_scale = vec2(1.0, 1.0);
@@ -36,5 +37,5 @@ void fragment() {
vec3 dark_fog = tinted_fog * 0.5; vec3 dark_fog = tinted_fog * 0.5;
ALBEDO = mix(tinted_fog, dark_fog, night_intensity); ALBEDO = mix(tinted_fog, dark_fog, night_intensity);
ALPHA = fog_color.a * noise_alpha * edge_mask; ALPHA = fog_color.a * fog_density * noise_alpha * edge_mask;
} }

View File

@@ -8,10 +8,12 @@ global uniform float global_wind_speed;
global uniform float global_wind_strength; global uniform float global_wind_strength;
global uniform vec2 global_wind_direction; global uniform vec2 global_wind_direction;
//global uniform sampler2D global_wind_noise : filter_linear_mipmap; //global uniform sampler2D global_wind_noise : filter_linear_mipmap;
global uniform float global_snow_start_time; global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed; global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time; global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed; global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform float global_rain_intensity;
// --- PARAMETRI ESTETICI --- // --- PARAMETRI ESTETICI ---
uniform bool billboard_enabled = true; uniform bool billboard_enabled = true;
@@ -31,6 +33,7 @@ uniform vec4 variance_color : source_color = vec4(0.3, 0.5, 0.2, 1.0); // Colore
uniform float variance_intensity : hint_range(0.0, 1.0) = 0.4; // Quanto si vedono le chiazze uniform float variance_intensity : hint_range(0.0, 1.0) = 0.4; // Quanto si vedono le chiazze
uniform vec4 snow_color : source_color = vec4(0.85, 0.9, 0.95, 1.0); uniform vec4 snow_color : source_color = vec4(0.85, 0.9, 0.95, 1.0);
uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
// --- CONTROLLO GRADIENTE E RANDOM --- // --- CONTROLLO GRADIENTE E RANDOM ---
uniform float height_min = 0.0; uniform float height_min = 0.0;
@@ -41,6 +44,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
uniform float random_mix : hint_range(0.0, 1.0) = 0.3; uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6; uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
varying vec3 v_final_color; varying vec3 v_final_color;
varying float v_shade_factor; varying float v_shade_factor;
@@ -52,6 +56,21 @@ float hash(vec3 p) {
return fract((p.x + p.y) * p.z); return fract((p.x + p.y) * p.z);
} }
float get_snow_progress() {
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) {
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress = min(snow_progress, 1.0 - melt);
}
return snow_progress;
}
void vertex() { void vertex() {
vec3 instance_pos = MODEL_MATRIX[3].xyz; vec3 instance_pos = MODEL_MATRIX[3].xyz;
v_world_pos = instance_pos; // Salviamo la posizione dell'istanza v_world_pos = instance_pos; // Salviamo la posizione dell'istanza
@@ -113,17 +132,10 @@ void fragment() {
// Applichiamo la variazione al colore finale dell'erba // Applichiamo la variazione al colore finale dell'erba
vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity); vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity);
float snow_amount = 0.0; float snow_amount = smoothstep(0.0, 1.0, get_snow_progress());
if (global_snow_start_time >= 0.0) {
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt);
}
float top_mask = 1.0 - shifted_uv.y; float top_mask = 1.0 - shifted_uv.y;
float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask); float snow_mask = smoothstep(0.65, 1.0, top_mask) * snow_amount * snow_visibility;
snow_mask *= step(0.01, snow_amount); snow_mask *= step(0.01, snow_amount);
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity); vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
@@ -131,12 +143,15 @@ void fragment() {
// Mescoliamo il colore variato con la neve // Mescoliamo il colore variato con la neve
vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask); vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask);
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
float final_roughness = mix(0.02, 0.005, rain_int);
ALBEDO = final_albedo; ALBEDO = final_albedo;
ALPHA = tex.r * opacity; ALPHA = tex.r * opacity;
ALPHA_SCISSOR_THRESHOLD = 0.5; ALPHA_SCISSOR_THRESHOLD = 0.5;
ROUGHNESS = 0.02; ROUGHNESS = final_roughness;
} }
void light() { void light() {

View File

@@ -20,17 +20,14 @@ const SNOW_CAP_SHADER: Shader = preload("res://core/daynight/snow_cap.gdshader")
var _mesh_instance: MeshInstance3D var _mesh_instance: MeshInstance3D
func _ready() -> void: func _ready() -> void:
add_to_group("weather_overlay_ignore") add_to_group("weather_overlay_ignore")
_ensure_mesh_instance() _ensure_mesh_instance()
_rebuild() _rebuild()
func rebuild() -> void: func rebuild() -> void:
_rebuild() _rebuild()
func _ensure_mesh_instance() -> void: func _ensure_mesh_instance() -> void:
_mesh_instance = get_node_or_null("SnowCapMesh") as MeshInstance3D _mesh_instance = get_node_or_null("SnowCapMesh") as MeshInstance3D
if _mesh_instance != null: if _mesh_instance != null:
@@ -41,7 +38,6 @@ func _ensure_mesh_instance() -> void:
_mesh_instance.add_to_group("weather_overlay_ignore") _mesh_instance.add_to_group("weather_overlay_ignore")
add_child(_mesh_instance) add_child(_mesh_instance)
func _rebuild() -> void: func _rebuild() -> void:
var cap_width: float = 0.0 var cap_width: float = 0.0
var cap_depth: float = 0.0 var cap_depth: float = 0.0
@@ -78,7 +74,6 @@ func _rebuild() -> void:
_mesh_instance.material_override = _build_material(cap_width, cap_depth) _mesh_instance.material_override = _build_material(cap_width, cap_depth)
_mesh_instance.visible = true _mesh_instance.visible = true
func _build_material(cap_width: float, cap_depth: float) -> ShaderMaterial: func _build_material(cap_width: float, cap_depth: float) -> ShaderMaterial:
var material := ShaderMaterial.new() var material := ShaderMaterial.new()
material.shader = SNOW_CAP_SHADER material.shader = SNOW_CAP_SHADER
@@ -87,7 +82,6 @@ func _build_material(cap_width: float, cap_depth: float) -> ShaderMaterial:
material.set_shader_parameter("half_depth", cap_depth * 0.5) material.set_shader_parameter("half_depth", cap_depth * 0.5)
return material return material
func _get_target_aabb(target_mesh: MeshInstance3D) -> AABB: func _get_target_aabb(target_mesh: MeshInstance3D) -> AABB:
var points: Array[Vector3] = [] var points: Array[Vector3] = []
for point in _get_aabb_points(target_mesh.get_aabb()): for point in _get_aabb_points(target_mesh.get_aabb()):
@@ -98,7 +92,6 @@ func _get_target_aabb(target_mesh: MeshInstance3D) -> AABB:
merged = merged.expand(point) merged = merged.expand(point)
return merged return merged
func _get_aabb_points(aabb: AABB) -> Array[Vector3]: func _get_aabb_points(aabb: AABB) -> Array[Vector3]:
var p: Vector3 = aabb.position var p: Vector3 = aabb.position
var s: Vector3 = aabb.size var s: Vector3 = aabb.size

View File

@@ -2,9 +2,10 @@ shader_type spatial;
render_mode blend_mix, cull_back, depth_draw_opaque; render_mode blend_mix, cull_back, depth_draw_opaque;
global uniform float global_snow_start_time = -1.0; global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.1; global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0; global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1; global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0); global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
uniform float max_height : hint_range(0.02, 1.0) = 0.2; uniform float max_height : hint_range(0.02, 1.0) = 0.2;
@@ -51,17 +52,18 @@ float fbm(vec2 p) {
} }
float get_snow_amount() { float get_snow_amount() {
float snow_amount = 0.0; float snow_amount = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) { if (global_snow_start_time >= 0.0) {
snow_amount = clamp( float timed_amount = clamp(
(TIME - global_snow_start_time) * global_snow_accumulation_speed, (TIME - global_snow_start_time) * global_snow_accumulation_speed,
0.0, 0.0,
1.0 1.0
); );
snow_amount = max(snow_amount, timed_amount);
} }
if (global_snow_melt_time >= 0.0) { if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0); float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt); snow_amount = min(snow_amount, 1.0 - melt);
} }
return snow_amount; return snow_amount;
} }

View File

@@ -6,12 +6,12 @@ global uniform vec2 global_wind_direction;
global uniform float global_wind_scale; global uniform float global_wind_scale;
global uniform float global_wind_strength; global uniform float global_wind_strength;
global uniform float global_wind_fade; global uniform float global_wind_fade;
/* global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_start_time; global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_accumulation_speed; global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_time; global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_melt_speed; global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color;*/ global uniform vec4 global_snow_color;
global uniform float global_rain_intensity; global uniform float global_rain_intensity;
uniform sampler2D wind_noise : filter_linear_mipmap; uniform sampler2D wind_noise : filter_linear_mipmap;
@@ -31,6 +31,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
uniform float random_mix : hint_range(0.0, 1.0) = 0.3; uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6; uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25; uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
varying vec3 v_final_color; varying vec3 v_final_color;
varying float v_shade_factor; varying float v_shade_factor;
@@ -41,6 +42,21 @@ float hash(vec3 p) {
return fract((p.x + p.y) * p.z); return fract((p.x + p.y) * p.z);
} }
float get_snow_progress() {
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) {
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress = min(snow_progress, 1.0 - melt);
}
return snow_progress;
}
void vertex() { void vertex() {
vec3 instance_pos = MODEL_MATRIX[3].xyz; vec3 instance_pos = MODEL_MATRIX[3].xyz;
@@ -88,24 +104,16 @@ void fragment() {
vec2 shifted_uv = UV + texture_offset; vec2 shifted_uv = UV + texture_offset;
vec4 tex = texture(alpha_texture, shifted_uv); vec4 tex = texture(alpha_texture, shifted_uv);
//// Snow accumulation // Snow accumulation
//float snow_amount = 0.0; float snow_amount = pow(get_snow_progress(), 0.55);
//if (global_snow_start_time >= 0.0) {
//snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
//}
//if (global_snow_melt_time >= 0.0) {
//float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
//snow_amount *= (1.0 - melt);
//}
//
//float top_mask = 1.0 - shifted_uv.y;
//float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
//snow_mask *= step(0.01, snow_amount);
//vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity); float top_mask = 1.0 - shifted_uv.y;
//vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor); float snow_mask = smoothstep(1.0 - snow_amount * 1.35, 1.08 - snow_amount * 1.35, top_mask) * snow_visibility;
//vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask); snow_mask *= step(0.01, snow_amount);
vec3 final_albedo = v_final_color;
vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
// Rain wetness: darken and make shinier // Rain wetness: darken and make shinier
float rain_int = clamp(global_rain_intensity, 0.0, 1.0); float rain_int = clamp(global_rain_intensity, 0.0, 1.0);

View File

@@ -2,6 +2,13 @@ shader_type spatial;
render_mode blend_mix, depth_draw_always; render_mode blend_mix, depth_draw_always;
global uniform float global_rain_intensity; global uniform float global_rain_intensity;
global uniform vec4 global_water_color = vec4(0.285, 0.534, 0.487, 1.0);
global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
//Water color //Water color
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0); uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
@@ -28,6 +35,21 @@ uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap;
varying vec2 world_pos_xz; varying vec2 world_pos_xz;
varying vec2 local_uv; varying vec2 local_uv;
float get_snow_progress() {
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) {
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress = min(snow_progress, 1.0 - melt);
}
return snow_progress;
}
void vertex() { void vertex() {
world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz; world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
local_uv = UV; local_uv = UV;
@@ -44,12 +66,14 @@ void fragment() {
float water_depth_gradient = exp(-depth_difference * beer_law_factor); float water_depth_gradient = exp(-depth_difference * beer_law_factor);
vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient); vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient);
float rain_intensity = clamp(global_rain_intensity, 0.0, 1.0); float rain_intensity = clamp(global_rain_intensity, 0.0, 1.0);
base_water.rgb = mix(base_water.rgb, global_water_color.rgb, 0.7);
vec2 pos = world_pos_xz * ripple_scale; vec2 pos = world_pos_xz * ripple_scale;
vec2 cell = floor(pos); vec2 cell = floor(pos);
vec2 local_pos = fract(pos) - 0.5; vec2 local_pos = fract(pos) - 0.5;
float random_val = fract(sin(dot(cell, vec2(12.9898, 78.233))) * 43758.5453); float random_val = fract(sin(dot(cell, vec2(12.9898, 78.233))) * 43758.5453);
float is_active_cell = step(1.0 - ripple_density, random_val); float active_ripple_density = ripple_density * rain_intensity;
float is_active_cell = step(1.0 - active_ripple_density, random_val);
float ring = 0.0; float ring = 0.0;
if (is_active_cell > 0.0) { if (is_active_cell > 0.0) {
@@ -79,8 +103,15 @@ void fragment() {
float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo
reflection_mask *= (1.0 - is_sky); reflection_mask *= (1.0 - is_sky);
vec3 final_rgb = mix(base_water.rgb, screen_ref, reflection_strength * reflection_mask); float snow_progress = get_snow_progress();
float active_snowfall = step(0.0, global_snow_start_time) * (1.0 - step(0.0, global_snow_melt_time));
float reflection_snow_damping = max(smoothstep(0.0, 0.08, snow_progress), active_snowfall * 0.75);
float effective_reflection_strength = reflection_strength * (1.0 - reflection_snow_damping * 0.85);
vec3 final_rgb = mix(base_water.rgb, screen_ref, effective_reflection_strength * reflection_mask);
final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a); final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a);
float water_snow_amount = smoothstep(0.15, 1.0, snow_progress) * 0.18;
final_rgb = mix(final_rgb, global_snow_color.rgb, water_snow_amount);
ALBEDO = final_rgb; ALBEDO = final_rgb;

View File

@@ -0,0 +1,241 @@
#define USE_CAUSTICS 1
#define USE_REFRACTION 1
#define USE_DISPLACEMENT 1
#define USE_STYLIZED_LIGHTING 0
#define USE_UNSHADED 0
shader_type spatial;
#if USE_UNSHADED
render_mode unshaded, depth_draw_never;
#else
render_mode depth_draw_never;
#endif
uniform sampler2D DEPTH_TEXTURE: hint_depth_texture;
group_uniforms Color;
uniform vec4 surface_color : source_color = vec4(0.2,1.0,0.8,1.0);
uniform vec4 depth_color : source_color = vec4(0.08,0.2,0.4,1.0);
uniform vec4 foam_color : source_color = vec4(1.0);
uniform float depth_size = 12.0;
group_uniforms Roughness;
uniform float surface_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
uniform float foam_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
#if USE_CAUSTICS
group_uniforms Caustics;
uniform sampler2D caustics_texture;
uniform float caustics_strength = 2.0;
uniform vec2 caustics_scale = vec2(0.5);
#endif
group_uniforms Wave;
uniform sampler2D wave_texture;
uniform float wave_softness : hint_range(0.0, 10.0, 0.1) = 3.0;
uniform vec2 wave_scale = vec2(0.2);
uniform vec2 wave_layer_scale = vec2(1.5);
uniform float wave_highlight : hint_range(0.0, 1.0, 0.05) = 0.5;
group_uniforms Wave.Motion;
uniform vec2 wave_velocity = vec2(0.02);
instance uniform vec2 river_flow_direction = vec2(0.0, 0.0);
group_uniforms Foam;
uniform sampler2D foam_texture;
uniform float edge_foam_depth_size = 1.0;
uniform float wave_foam_amount : hint_range(0.0, 1.0, 0.01) = 0.8;
uniform float foam_start : hint_range(0.0, 1.0, 0.05) = 0.15;
uniform float foam_end : hint_range(0.0, 1.0, 0.05) = 0.3;
uniform float foam_exponent = 2.0;
#if USE_REFRACTION
group_uniforms Refraction;
uniform float refraction_amount = 0.5;
uniform float refraction_exponent = 0.5;
#endif
#if USE_DISPLACEMENT
group_uniforms Displacement;
uniform float displacement_amount = 0.3;
#endif
#if USE_STYLIZED_LIGHTING && !USE_UNSHADED
group_uniforms Lighting;
uniform float diffuse_steps = 12.0;
uniform float diffuse_smoothness : hint_range(0.0, 1.0, 0.01) = 0.2;
uniform float specular_steps = 12.0;
uniform float specular_smoothness : hint_range(0.0, 1.0, 0.01) = 0.2;
#endif
uniform sampler2D screen_texture : hint_screen_texture;
varying vec3 world_pos;
varying vec2 world_wave_velocity;
#if USE_CAUSTICS
vec3 sample_caustics(vec2 uv){
vec2 caustics_uv = uv * caustics_scale;
return vec3(
texture(caustics_texture, caustics_uv).r,
texture(caustics_texture, caustics_uv+vec2(0.02,0.02)).r,
texture(caustics_texture, caustics_uv+vec2(0.03,0.01)).r
);
}
#endif
vec4 sample_world_dpos(vec2 screen_uv, mat4 inv_proj_mat, mat4 inv_view_mat){
vec4 clip_pos = vec4(screen_uv * 2.0 - 1.0, texture(DEPTH_TEXTURE, screen_uv).r, 1.0);
vec4 view_pos = inv_proj_mat * clip_pos;
view_pos /= view_pos.w;
vec4 world_dpos = inv_view_mat * view_pos;
return world_dpos;
}
vec4 sample_wave(sampler2D tex, vec2 uv, vec2 velocity, float lod){
vec2 base_uv = uv * wave_scale;
vec2 wave_uv1 = (base_uv * wave_layer_scale) + (TIME * -velocity);
float wave1 = textureLod(tex, wave_uv1, lod).r;
vec2 wave_uv2 = base_uv + (TIME * velocity);
vec4 wave2 = textureLod(tex, wave_uv2 - (wave1 * 0.1), lod);
return wave2;
}
vec3 sample_wave_normal(vec2 uv, vec2 velocity, float center_wave) {
vec2 normal_offset = vec2(0.25, 0.0);
float wave_x = sample_wave(wave_texture, uv + normal_offset.xy, velocity, wave_softness).r;
float wave_z = sample_wave(wave_texture, uv + normal_offset.yx, velocity, wave_softness).r;
vec2 slope = vec2(center_wave - wave_x, center_wave - wave_z) * 0.35;
return normalize(vec3(slope, 1.0)) * 0.5 + 0.5;
}
vec2 get_world_wave_velocity(mat4 model_matrix) {
float velocity_length = length(wave_velocity);
if (velocity_length <= 0.0001) {
return vec2(0.0);
}
float flow_direction_length = length(river_flow_direction);
if (flow_direction_length > 0.0001) {
return (river_flow_direction / flow_direction_length) * velocity_length;
}
vec3 world_direction_3d = (model_matrix * vec4(0.0, 1.0, 0.0, 0.0)).xyz;
vec2 world_direction = world_direction_3d.xz;
float world_direction_length = length(world_direction);
if (world_direction_length <= 0.0001) {
return wave_velocity;
}
return (world_direction / world_direction_length) * velocity_length;
}
void vertex(){
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
world_wave_velocity = get_world_wave_velocity(MODEL_MATRIX);
#if USE_DISPLACEMENT
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
VERTEX.y += wave*displacement_amount;
#endif
}
void fragment() {
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
wave = smoothstep(0.0,1.0,wave);
vec2 screen_uv = SCREEN_UV;
// Refraction
#if USE_REFRACTION
screen_uv += ((pow(wave, refraction_exponent)*2.0 - 0.5) * 0.01 * refraction_amount);
vec4 world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
float pre_depth = pow(clamp((world_dpos.y - world_pos.y + depth_size)/depth_size, 0.0, 1.0), 4.0);
screen_uv = mix(screen_uv, SCREEN_UV, pre_depth);
if(world_dpos.y - world_pos.y > 0.0){
screen_uv = SCREEN_UV;
}
#else
vec4 world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
#endif
world_dpos = sample_world_dpos(screen_uv, INV_PROJECTION_MATRIX, INV_VIEW_MATRIX);
vec2 surface_uv = world_dpos.xz * 0.2;
float depth = pow(clamp((world_dpos.y - world_pos.y + depth_size)/depth_size, 0.0, 1.0), 4.0);
// Caustics
#if USE_CAUSTICS
vec3 caustics1 = sample_caustics(surface_uv + (TIME * -world_wave_velocity));
vec3 caustics2 = sample_caustics((surface_uv + (caustics1.r*0.05)) + (TIME * (world_wave_velocity*0.5)));
vec3 caustics = caustics2 * (1.0 - depth);
#endif
// Edge Foam
float edge_foam_depth = clamp((world_dpos.y - world_pos.y + edge_foam_depth_size)/edge_foam_depth_size, 0.0, 1.0);
// Wave Foam
float wave_foam = wave;
float foam = max(edge_foam_depth, wave_foam * wave_foam_amount);
float foam_shape = 1.0 - texture(foam_texture, world_pos.xz* 0.5).r;
foam = clamp((foam - foam_start) / (foam_end - foam_start), 0.0, 1.0);
foam = clamp((foam - foam_shape) / (1.0 - foam_shape), 0.0, 1.0);
foam = pow(foam, foam_exponent);
vec3 flat_color = mix(depth_color, surface_color, depth).rgb;
vec4 screen = texture(screen_texture, screen_uv);
vec3 color = screen.rgb;
#if USE_CAUSTICS
color += vec3(pow(caustics * caustics_strength, vec3(2.0)));
#endif
color = mix(flat_color, color, 0.4 * depth);
color = mix(color, surface_color.rgb, wave * wave_highlight);
color = mix(color, foam_color.rgb, foam);
#if !USE_UNSHADED
vec3 wave_normal_map = sample_wave_normal(world_pos.xz, world_wave_velocity, wave);
NORMAL_MAP = wave_normal_map;
#endif
ROUGHNESS = mix(surface_roughness, foam_roughness, foam);
ALBEDO = color;
}
#if USE_STYLIZED_LIGHTING && !USE_UNSHADED
void light(){
float ndotl = dot(NORMAL, LIGHT) * ATTENUATION;
//ndotl = smoothstep(0.0,1.0-ROUGHNESS,ndotl);
float light = ndotl;
float light_mult = light * diffuse_steps;
float light_step_base = floor(light_mult);
float light_factor = light_mult - light_step_base;
light_factor = smoothstep(0.5 - diffuse_smoothness * 0.5, 0.5 + diffuse_smoothness * 0.5, light_factor);
light = (light_step_base + light_factor) / diffuse_steps;
DIFFUSE_LIGHT += (LIGHT_COLOR+ALBEDO) * light / PI;
float roughness = mix(0.01, 0.99, ROUGHNESS);
vec3 h = normalize(VIEW + LIGHT);
float ndoth = clamp(dot(NORMAL, h), 0.0, 1.0) * ATTENUATION;
float specular = clamp(pow(ndoth, 16.0/(roughness)), 0.1, 0.99);
specular = mix(pow(specular, 2.0-roughness),0.00,pow(roughness, 0.1));
float specular_mult = specular * specular_steps;
float specular_step_base = floor(specular_mult);
float specular_factor = specular_mult - specular_step_base;
specular_factor = smoothstep(0.5 - specular_smoothness * 0.5, 0.5 + specular_smoothness * 0.5, specular_factor);
specular = (specular_step_base + specular_factor) / specular_steps;
SPECULAR_LIGHT += (LIGHT_COLOR + ALBEDO) * specular;
}
#endif

View File

@@ -0,0 +1 @@
uid://cb12c2j8rfu6a

View File

@@ -14,6 +14,7 @@ var godray: PackedScene
var environment_dust: ColorRect var environment_dust: ColorRect
var blur: ColorRect var blur: ColorRect
var environment_shadows: MeshInstance3D var environment_shadows: MeshInstance3D
var fog: Node3D
var sun: DirectionalLight3D var sun: DirectionalLight3D
var environment: WorldEnvironment var environment: WorldEnvironment
@@ -33,12 +34,15 @@ var rain_tween: Tween
var rain_audio_tween: Tween var rain_audio_tween: Tween
var puddle_tween: Tween var puddle_tween: Tween
var puddle_amount: float = 0.0 var puddle_amount: float = 0.0
var clouds_tween: Tween
var snow_tween: Tween var snow_tween: Tween
var snow_weather_tween: Tween
var snow_particles_tween: Tween var snow_particles_tween: Tween
var is_snowing: bool = false var is_snowing: bool = false
var is_snow_accumulated: bool = false var is_snow_accumulated: bool = false
var actual_snow_amount: float = 0.0 var actual_snow_amount: float = 0.0
var snow_weather_amount: float = 0.0
var is_storm: bool = false var is_storm: bool = false
var cold_tween: Tween var cold_tween: Tween
@@ -50,10 +54,12 @@ var current_wind_strength: float = 0.0
var current_wind_fade: float = 0.0 var current_wind_fade: float = 0.0
var max_wind_amount: int = 0 var max_wind_amount: int = 0
var random_weather_restore_tween: Tween var random_weather_restore_tween: Tween
var random_event_remaining: float = 0.0
var random_event_label_seconds: int = -1
func _init(wind: GPUParticles3D, snow: GPUParticles3D, func _init(wind: GPUParticles3D, snow: GPUParticles3D,
fireflies: GPUParticles3D, rain: GPUParticles3D, ray: PackedScene, 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, thesun: DirectionalLight3D, theenvironment: WorldEnvironment, environmentconfig: EnvironmentConfig,
thecamera: Camera3D, thecamerapivot: Node3D, thundersounds: Array[AudioStream], rainsounds: Array[AudioStream]) -> void: thecamera: Camera3D, thecamerapivot: Node3D, thundersounds: Array[AudioStream], rainsounds: Array[AudioStream]) -> void:
particles_wind = wind particles_wind = wind
@@ -64,6 +70,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
sun = thesun sun = thesun
environment_dust = dust environment_dust = dust
blur = blurr blur = blurr
fog = thefog
environment_shadows = envshadows environment_shadows = envshadows
environment = theenvironment environment = theenvironment
environment_config = environmentconfig environment_config = environmentconfig
@@ -87,6 +94,7 @@ func _init(wind: GPUParticles3D, snow: GPUParticles3D,
toggle_dust(environment_config.enable_dust) toggle_dust(environment_config.enable_dust)
toggle_blur(environment_config.enable_blur) toggle_blur(environment_config.enable_blur)
toggle_fog(environment_config.enable_fog)
#set camera pivot if available #set camera pivot if available
if camera_pivot: if camera_pivot:
@@ -104,10 +112,12 @@ func _ready() -> void:
UIEvents.toggle_storm.connect(toggle_storm) UIEvents.toggle_storm.connect(toggle_storm)
UIEvents.toggle_dust.connect(toggle_dust) UIEvents.toggle_dust.connect(toggle_dust)
UIEvents.toggle_blur.connect(toggle_blur) UIEvents.toggle_blur.connect(toggle_blur)
UIEvents.toggle_fog.connect(toggle_fog)
UIEvents.toggle_shadows.connect(toggle_shadows) UIEvents.toggle_shadows.connect(toggle_shadows)
_emit_weather_event_label() _emit_weather_event_label()
func _process(delta: float) -> void: func _process(delta: float) -> void:
_update_random_event_label(delta)
_follow_camera() _follow_camera()
@@ -125,6 +135,7 @@ func _process(delta: float) -> void:
var base_grad_top: Color var base_grad_top: Color
var base_grad_bot: Color var base_grad_bot: Color
var base_grad_intensity: float var base_grad_intensity: float
var base_water_color: Color
var base_rotation_sun: Vector3 var base_rotation_sun: Vector3
if is_raining: if is_raining:
@@ -152,6 +163,7 @@ func _process(delta: float) -> void:
base_grad_top = environment_config.grad_top_morning.lerp(environment_config.grad_top_afternoon, t) base_grad_top = environment_config.grad_top_morning.lerp(environment_config.grad_top_afternoon, t)
base_grad_bot = environment_config.grad_top_morning.lerp(environment_config.grad_bot_afternoon, t) base_grad_bot = environment_config.grad_top_morning.lerp(environment_config.grad_bot_afternoon, t)
base_grad_intensity = lerp(environment_config.grad_intensity_morning, environment_config.grad_intensity_afternoon, t) base_grad_intensity = lerp(environment_config.grad_intensity_morning, environment_config.grad_intensity_afternoon, t)
base_water_color = environment_config.water_color_morning.lerp(environment_config.water_color_afternoon, t)
base_rotation_sun = environment_config.sun_rotation_morning.lerp(environment_config.sun_rotation_afternoon, t) base_rotation_sun = environment_config.sun_rotation_morning.lerp(environment_config.sun_rotation_afternoon, t)
else: else:
var t = day_time - 2.0 var t = day_time - 2.0
@@ -165,6 +177,7 @@ func _process(delta: float) -> void:
base_grad_top = environment_config.grad_top_afternoon.lerp(environment_config.grad_top_night, t) base_grad_top = environment_config.grad_top_afternoon.lerp(environment_config.grad_top_night, t)
base_grad_bot = environment_config.grad_bot_afternoon.lerp(environment_config.grad_bot_night, t) base_grad_bot = environment_config.grad_bot_afternoon.lerp(environment_config.grad_bot_night, t)
base_grad_intensity = lerp(environment_config.grad_intensity_afternoon, environment_config.grad_intensity_night, t) base_grad_intensity = lerp(environment_config.grad_intensity_afternoon, environment_config.grad_intensity_night, t)
base_water_color = environment_config.water_color_afternoon.lerp(environment_config.water_color_night, t)
base_rotation_sun = environment_config.sun_rotation_afternoon.lerp(environment_config.sun_rotation_night, t) base_rotation_sun = environment_config.sun_rotation_afternoon.lerp(environment_config.sun_rotation_night, t)
var weather_color = environment_config.rain_mode_color var weather_color = environment_config.rain_mode_color
@@ -176,11 +189,12 @@ func _process(delta: float) -> void:
var final_sky_horizon = base_sky_horizon.lerp(base_sky_horizon * weather_color, clamp(rain_intensity, 0.0, 1.0)) var final_sky_horizon = base_sky_horizon.lerp(base_sky_horizon * weather_color, clamp(rain_intensity, 0.0, 1.0))
var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0)) var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0))
var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0)) var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0))
var final_water_color = base_water_color.darkened(clamp(environment_config.water_darkening_rain, 0.0, 1.0) * clamp(rain_intensity, 0.0, 1.0))
final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, actual_snow_amount) final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, snow_weather_amount)
final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, actual_snow_amount) final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, snow_weather_amount)
final_sky_horizon = final_sky_horizon.lerp(final_sky_horizon * environment_config.snow_mode_color, actual_snow_amount) final_sky_horizon = final_sky_horizon.lerp(final_sky_horizon * environment_config.snow_mode_color, snow_weather_amount)
final_fog_color = final_fog_color.lerp(final_fog_color * environment_config.snow_mode_color, actual_snow_amount) final_fog_color = final_fog_color.lerp(final_fog_color * environment_config.snow_mode_color, snow_weather_amount)
#Shader parameters for global trunk_shader #Shader parameters for global trunk_shader
var final_grad_top = base_grad_top.lerp(base_grad_top * weather_color, clamp(rain_intensity, 0.0, 1.0)) var final_grad_top = base_grad_top.lerp(base_grad_top * weather_color, clamp(rain_intensity, 0.0, 1.0))
@@ -189,12 +203,13 @@ func _process(delta: float) -> void:
RenderingServer.global_shader_parameter_set("global_gradient_color_top", final_grad_top) RenderingServer.global_shader_parameter_set("global_gradient_color_top", final_grad_top)
RenderingServer.global_shader_parameter_set("global_gradient_color_bot", final_grad_bot) RenderingServer.global_shader_parameter_set("global_gradient_color_bot", final_grad_bot)
RenderingServer.global_shader_parameter_set("global_gradient_intensity", base_grad_intensity) RenderingServer.global_shader_parameter_set("global_gradient_intensity", base_grad_intensity)
RenderingServer.global_shader_parameter_set("global_water_color", final_water_color)
var night_val = clamp(day_time - 2.0, 0.0, 1.0) var night_val = clamp(day_time - 2.0, 0.0, 1.0)
#Snow exposure compensation #Snow exposure compensation
var snow_light_attenuation = lerp(1.0, 0.55, actual_snow_amount * (1.0 - night_val)) var snow_light_attenuation = lerp(1.0, 0.55, snow_weather_amount * (1.0 - night_val))
var snow_glow_attenuation = lerp(1.0, 0.5, actual_snow_amount) var snow_glow_attenuation = lerp(1.0, 0.5, snow_weather_amount)
var final_bloom = lerp(base_bloom, base_bloom * 0.5, rain_intensity) * snow_glow_attenuation var final_bloom = lerp(base_bloom, base_bloom * 0.5, rain_intensity) * snow_glow_attenuation
# We calculate the final exposure by applying snow damping directly to the camera exposure # We calculate the final exposure by applying snow damping directly to the camera exposure
@@ -235,15 +250,36 @@ func _process(delta: float) -> void:
sky_mat.set_shader_parameter("sun_color", final_tint) sky_mat.set_shader_parameter("sun_color", final_tint)
sky_mat.set_shader_parameter("night_intensity", night_val) sky_mat.set_shader_parameter("night_intensity", night_val)
var cloud_density_amount: float = maxf(clamp(rain_intensity, 0.0, 1.0), clamp(snow_weather_amount, 0.0, 1.0))
var current_cloud_density: float = lerp(environment_config.base_cloud_density, environment_config.rain_cloud_density, cloud_density_amount)
if environment_config.material_clouds: if environment_config.material_clouds:
var current_density = lerp(0.4, 1.0, rain_intensity) environment_config.material_clouds.set_shader_parameter("cloud_density", current_cloud_density)
environment_config.material_clouds.set_shader_parameter("cloud_density", current_density) var current_sharpness = lerp(0.14, 0.0, cloud_density_amount)
var current_sharpness = lerp(0.14, 0.0, rain_intensity)
environment_config.material_clouds.set_shader_parameter("center_sharpness", current_sharpness) environment_config.material_clouds.set_shader_parameter("center_sharpness", current_sharpness)
var env_shadow_mat = environment_shadows.get_surface_override_material(0) if environment_shadows else null
if env_shadow_mat:
env_shadow_mat.set_shader_parameter("cloud_density", current_cloud_density)
if environment_config.material_fog: if environment_config.material_fog:
environment_config.material_fog.set_shader_parameter("fog_color", final_fog_color)
environment_config.material_fog.set_shader_parameter("fog_density", clamp(final_fog_density * 25.0, 0.0, 1.0))
environment_config.material_fog.set_shader_parameter("night_intensity", night_val) environment_config.material_fog.set_shader_parameter("night_intensity", night_val)
environment_config.material_fog.set_shader_parameter("sun_color", final_tint) environment_config.material_fog.set_shader_parameter("sun_color", final_tint)
if fog:
for child in fog.get_children():
var fog_mesh := child as MeshInstance3D
if fog_mesh == null:
continue
var fog_material := fog_mesh.get_surface_override_material(0) as ShaderMaterial
if fog_material == null:
continue
fog_material.set_shader_parameter("fog_color", final_fog_color)
fog_material.set_shader_parameter("fog_density", clamp(final_fog_density * 25.0, 0.0, 1.0))
fog_material.set_shader_parameter("night_intensity", night_val)
fog_material.set_shader_parameter("sun_color", final_tint)
func create_sound_players(): func create_sound_players():
rain_audio_player = AudioStreamPlayer.new() rain_audio_player = AudioStreamPlayer.new()
@@ -268,6 +304,23 @@ func _get_weather_anchor_position() -> Variant:
return camera.global_position return camera.global_position
return null 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: func _follow_camera() -> void:
var cam_pos = _get_weather_anchor_position() var cam_pos = _get_weather_anchor_position()
if cam_pos == null: if cam_pos == null:
@@ -280,6 +333,12 @@ func _follow_camera() -> void:
particles_wind.global_position = Vector3(cam_pos.x, cam_pos.y, cam_pos.z) particles_wind.global_position = Vector3(cam_pos.x, cam_pos.y, cam_pos.z)
if particles_fireflies: if particles_fireflies:
particles_fireflies.global_position = Vector3(cam_pos.x, particles_fireflies.position.y, cam_pos.z) 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 #endregion
#region Fireflies #region Fireflies
@@ -417,6 +476,8 @@ func _update_wind_amount_from_strength(value: float) -> void:
func trigger_random_weather_event(duration: float = 0.0) -> void: func trigger_random_weather_event(duration: float = 0.0) -> void:
if random_weather_restore_tween and random_weather_restore_tween.is_valid(): if random_weather_restore_tween and random_weather_restore_tween.is_valid():
random_weather_restore_tween.kill() random_weather_restore_tween.kill()
random_event_remaining = 0.0
random_event_label_seconds = -1
var previous_rain: bool = is_raining var previous_rain: bool = is_raining
var previous_snow: bool = is_snowing var previous_snow: bool = is_snowing
@@ -434,12 +495,26 @@ func trigger_random_weather_event(duration: float = 0.0) -> void:
_apply_weather_event_state(true, false, false, true) _apply_weather_event_state(true, false, false, true)
if duration > 0.0: if duration > 0.0:
random_event_remaining = duration
_emit_weather_event_label()
random_weather_restore_tween = create_tween() random_weather_restore_tween = create_tween()
random_weather_restore_tween.tween_interval(duration) random_weather_restore_tween.tween_interval(duration)
random_weather_restore_tween.tween_callback(func(): random_weather_restore_tween.tween_callback(func():
random_event_remaining = 0.0
random_event_label_seconds = -1
_apply_weather_event_state(previous_rain, previous_snow, previous_wind, previous_storm) _apply_weather_event_state(previous_rain, previous_snow, previous_wind, previous_storm)
) )
func _update_random_event_label(delta: float) -> void:
if random_event_remaining <= 0.0:
return
random_event_remaining = maxf(random_event_remaining - delta, 0.0)
var display_seconds: int = ceili(random_event_remaining)
if display_seconds != random_event_label_seconds:
random_event_label_seconds = display_seconds
_emit_weather_event_label()
func _apply_weather_event_state(rain_enabled: bool, snow_enabled: bool, wind_enabled: bool, storm_enabled: bool = false) -> void: func _apply_weather_event_state(rain_enabled: bool, snow_enabled: bool, wind_enabled: bool, storm_enabled: bool = false) -> void:
if is_storm and not storm_enabled: if is_storm and not storm_enabled:
toggle_storm(false) toggle_storm(false)
@@ -615,7 +690,7 @@ func toggle_rain(value: bool):
if puddle_tween and puddle_tween.is_valid(): if puddle_tween and puddle_tween.is_valid():
puddle_tween.kill() puddle_tween.kill()
if is_raining: if is_raining:
particles_rain.amount_ratio = 0.0 particles_rain.amount_ratio = 0.0
particles_rain.emitting = true particles_rain.emitting = true
@@ -735,8 +810,23 @@ func toggle_snow(value: bool):
var target_snow_amount: float = 1.0 if is_snowing else 0.0 var target_snow_amount: float = 1.0 if is_snowing else 0.0
if snow_tween and snow_tween.is_valid(): if snow_tween and snow_tween.is_valid():
snow_tween.kill() snow_tween.kill()
if snow_weather_tween and snow_weather_tween.is_valid():
snow_weather_tween.kill()
var snow_amount_transition_duration: float = _get_snow_amount_transition_duration(is_snowing)
snow_tween = create_tween() snow_tween = create_tween()
snow_tween.tween_method(init_snow_amount, actual_snow_amount, target_snow_amount, environment_config.snow_transaction_time) snow_tween.tween_method(
init_snow_amount,
actual_snow_amount,
target_snow_amount,
snow_amount_transition_duration
)
snow_weather_tween = create_tween()
snow_weather_tween.tween_method(
init_snow_weather_amount,
snow_weather_amount,
target_snow_amount,
environment_config.snow_fade_time
)
_emit_weather_event_label() _emit_weather_event_label()
func _emit_weather_event_label() -> void: func _emit_weather_event_label() -> void:
@@ -753,11 +843,14 @@ func _emit_weather_event_label() -> void:
active_events.append("Wind") active_events.append("Wind")
if not active_events.is_empty(): if not active_events.is_empty():
weather_label = "Weather: %s" % " + ".join(active_events) weather_label = "Weather: %s" % " + ".join(active_events)
if random_event_remaining > 0.0:
weather_label += " (%s'')" % ceili(random_event_remaining)
UIEvents.weather_event_changed.emit(weather_label) UIEvents.weather_event_changed.emit(weather_label)
#disable snow and set default values and shader #disable snow and set default values and shader
func init_snow(value: float = 0.0): func init_snow(value: float = 0.0):
actual_snow_amount = value actual_snow_amount = value
snow_weather_amount = value
RenderingServer.global_shader_parameter_set("global_snow_amount", value) RenderingServer.global_shader_parameter_set("global_snow_amount", value)
if particles_snow: if particles_snow:
@@ -769,7 +862,7 @@ func init_snow(value: float = 0.0):
RenderingServer.global_shader_parameter_set("global_snow_accumulation_speed", environment_config.snow_accumulation_speed) RenderingServer.global_shader_parameter_set("global_snow_accumulation_speed", environment_config.snow_accumulation_speed)
RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed) RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
RenderingServer.global_shader_parameter_set("global_snow_max_accumulation", environment_config.snow_max_accumulation) RenderingServer.global_shader_parameter_set("global_snow_max_accumulation", environment_config.snow_max_accumulation)
RenderingServer.global_shader_parameter_set("global_snow_cap_enabled", 1.0 if environment_config.show_snow_accumulation_volume else 0.0) RenderingServer.global_shader_parameter_set("global_snow_cap_enabled", environment_config.show_snow_accumulation_volume)
RenderingServer.global_shader_parameter_set("global_snow_cap_height", environment_config.snow_cap_height) RenderingServer.global_shader_parameter_set("global_snow_cap_height", environment_config.snow_cap_height)
RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_start", environment_config.snow_cap_flatness_start) RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_start", environment_config.snow_cap_flatness_start)
RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_end", environment_config.snow_cap_flatness_end) RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_end", environment_config.snow_cap_flatness_end)
@@ -782,6 +875,9 @@ func init_snow_amount(value: float):
actual_snow_amount = value actual_snow_amount = value
RenderingServer.global_shader_parameter_set("global_snow_amount", value) RenderingServer.global_shader_parameter_set("global_snow_amount", value)
func init_snow_weather_amount(value: float):
snow_weather_amount = value
func start_snow_accumulation() -> void: func start_snow_accumulation() -> void:
RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0) RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
RenderingServer.global_shader_parameter_set("global_snow_start_time", Time.get_ticks_msec() / 1000.0) RenderingServer.global_shader_parameter_set("global_snow_start_time", Time.get_ticks_msec() / 1000.0)
@@ -790,6 +886,18 @@ func start_snow_melt() -> void:
RenderingServer.global_shader_parameter_set("global_snow_melt_time", Time.get_ticks_msec() / 1000.0) RenderingServer.global_shader_parameter_set("global_snow_melt_time", Time.get_ticks_msec() / 1000.0)
RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed) RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
func _get_snow_amount_transition_duration(is_accumulating: bool) -> float:
if environment_config == null:
return 0.0
var speed: float = environment_config.snow_melt_speed
if is_accumulating:
speed = environment_config.snow_accumulation_speed
if speed <= 0.0:
return environment_config.snow_transaction_time
return 1.0 / speed
#endregion #endregion
#region Post-Process #region Post-Process
@@ -804,6 +912,10 @@ func toggle_blur(value: bool) -> void:
ApplyPostProcessBlurConfig() ApplyPostProcessBlurConfig()
func toggle_fog(value: bool) -> void:
if fog:
fog.visible = value
func toggle_shadows(value: bool) -> void: func toggle_shadows(value: bool) -> void:
if environment_shadows: if environment_shadows:
environment_shadows.visible = value environment_shadows.visible = value

View File

@@ -3,13 +3,14 @@ render_mode blend_mix, depth_draw_never;
//Snow globals //Snow globals
global uniform float global_snow_start_time = -1.0; global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed = 0.1; global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time = -1.0; global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed = 0.1; global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform float global_snow_threshold = 0.5; global uniform float global_snow_threshold = 0.5;
global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0); global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
global uniform float global_snow_max_accumulation = 0.72; global uniform float global_snow_max_accumulation = 0.72;
global uniform float global_snow_cap_enabled = 1.0; global uniform bool global_snow_cap_enabled = true;
global uniform float global_snow_cap_height = 0.06; global uniform float global_snow_cap_height = 0.06;
global uniform float global_snow_cap_flatness_start = 0.72; global uniform float global_snow_cap_flatness_start = 0.72;
global uniform float global_snow_cap_flatness_end = 0.96; global uniform float global_snow_cap_flatness_end = 0.96;
@@ -70,16 +71,19 @@ float fbm(vec2 p) {
return clamp(value, 0.0, 1.0); return clamp(value, 0.0, 1.0);
} }
float get_snow_amount() { float get_snow_progress() {
float snow_amount = 0.0; float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) { if (global_snow_start_time >= 0.0) {
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0); float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
} }
if (global_snow_melt_time >= 0.0) { if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0); float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt); snow_progress = min(snow_progress, 1.0 - melt);
} }
return snow_amount * global_snow_max_accumulation;
return snow_progress;
} }
float ripple_ring(vec2 uv, float time_offset) { float ripple_ring(vec2 uv, float time_offset) {
@@ -90,24 +94,24 @@ float ripple_ring(vec2 uv, float time_offset) {
} }
void vertex() { void vertex() {
float snow_amount = get_snow_amount(); float snow_progress = get_snow_progress();
float snow_accumulation = snow_progress * global_snow_max_accumulation;
vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
vec3 world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz); vec3 world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
float snow_cap_enabled = step(0.5, global_snow_cap_enabled);
float flat_surface = smoothstep( float flat_surface = smoothstep(
max(global_snow_threshold, global_snow_cap_flatness_start), max(global_snow_threshold, global_snow_cap_flatness_start),
global_snow_cap_flatness_end, global_snow_cap_flatness_end,
world_normal.y world_normal.y
); );
float accumulation_growth = smoothstep(0.08, 0.65, snow_amount); float accumulation_growth = smoothstep(0.08, 0.65, snow_progress);
float cap_noise = fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7)); float cap_noise = fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7));
float cap_variation = mix(1.0 - global_snow_cap_noise_strength, 1.0 + global_snow_cap_noise_strength, cap_noise); float cap_variation = mix(1.0 - global_snow_cap_noise_strength, 1.0 + global_snow_cap_noise_strength, cap_noise);
v_snow_amount = snow_amount; v_snow_amount = snow_progress;
v_snow_cap_mask = flat_surface * accumulation_growth * cap_variation * snow_cap_enabled; v_snow_cap_mask = flat_surface * accumulation_growth * cap_variation * (global_snow_cap_enabled ? 1.0 : 0.0);
VERTEX += NORMAL * (global_snow_cap_height * snow_amount * v_snow_cap_mask); VERTEX += NORMAL * (global_snow_cap_height * snow_accumulation * v_snow_cap_mask);
} }
void fragment() { void fragment() {
@@ -117,17 +121,19 @@ void fragment() {
float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r; float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
//Snow //Snow
float snow_amount = v_snow_amount; float snow_progress = v_snow_amount;
float snow_accumulation = snow_progress * global_snow_max_accumulation;
float snow_edge = smoothstep( float snow_edge = smoothstep(
global_snow_threshold - snow_edge_softness, global_snow_threshold - snow_edge_softness,
global_snow_threshold + snow_edge_softness, global_snow_threshold + snow_edge_softness,
facing_up + (noise_val - 0.5) * 0.4 facing_up
); );
float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_amount; float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_accumulation;
float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_amount - 0.4 + flat_accumulation * 0.25); float snow_variation = mix(0.75, 1.15, noise_val);
float snow_factor = max(snow_edge * snow_coverage * snow_amount, flat_accumulation); float snow_coverage = clamp(snow_progress * snow_variation + flat_accumulation * 0.25, 0.0, 1.0);
float snow_opacity = smoothstep(0.04, 0.28, snow_factor); float snow_factor = max(snow_edge * snow_coverage, flat_accumulation);
float snow_opacity = clamp(snow_factor, 0.0, 1.0);
snow_opacity = max(snow_opacity, flat_accumulation * 0.9); snow_opacity = max(snow_opacity, flat_accumulation * 0.9);
float shade = mix(-snow_color_variation, snow_color_variation, noise_val); float shade = mix(-snow_color_variation, snow_color_variation, noise_val);

View File

@@ -5,3 +5,17 @@
[resource] [resource]
render_priority = 0 render_priority = 0
shader = ExtResource("1_weather") shader = ExtResource("1_weather")
shader_parameter/snow_noise_scale = 0.15
shader_parameter/snow_edge_softness = 0.2
shader_parameter/snow_roughness_variation = 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

View File

@@ -2,10 +2,11 @@ shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_disabled; render_mode blend_mix, depth_draw_never, cull_disabled;
// Snow globals // Snow globals
global uniform float global_snow_start_time; global uniform float global_snow_start_time = -1.0;
global uniform float global_snow_accumulation_speed; global uniform float global_snow_accumulation_speed = 0.005;
global uniform float global_snow_melt_time; global uniform float global_snow_melt_time = -1.0;
global uniform float global_snow_melt_speed; global uniform float global_snow_melt_speed = 0.1;
global uniform float global_snow_amount = 0.0;
global uniform vec4 global_snow_color; global uniform vec4 global_snow_color;
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.15; uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.15;
uniform float snow_color_variation : hint_range(0.0, 0.15) = 0.05; uniform float snow_color_variation : hint_range(0.0, 0.15) = 0.05;
@@ -34,6 +35,21 @@ float ripple_ring(vec2 uv, float time_offset) {
return ring * fade; return ring * fade;
} }
float get_snow_progress() {
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
if (global_snow_start_time >= 0.0) {
float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
snow_progress = max(snow_progress, timed_progress);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_progress = min(snow_progress, 1.0 - melt);
}
return snow_progress;
}
void fragment() { void fragment() {
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
@@ -41,18 +57,10 @@ void fragment() {
float facing_up = 1.0; float facing_up = 1.0;
// Snow accumulation // Snow accumulation
float snow_amount = 0.0; float snow_amount = get_snow_progress();
if (global_snow_start_time >= 0.0) {
snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
}
if (global_snow_melt_time >= 0.0) {
float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
snow_amount *= (1.0 - melt);
}
// UV-based snow mask: accumulates from the top of the quad // Plain surfaces fade in uniformly to avoid patchy strip-like accumulation.
float top_mask = 1.0 - UV.y; float snow_mask = smoothstep(0.0, 1.0, snow_amount);
float snow_mask = smoothstep(1.0 - snow_amount, 1.0 - snow_amount + snow_edge_softness, top_mask);
snow_mask *= step(0.01, snow_amount); snow_mask *= step(0.01, snow_amount);
// Snow color with slight variation // Snow color with slight variation

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