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rev_ffabbr
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d709d9236c
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@@ -6,17 +6,17 @@ class_name ChunkInfo
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@export_group("Set Piece Rules (Unique pieces)")
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@export var exclusive_biome: String = "" # Es: "Forest"
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@export_group("Base exit (no roation)")
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@export_group("Base exit")
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@export var north: bool = false
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@export var est: bool = false
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@export var south: bool = false
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@export var west: bool = false
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@export_group("Margin heights (level 0, 1, 2)")
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@export var height_north: int = 0
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@export var height_est: int = 0
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@export var height_south: int = 0
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@export var height_west: int = 0
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@export_range(0, 2, 1) var height_north: int = 0
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@export_range(0, 2, 1) var height_est: int = 0
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@export_range(0, 2, 1) var height_south: int = 0
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@export_range(0, 2, 1) var height_west: int = 0
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@export_group("Lamppost")
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@export var have_lamppost: bool = false
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@@ -7,7 +7,7 @@ extends Path3D
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@export var axes_distance: float = 3.0
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@export var rail_distance: float = 1.2
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@export var cameras: Node3D
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@export_range(0.0, 1.0) var basic_swing: float = 0.5
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@export_range(0.0, 1.0) var basic_swing: float = 0.1
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@export_group("Rails Bulding")
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@export var sleepers_distance: float = 1.0
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@@ -37,6 +37,8 @@ var fireworks_colors: Array[Color] = [
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var train_instance: Node3D
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var train_progress: float = 0.0
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var swing_time: float = 0.0
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var curve_roll: float = 0.0
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var curve_pitch: float = 0.0
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var stop_offset: Array[float] = []
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var stops_position: Array[Vector3] = []
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@@ -45,14 +47,111 @@ var next_stop_index: int = 0
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var stop_multiply: float = 1.0
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var is_restarting: bool = false
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var tween_restart: Tween
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var environment_config: EnvironmentConfig
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func _ready() -> void:
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_cache_environment_config()
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if curve != null and curve.get_baked_length() > 0:
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build_rails()
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build_train()
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_plan_stops()
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_apply_initial_train_start()
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else:
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print("WARNING: Draw your Path3D!")
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print("WARNING: Draw Path3D for rails!")
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func _cache_environment_config() -> void:
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var parent_node: Node = get_parent()
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if parent_node != null:
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var day_night_node := parent_node.get_node_or_null("DayNight") as EnvironmentManagerRoot
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if day_night_node != null:
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environment_config = day_night_node.environment_config
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return
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var current_scene: Node = get_tree().current_scene
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if current_scene == null:
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return
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for child in current_scene.get_children():
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var environment_manager := child as EnvironmentManagerRoot
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if environment_manager != null:
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environment_config = environment_manager.environment_config
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return
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func _apply_initial_train_start() -> void:
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if train_instance == null or curve == null:
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return
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var total_length: float = curve.get_baked_length()
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if total_length <= 0.0:
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return
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#start from a random position
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if environment_config != null and environment_config.train_start_from_random_position:
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train_progress = randf() * total_length
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_update_next_stop_index_from_progress()
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elif environment_config != null and not stop_offset.is_empty():
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#start from a specific stop
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var stop_index: int = clampi(environment_config.train_start_stop_index, 0, stop_offset.size() - 1)
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train_progress = stop_offset[stop_index]
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_set_next_stop_index_from_current(stop_index)
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else:
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train_progress = wrapf(train_progress, 0.0, total_length)
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_update_next_stop_index_from_progress()
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_snap_train_to_progress()
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func _set_next_stop_index_from_current(current_stop_index: int) -> void:
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if stop_offset.is_empty():
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next_stop_index = 0
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return
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if train_speed >= 0.0:
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next_stop_index = (current_stop_index + 1) % stop_offset.size()
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else:
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next_stop_index = current_stop_index - 1
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if next_stop_index < 0:
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next_stop_index = stop_offset.size() - 1
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func _update_next_stop_index_from_progress() -> void:
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if stop_offset.is_empty():
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next_stop_index = 0
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return
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if train_speed >= 0.0:
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next_stop_index = 0
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for i in range(stop_offset.size()):
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if stop_offset[i] > train_progress + 0.001:
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next_stop_index = i
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return
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return
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next_stop_index = stop_offset.size() - 1
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for i in range(stop_offset.size() - 1, -1, -1):
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if stop_offset[i] < train_progress - 0.001:
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next_stop_index = i
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return
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func _snap_train_to_progress() -> void:
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if train_instance == null or curve == null:
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return
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var total_length: float = curve.get_baked_length()
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if total_length <= 0.0:
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return
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train_progress = wrapf(train_progress, 0.0, total_length)
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var center_position: Vector3 = to_global(curve.sample_baked(train_progress, true))
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var prog_forward: float = wrapf(train_progress + 2.0, 0.0, total_length)
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var forward_position: Vector3 = to_global(curve.sample_baked(prog_forward, true))
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train_instance.global_position = center_position
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if center_position.distance_to(forward_position) > 0.01:
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train_instance.look_at(forward_position, Vector3.UP)
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train_instance.rotate_y(PI)
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if cameras:
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cameras.global_position = center_position
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cameras.global_basis = train_instance.global_basis
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func build_rails() -> void:
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var mat_wood = StandardMaterial3D.new()
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@@ -112,16 +211,16 @@ func build_rails() -> void:
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rail_piece.add_child(rail_dx)
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func _plan_stops() -> void:
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var currnet_stops = []
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var current_stops = []
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for child in get_children():
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if child is Marker3D:
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var offset = curve.get_closest_offset(child.position)
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currnet_stops.append({
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current_stops.append({
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"offset": offset,
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"position": child.global_position
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})
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currnet_stops.sort_custom(func(a, b): return a["offset"] < b["offset"])
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for data in currnet_stops:
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current_stops.sort_custom(func(a, b): return a["offset"] < b["offset"])
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for data in current_stops:
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stop_offset.append(data["offset"])
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stops_position.append(data["position"])
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@@ -130,9 +229,9 @@ func _input(event: InputEvent) -> void:
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if event.keycode == KEY_T:
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_goto_next_stop()
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elif event.keycode == KEY_F:
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_test_manual_fires()
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_test_manual_fireworks()
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func _test_manual_fires() -> void:
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func _test_manual_fireworks() -> void:
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if fireworks_scene == null or train_instance == null: return
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var firework_number = randi_range(5, 8)
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@@ -146,8 +245,8 @@ func _test_manual_fires() -> void:
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if fire_root.has_method("set_color"):
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fire_root.set_color(fireworks_colors.pick_random())
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if fire_root.has_method("turnon"):
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fire_root.turnon()
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if fire_root.has_method("turn_on"):
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fire_root.turn_on()
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await get_tree().create_timer(randf_range(0.2, 0.6)).timeout
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@@ -211,25 +310,42 @@ func train_move(delta: float) -> void:
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if stop_offset.size() > 0: next_stop_index = stop_offset.size() - 1
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var center_position = to_global(curve.sample_baked(train_progress, true))
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var prog_back = wrapf(train_progress - 2.0, 0.0, total_length)
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var back_position = to_global(curve.sample_baked(prog_back, true))
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var prog_forward = wrapf(train_progress + 2.0, 0.0, total_length)
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var forward_position = to_global(curve.sample_baked(prog_forward, true))
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if center_position.distance_to(forward_position) > 0.01:
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train_instance.global_position = center_position
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train_instance.look_at(forward_position, Vector3.UP)
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train_instance.rotate_y(PI)
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if cameras:
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cameras.global_position = center_position
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cameras.global_basis = train_instance.global_basis
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if cameras:
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cameras.global_position = center_position
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cameras.global_basis = train_instance.global_basis
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var real_speed = abs(train_speed * stop_multiply)
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var speed_factor = clamp(real_speed / max(speed_max, 0.001), 0.0, 1.0)
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var dir_prev = (center_position - back_position).normalized()
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var dir_next = (forward_position - center_position).normalized()
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var signed_curve = dir_prev.cross(dir_next).y
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var curve_amount = clamp(abs(signed_curve) * 8.0, 0.0, 1.0)
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curve_roll = lerp(curve_roll, (-signed_curve * 0.08) * speed_factor, delta * 4.0)
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curve_pitch = lerp(curve_pitch, curve_amount * 0.012 * speed_factor, delta * 4.0)
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if not stop_ongoing:
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var real_speed = abs(train_speed * stop_multiply)
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swing_time += delta * real_speed * 2.0
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swing_time += delta * real_speed * (2.0 + curve_amount)
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var amplitude_z = 0.006 * basic_swing
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var amplitude_x = 0.004 * basic_swing
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var curve_sway = sin(swing_time * 1.35) * 0.01 * curve_amount * speed_factor
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train_instance.rotation.z += sin(swing_time) * amplitude_z
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train_instance.rotation.x += cos(swing_time * 0.8) * amplitude_x
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train_instance.rotation.z += curve_roll + curve_sway
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train_instance.rotation.x += curve_pitch
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else:
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train_instance.rotation.z += curve_roll
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train_instance.rotation.x += curve_pitch
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func _execute_stop(go_forward: bool = true) -> void:
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stop_ongoing = true
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@@ -260,8 +376,8 @@ func _execute_stop(go_forward: bool = true) -> void:
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if fire_root.has_method("set_color"):
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fire_root.set_color(fireworks_colors.pick_random())
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if fire_root.has_method("turnon"):
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fire_root.turnon()
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if fire_root.has_method("turn_on"):
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fire_root.turn_on()
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await get_tree().create_timer(randf_range(0.3, 0.8)).timeout
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7
core/daynight/FogNoise.tres
Normal file
@@ -0,0 +1,7 @@
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[gd_resource type="NoiseTexture2D" format=3 uid="uid://b2xcpt2y8v32x"]
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_oqwsk"]
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[resource]
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noise = SubResource("FastNoiseLite_oqwsk")
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seamless = true
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@@ -1,9 +1,17 @@
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shader_type canvas_item;
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// Cattura tutto quello che c'è sotto questo nodo
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uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
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uniform float blur_amount : hint_range(0.0, 5.0) = 2.5;
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uniform float focus_size : hint_range(0.0, 1.0) = 0.4;
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uniform float transition_softness : hint_range(0.01, 1.0) = 0.3;
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void fragment() {
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COLOR = textureLod(screen_texture, SCREEN_UV, blur_amount);
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}
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float dist_from_center = abs(SCREEN_UV.y - 0.5);
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float mask = smoothstep(focus_size / 2.0, (focus_size / 2.0) + transition_softness, dist_from_center);
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// Applica il blur
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vec4 blurred_screen = textureLod(screen_texture, SCREEN_UV, blur_amount * mask);
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COLOR = blurred_screen;
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}
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@@ -1,16 +1,21 @@
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class_name DayNightController
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extends Node
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const TIME_OPTION_SUNRISE: int = 0
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const TIME_OPTION_DAY: int = 1
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const TIME_OPTION_SUNSET: int = 2
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const TIME_OPTION_NIGHT: int = 3
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var environment_config: EnvironmentConfig
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#Multiply for debug
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@export var time_scale: float = 1.0
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@export var paused: bool = false
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signal time_changed(time: float)
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var current_time: float = 0.0
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var _current_time_option_index: int = -1
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func _init(environmentconfig: EnvironmentConfig) -> void:
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environment_config = environmentconfig
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@@ -19,6 +24,7 @@ func _ready() -> void:
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#connect events
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UIEvents.set_day_time.connect(_on_set_day_time)
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UIEvents.toggle_pause_daytime.connect(_on_toggle_pause_daytime)
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UIEvents.time_option_item_changed.connect(_time_option_changed)
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current_time = environment_config.start_time
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update_time(current_time)
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@@ -44,9 +50,34 @@ func set_time(t: float) -> void:
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update_time(current_time)
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func update_time(currtime: float) -> void:
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var time_option_index: int = get_time_option_index(currtime)
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if time_option_index != _current_time_option_index:
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_current_time_option_index = time_option_index
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UIEvents.day_time_option_changed.emit(time_option_index)
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emit_signal("time_changed", currtime)
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UIEvents.day_time_changed.emit(currtime, get_time_string())
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func get_time_option_index(currtime: float) -> int:
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if currtime >= environment_config.night or currtime < environment_config.sunrise:
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return TIME_OPTION_NIGHT
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if currtime < environment_config.day:
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return TIME_OPTION_SUNRISE
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if currtime < environment_config.sunset:
|
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return TIME_OPTION_DAY
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return TIME_OPTION_SUNSET
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||||
func _time_option_changed(index: int) -> void:
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match index:
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TIME_OPTION_SUNRISE:
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set_time(environment_config.sunrise)
|
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TIME_OPTION_DAY:
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set_time(environment_config.day)
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TIME_OPTION_SUNSET:
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set_time(environment_config.sunset)
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TIME_OPTION_NIGHT:
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set_time(environment_config.night)
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||||
func _on_set_day_time(value: float) -> void:
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set_time(value)
|
||||
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
[ext_resource type="Material" uid="uid://codq5gx71rj4o" path="res://core/daynight/environment_dust_material.tres" id="8_amaf0"]
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||||
[ext_resource type="Shader" uid="uid://bkn6eqgbn37jx" path="res://core/daynight/blur.gdshader" id="9_amaf0"]
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||||
[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"]
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[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"]
|
||||
@@ -40,9 +41,55 @@ shader_parameter/sun_color = Color(0.2841828, 0.2023238, 0.27953526, 1)
|
||||
|
||||
[sub_resource type="Resource" id="Resource_r4tfj"]
|
||||
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(0.9647059, 0.5882353, 0.7607843, 1)
|
||||
fog_color_night = Color(0.14901961, 0.101960786, 0.2509804, 1)
|
||||
fog_density_morning = 0.01
|
||||
fog_density_afternoon = 0.02
|
||||
glow_morning = 0.4
|
||||
glow_night = 0.6
|
||||
material_fog = SubResource("ShaderMaterial_b5atu")
|
||||
material_drops = SubResource("StandardMaterial3D_r4tfj")
|
||||
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 = 60
|
||||
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
|
||||
metadata/_custom_type_script = "uid://butda6k2tli3o"
|
||||
|
||||
[sub_resource type="Gradient" id="Gradient_i3hjl"]
|
||||
@@ -85,7 +132,7 @@ gradient = SubResource("Gradient_djqkg")
|
||||
lifetime_randomness = 0.5
|
||||
emission_shape_scale = Vector3(5, 5, 5)
|
||||
emission_shape = 3
|
||||
emission_box_extents = Vector3(25, 5, 25)
|
||||
emission_box_extents = Vector3(1, 1, 1)
|
||||
direction = Vector3(0, 1, 0)
|
||||
initial_velocity_min = 6.0
|
||||
initial_velocity_max = 6.0
|
||||
@@ -99,10 +146,9 @@ point_count = 3
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_cer0u"]
|
||||
render_priority = 0
|
||||
shader = ExtResource("5_djqkg")
|
||||
shader_parameter/wave_frequency = 1.0
|
||||
shader_parameter/base_amplitude = 0.5
|
||||
shader_parameter/secondary_ratio = 0.6
|
||||
shader_parameter/time_scale_base = 3.0
|
||||
shader_parameter/time_scale = 3.065
|
||||
shader_parameter/wave_amplitude = 0.3
|
||||
shader_parameter/wave_frequency = 0.25
|
||||
|
||||
[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_vo82p"]
|
||||
material = SubResource("ShaderMaterial_cer0u")
|
||||
@@ -174,7 +220,9 @@ size = Vector2(0.05, 0.8)
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_kavln"]
|
||||
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"]
|
||||
size = Vector2(2, 2)
|
||||
@@ -184,12 +232,12 @@ noise = ExtResource("11_yn8v8")
|
||||
seamless = true
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_oqt1s"]
|
||||
render_priority = 0
|
||||
render_priority = -1
|
||||
shader = ExtResource("10_tuauy")
|
||||
shader_parameter/noise_texture = SubResource("NoiseTexture2D_0fcg4")
|
||||
shader_parameter/cloud_scale = 0.0070000003325
|
||||
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/cloud_density = 0.400000019
|
||||
shader_parameter/center_sharpness = 0.138000006555
|
||||
@@ -201,6 +249,22 @@ shader_parameter/fade_end = 800.000035625
|
||||
shader_parameter/height_fade_start = 10.0
|
||||
shader_parameter/height_fade_end = 50.0
|
||||
|
||||
[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/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")]
|
||||
script = ExtResource("1_wecen")
|
||||
environment_config = SubResource("Resource_r4tfj")
|
||||
@@ -222,9 +286,10 @@ process_material = SubResource("ParticleProcessMaterial_i3hjl")
|
||||
draw_pass_1 = SubResource("QuadMesh_b5atu")
|
||||
|
||||
[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
|
||||
amount = 100
|
||||
amount = 25
|
||||
lifetime = 3.0
|
||||
fixed_fps = 60
|
||||
process_material = SubResource("ParticleProcessMaterial_ruhh7")
|
||||
@@ -271,3 +336,15 @@ mouse_filter = 2
|
||||
extra_cull_margin = 16384.0
|
||||
mesh = SubResource("QuadMesh_sxgg7")
|
||||
surface_material_override/0 = SubResource("ShaderMaterial_oqt1s")
|
||||
|
||||
[node name="Fog" type="Node3D" parent="." unique_id=1626352238]
|
||||
|
||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="Fog" unique_id=96635311]
|
||||
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, -67, 14, 0)
|
||||
mesh = SubResource("QuadMesh_yn8v8")
|
||||
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")
|
||||
|
||||
[node name="MeshInstance3D2" type="MeshInstance3D" parent="Fog" unique_id=10121049]
|
||||
transform = Transform3D(-42.075005, 7.553328e-06, 1.7196172e-13, 0, -3.7766642e-06, 45, 3.6783138e-06, 86.4, 1.9670128e-06, 67, 14, 0)
|
||||
mesh = SubResource("QuadMesh_yn8v8")
|
||||
surface_material_override/0 = SubResource("ShaderMaterial_sxgg7")
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
class_name EnvironmentManagerRoot
|
||||
extends Node3D
|
||||
|
||||
const NOISE_TEXTURE: Texture2D = preload("res://core/daynight/noise.tres")
|
||||
const WEATHER_SHADER: Material = preload("res://core/daynight/weather_overlay.tres")
|
||||
const WEATHER_PLAIN_SHADER: Material = preload("res://core/daynight/weather_plain_shader.tres")
|
||||
|
||||
@export var environment_config: EnvironmentConfig
|
||||
|
||||
@export_group("Camera")
|
||||
@@ -24,6 +28,7 @@ extends Node3D
|
||||
#environment nodes
|
||||
@onready var sun: DirectionalLight3D = $"../DirectionalLight3D"
|
||||
@onready var environment: WorldEnvironment = $"../WorldEnvironment"
|
||||
@onready var fog_node: Node3D = $Fog
|
||||
|
||||
var day_night_controller: DayNightController
|
||||
var weather_controller: WeatherController
|
||||
@@ -33,6 +38,10 @@ var day_time: float = 0.0
|
||||
|
||||
func _ready() -> void:
|
||||
|
||||
#connect shader when new node is added
|
||||
get_tree().node_added.connect(_on_tree_node_added)
|
||||
UIEvents.toggle_fog.connect(toggle_fog)
|
||||
|
||||
#set noise texture 2d to materials in special group
|
||||
ApplyWindNoiseToMaterials()
|
||||
#set weather overlay (snow + rain) to materials in special group
|
||||
@@ -67,10 +76,26 @@ func _ready() -> void:
|
||||
weather_controller.name = "WeatherController"
|
||||
add_child(weather_controller)
|
||||
|
||||
func _on_tree_node_added(node: Node) -> void:
|
||||
if node.is_in_group("wind_node") or node.is_in_group("weather_node") or node.is_in_group("weather_vegetables_node"):
|
||||
call_deferred("_apply_dynamic_environment_materials", node)
|
||||
|
||||
func _apply_dynamic_environment_materials(node: Node) -> void:
|
||||
if not is_instance_valid(node):
|
||||
return
|
||||
|
||||
if node.is_in_group("wind_node"):
|
||||
_apply_wind_noise_to_node(node, NOISE_TEXTURE)
|
||||
|
||||
if node.is_in_group("weather_node"):
|
||||
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
|
||||
|
||||
if node.is_in_group("weather_vegetables_node"):
|
||||
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
|
||||
|
||||
func ApplyWindNoiseToMaterials():
|
||||
var noise_tex = preload("res://core/daynight/noise.tres")
|
||||
for node in get_tree().get_nodes_in_group("wind_node"):
|
||||
_apply_wind_noise_to_node(node, noise_tex)
|
||||
_apply_wind_noise_to_node(node, NOISE_TEXTURE)
|
||||
|
||||
func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
|
||||
if node is GeometryInstance3D:
|
||||
@@ -88,15 +113,18 @@ func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
|
||||
_apply_wind_noise_to_node(child, noise_tex)
|
||||
|
||||
func ApplyWeatherShaderToMaterials():
|
||||
var weather_shader = preload("res://core/daynight/weather_overlay.tres")
|
||||
|
||||
for node in get_tree().get_nodes_in_group("weather_node"):
|
||||
if node is GeometryInstance3D:
|
||||
node.material_overlay = weather_shader
|
||||
else:
|
||||
for child in node.get_children():
|
||||
if child is GeometryInstance3D:
|
||||
child.material_overlay = weather_shader
|
||||
_apply_weather_overlay_to_node(node, WEATHER_SHADER)
|
||||
|
||||
for node in get_tree().get_nodes_in_group("weather_vegetables_node"):
|
||||
_apply_weather_overlay_to_node(node, WEATHER_PLAIN_SHADER)
|
||||
|
||||
func _apply_weather_overlay_to_node(node: Node, material: Material) -> void:
|
||||
if node is GeometryInstance3D:
|
||||
node.material_overlay = material
|
||||
|
||||
for child in node.get_children():
|
||||
_apply_weather_overlay_to_node(child, material)
|
||||
|
||||
func select_day_time(normalized_time: float) -> void:
|
||||
#set show_day_time_debug = true to show debug on screen
|
||||
@@ -132,3 +160,7 @@ func select_day_time(normalized_time: float) -> void:
|
||||
|
||||
if weather_controller:
|
||||
weather_controller.day_time = day_time
|
||||
|
||||
func toggle_fog(value: bool) -> void:
|
||||
if fog_node:
|
||||
fog_node.visible = value
|
||||
|
||||
@@ -8,7 +8,10 @@ global uniform float global_wind_speed;
|
||||
global uniform float global_wind_strength;
|
||||
global uniform vec2 global_wind_direction;
|
||||
//global uniform sampler2D global_wind_noise : filter_linear_mipmap;
|
||||
global uniform float global_snow_amount;
|
||||
global uniform float global_snow_start_time;
|
||||
global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
|
||||
// --- PARAMETRI ESTETICI ---
|
||||
uniform bool billboard_enabled = true;
|
||||
@@ -109,10 +112,19 @@ void fragment() {
|
||||
float noise_sample = texture(color_variance_noise, v_world_pos.xz * variance_scale).r;
|
||||
// Applichiamo la variazione al colore finale dell'erba
|
||||
vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity);
|
||||
|
||||
float snow_amount = 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);
|
||||
}
|
||||
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 - global_snow_amount, 1.2 - global_snow_amount, top_mask);
|
||||
snow_mask *= step(0.01, global_snow_amount);
|
||||
float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
|
||||
snow_mask *= step(0.01, snow_amount);
|
||||
|
||||
vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
|
||||
vec3 shaded_snow = mix(dark_snow, snow_color.rgb, v_shade_factor);
|
||||
@@ -131,4 +143,4 @@ void light() {
|
||||
float shadow_factor = mix(1.0 - cast_shadow_strength, 1.0, ATTENUATION);
|
||||
float cutoff_mask = smoothstep(0.0, 0.05, ATTENUATION);
|
||||
DIFFUSE_LIGHT += (shadow_factor * LIGHT_COLOR) * cutoff_mask;
|
||||
}
|
||||
}
|
||||
|
||||
114
core/daynight/snow_cap.gd
Normal file
@@ -0,0 +1,114 @@
|
||||
## Procedural snow cap geometry for flat roofs and vehicles.
|
||||
extends Node3D
|
||||
|
||||
enum PlacementMode {
|
||||
AUTO_TARGET_AABB,
|
||||
MANUAL_SURFACE,
|
||||
}
|
||||
|
||||
const SNOW_CAP_SHADER: Shader = preload("res://core/daynight/snow_cap.gdshader")
|
||||
|
||||
@export var placement_mode: PlacementMode = PlacementMode.AUTO_TARGET_AABB
|
||||
@export var target_path: NodePath
|
||||
@export var size_inset: Vector2 = Vector2(0.25, 1.0)
|
||||
@export var position_offset: Vector3 = Vector3(0.0, -0.08, 0.0)
|
||||
@export var max_snow_height: float = 0.2
|
||||
@export_range(1, 24) var subdivide_width: int = 6
|
||||
@export_range(1, 24) var subdivide_depth: int = 18
|
||||
@export var manual_surface_center: Vector3 = Vector3.ZERO
|
||||
@export var manual_surface_size: Vector2 = Vector2(2.0, 6.0)
|
||||
|
||||
var _mesh_instance: MeshInstance3D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("weather_overlay_ignore")
|
||||
_ensure_mesh_instance()
|
||||
_rebuild()
|
||||
|
||||
|
||||
func rebuild() -> void:
|
||||
_rebuild()
|
||||
|
||||
|
||||
func _ensure_mesh_instance() -> void:
|
||||
_mesh_instance = get_node_or_null("SnowCapMesh") as MeshInstance3D
|
||||
if _mesh_instance != null:
|
||||
return
|
||||
|
||||
_mesh_instance = MeshInstance3D.new()
|
||||
_mesh_instance.name = "SnowCapMesh"
|
||||
_mesh_instance.add_to_group("weather_overlay_ignore")
|
||||
add_child(_mesh_instance)
|
||||
|
||||
|
||||
func _rebuild() -> void:
|
||||
var cap_width: float = 0.0
|
||||
var cap_depth: float = 0.0
|
||||
var cap_surface_center := Vector3.ZERO
|
||||
|
||||
if placement_mode == PlacementMode.MANUAL_SURFACE:
|
||||
cap_width = manual_surface_size.x
|
||||
cap_depth = manual_surface_size.y
|
||||
cap_surface_center = manual_surface_center
|
||||
else:
|
||||
var target_mesh: MeshInstance3D = get_node_or_null(target_path) as MeshInstance3D
|
||||
if target_mesh == null:
|
||||
if _mesh_instance:
|
||||
_mesh_instance.visible = false
|
||||
return
|
||||
|
||||
var target_aabb: AABB = _get_target_aabb(target_mesh)
|
||||
cap_width = max(target_aabb.size.x - size_inset.x, 0.1)
|
||||
cap_depth = max(target_aabb.size.z - size_inset.y, 0.1)
|
||||
cap_surface_center = Vector3(
|
||||
target_aabb.position.x + target_aabb.size.x * 0.5,
|
||||
target_aabb.position.y + target_aabb.size.y,
|
||||
target_aabb.position.z + target_aabb.size.z * 0.5
|
||||
)
|
||||
|
||||
var cap_center := cap_surface_center + Vector3(0.0, max_snow_height * 0.5, 0.0)
|
||||
|
||||
var box_mesh := BoxMesh.new()
|
||||
box_mesh.size = Vector3(cap_width, max_snow_height, cap_depth)
|
||||
box_mesh.subdivide_width = subdivide_width
|
||||
box_mesh.subdivide_depth = subdivide_depth
|
||||
_mesh_instance.mesh = box_mesh
|
||||
_mesh_instance.position = cap_center + position_offset
|
||||
_mesh_instance.material_override = _build_material(cap_width, cap_depth)
|
||||
_mesh_instance.visible = true
|
||||
|
||||
|
||||
func _build_material(cap_width: float, cap_depth: float) -> ShaderMaterial:
|
||||
var material := ShaderMaterial.new()
|
||||
material.shader = SNOW_CAP_SHADER
|
||||
material.set_shader_parameter("max_height", max_snow_height)
|
||||
material.set_shader_parameter("half_width", cap_width * 0.5)
|
||||
material.set_shader_parameter("half_depth", cap_depth * 0.5)
|
||||
return material
|
||||
|
||||
|
||||
func _get_target_aabb(target_mesh: MeshInstance3D) -> AABB:
|
||||
var points: Array[Vector3] = []
|
||||
for point in _get_aabb_points(target_mesh.get_aabb()):
|
||||
points.append(target_mesh.transform * point)
|
||||
|
||||
var merged := AABB(points[0], Vector3.ZERO)
|
||||
for point in points:
|
||||
merged = merged.expand(point)
|
||||
return merged
|
||||
|
||||
|
||||
func _get_aabb_points(aabb: AABB) -> Array[Vector3]:
|
||||
var p: Vector3 = aabb.position
|
||||
var s: Vector3 = aabb.size
|
||||
return [
|
||||
p,
|
||||
p + Vector3(s.x, 0.0, 0.0),
|
||||
p + Vector3(0.0, s.y, 0.0),
|
||||
p + Vector3(0.0, 0.0, s.z),
|
||||
p + Vector3(s.x, s.y, 0.0),
|
||||
p + Vector3(s.x, 0.0, s.z),
|
||||
p + Vector3(0.0, s.y, s.z),
|
||||
p + s,
|
||||
]
|
||||
1
core/daynight/snow_cap.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bxc6ketfgedxw
|
||||
114
core/daynight/snow_cap.gdshader
Normal file
@@ -0,0 +1,114 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, cull_back, depth_draw_opaque;
|
||||
|
||||
global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.1;
|
||||
global uniform float global_snow_melt_time = -1.0;
|
||||
global uniform float global_snow_melt_speed = 0.1;
|
||||
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 half_width : hint_range(0.01, 20.0) = 1.0;
|
||||
uniform float half_depth : hint_range(0.01, 20.0) = 1.0;
|
||||
uniform float noise_scale : hint_range(0.05, 2.0) = 0.35;
|
||||
uniform float noise_strength : hint_range(0.0, 0.4) = 0.18;
|
||||
uniform float edge_rounding : hint_range(0.0, 0.3) = 0.12;
|
||||
uniform float side_shade : hint_range(0.2, 1.0) = 0.82;
|
||||
uniform float sparkle_strength : hint_range(0.0, 0.1) = 0.03;
|
||||
|
||||
varying float v_snow_amount;
|
||||
varying float v_noise;
|
||||
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
|
||||
}
|
||||
|
||||
float value_noise(vec2 p) {
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
float a = hash(i);
|
||||
float b = hash(i + vec2(1.0, 0.0));
|
||||
float c = hash(i + vec2(0.0, 1.0));
|
||||
float d = hash(i + vec2(1.0, 1.0));
|
||||
|
||||
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
|
||||
}
|
||||
|
||||
float fbm(vec2 p) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
value += value_noise(p * frequency) * amplitude;
|
||||
frequency *= 2.0;
|
||||
amplitude *= 0.5;
|
||||
}
|
||||
|
||||
return clamp(value, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float get_snow_amount() {
|
||||
float snow_amount = 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
|
||||
);
|
||||
}
|
||||
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);
|
||||
}
|
||||
return snow_amount;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
vec3 base_vertex = VERTEX;
|
||||
vec3 world_pos = (MODEL_MATRIX * vec4(base_vertex, 1.0)).xyz;
|
||||
float snow_amount = get_snow_amount();
|
||||
float noise_val = fbm(world_pos.xz * noise_scale);
|
||||
float thickness = max_height * snow_amount * mix(
|
||||
1.0 - noise_strength,
|
||||
1.0 + noise_strength,
|
||||
noise_val
|
||||
);
|
||||
float footprint_growth = smoothstep(0.0, 0.35, snow_amount);
|
||||
|
||||
float from_bottom = clamp((base_vertex.y + max_height * 0.5) / max_height, 0.0, 1.0);
|
||||
VERTEX.y = -max_height * 0.5 + thickness * from_bottom;
|
||||
VERTEX.x *= mix(0.92, 1.0, footprint_growth);
|
||||
VERTEX.z *= mix(0.94, 1.0, footprint_growth);
|
||||
|
||||
float edge_x = abs(base_vertex.x) / max(half_width, 0.001);
|
||||
float edge_z = abs(base_vertex.z) / max(half_depth, 0.001);
|
||||
float edge_mask = smoothstep(0.55, 1.0, max(edge_x, edge_z));
|
||||
float top_mask = smoothstep(0.6, 1.0, from_bottom) * snow_amount;
|
||||
float round_factor = edge_rounding * edge_mask * top_mask;
|
||||
VERTEX.x *= 1.0 - round_factor;
|
||||
VERTEX.z *= 1.0 - round_factor;
|
||||
|
||||
v_snow_amount = snow_amount;
|
||||
v_noise = noise_val;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
if (v_snow_amount <= 0.001) {
|
||||
ALPHA = 0.0;
|
||||
ALBEDO = global_snow_color.rgb;
|
||||
ROUGHNESS = 1.0;
|
||||
SPECULAR = 0.0;
|
||||
} else {
|
||||
float facing_up = clamp(NORMAL.y, 0.0, 1.0);
|
||||
float shade = mix(-sparkle_strength, sparkle_strength, v_noise);
|
||||
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
|
||||
|
||||
ALBEDO = mix(snow_albedo * side_shade, snow_albedo, facing_up);
|
||||
ROUGHNESS = mix(0.95, 0.72, facing_up);
|
||||
SPECULAR = 0.18;
|
||||
ALPHA = smoothstep(0.0, 0.28, v_snow_amount);
|
||||
}
|
||||
}
|
||||
1
core/daynight/snow_cap.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://c7js7ytvewmab
|
||||
@@ -6,11 +6,12 @@ global uniform vec2 global_wind_direction;
|
||||
global uniform float global_wind_scale;
|
||||
global uniform float global_wind_strength;
|
||||
global uniform float global_wind_fade;
|
||||
/*
|
||||
global uniform float global_snow_start_time;
|
||||
global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
global uniform vec4 global_snow_color;
|
||||
global uniform vec4 global_snow_color;*/
|
||||
global uniform float global_rain_intensity;
|
||||
|
||||
uniform sampler2D wind_noise : filter_linear_mipmap;
|
||||
@@ -87,24 +88,25 @@ void fragment() {
|
||||
vec2 shifted_uv = UV + texture_offset;
|
||||
vec4 tex = texture(alpha_texture, shifted_uv);
|
||||
|
||||
// Snow accumulation
|
||||
float snow_amount = 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);
|
||||
}
|
||||
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);
|
||||
vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
|
||||
vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
|
||||
//// Snow accumulation
|
||||
//float snow_amount = 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);
|
||||
//}
|
||||
//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);
|
||||
//vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
|
||||
//vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
|
||||
vec3 final_albedo = v_final_color;
|
||||
|
||||
// Rain wetness: darken and make shinier
|
||||
float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
|
||||
final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
|
||||
|
||||
@@ -1,22 +1,22 @@
|
||||
shader_type spatial;
|
||||
render_mode blend_mix, depth_draw_always;
|
||||
|
||||
// --- PARAMETRI COLORI ACQUA ---
|
||||
global uniform float global_rain_intensity;
|
||||
global uniform vec4 global_water_color = vec4(0.285, 0.534, 0.487, 1.0);
|
||||
|
||||
//Water color
|
||||
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
|
||||
uniform vec4 shallow_water_color : source_color = vec4(0.0, 0.4, 0.7, 1.0);
|
||||
// Impostato a 5.0 come piace a te per un'acqua super profonda!
|
||||
uniform float beer_law_factor : hint_range(0.0, 10.0) = 5.0;
|
||||
|
||||
// ---> PARAMETRI FAKE REFLECTION (SPECCHIATA) <---
|
||||
group_uniforms Fake_Reflection_Proximity;
|
||||
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
|
||||
uniform float reflection_strength : hint_range(0.0, 1.0) = 0.6;
|
||||
uniform float reflection_offset : hint_range(-0.5, 0.5) = 0.05; // Offset base
|
||||
// LA MAGIA DELLO SPECCHIO: Valori positivi (es. 0.1 o 0.2) capovolgeranno l'immagine
|
||||
uniform float reflection_stretch : hint_range(-1.0, 1.0) = 0.1;
|
||||
uniform float max_reflection_distance : hint_range(0.1, 10.0) = 1.5;
|
||||
|
||||
// ---> PARAMETRI RIPPLES <---
|
||||
//Ripples parameters
|
||||
group_uniforms Ripple_Settings;
|
||||
uniform vec4 ripple_color : source_color = vec4(1.0, 1.0, 1.0, 0.7);
|
||||
uniform float ripple_density : hint_range(0.0, 1.0) = 0.05;
|
||||
@@ -30,13 +30,11 @@ varying vec2 world_pos_xz;
|
||||
varying vec2 local_uv;
|
||||
|
||||
void vertex() {
|
||||
// Salviamo la posizione XZ e la UV locale per l'effetto specchio
|
||||
world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
|
||||
local_uv = UV;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// --- 1. LOGICA PROFONDITÀ (Beer's Law) ---
|
||||
float depth = texture(depth_texture, SCREEN_UV).r;
|
||||
vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth);
|
||||
vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
|
||||
@@ -46,13 +44,15 @@ void fragment() {
|
||||
|
||||
float water_depth_gradient = exp(-depth_difference * beer_law_factor);
|
||||
vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient);
|
||||
float rain_intensity = clamp(global_rain_intensity, 0.0, 1.0);
|
||||
base_water.rgb = mix(base_water.rgb, global_water_color.rgb, 0.7);
|
||||
|
||||
// --- 2. LOGICA RIPPLES CASUALI ---
|
||||
vec2 pos = world_pos_xz * ripple_scale;
|
||||
vec2 cell = floor(pos);
|
||||
vec2 local_pos = fract(pos) - 0.5;
|
||||
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;
|
||||
if (is_active_cell > 0.0) {
|
||||
@@ -62,19 +62,15 @@ void fragment() {
|
||||
- smoothstep(local_time, local_time + ripple_thickness, dist);
|
||||
ring *= (1.0 - local_time);
|
||||
}
|
||||
ring *= rain_intensity;
|
||||
|
||||
// --- 3. FAKE REFLECTION SPECCHIATA E A CORTO RAGGIO ---
|
||||
vec2 ref_uv = SCREEN_UV;
|
||||
|
||||
// Il trucco per "capovolgere" il riflesso usando l'UV del piano dell'acqua
|
||||
ref_uv.y -= reflection_offset + (local_uv.y * reflection_stretch);
|
||||
|
||||
// Distorciamo il riflesso dove ci sono i ripples
|
||||
ref_uv += ring * 0.01;
|
||||
|
||||
vec3 screen_ref = textureLod(screen_texture, ref_uv, 0.0).rgb;
|
||||
|
||||
// Maschera di distanza (limita il riflesso solo alle cose vicine)
|
||||
float ref_depth_raw = texture(depth_texture, ref_uv).r;
|
||||
vec3 ref_ndc = vec3(ref_uv * 2.0 - 1.0, ref_depth_raw);
|
||||
vec4 ref_view = INV_PROJECTION_MATRIX * vec4(ref_ndc, 1.0);
|
||||
@@ -86,16 +82,14 @@ void fragment() {
|
||||
float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo
|
||||
reflection_mask *= (1.0 - is_sky);
|
||||
|
||||
// --- 4. MIX FINALE ---
|
||||
vec3 final_rgb = mix(base_water.rgb, screen_ref, reflection_strength * reflection_mask);
|
||||
final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a);
|
||||
|
||||
ALBEDO = final_rgb;
|
||||
|
||||
// Alpha base dell'acqua + opacità dei ripples per farli sempre risaltare
|
||||
ALPHA = mix(0.98, 0.4, water_depth_gradient);
|
||||
ALPHA = clamp(ALPHA + (ring * ripple_color.a), 0.0, 1.0);
|
||||
|
||||
ROUGHNESS = 1.0;
|
||||
SPECULAR = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -49,6 +49,7 @@ var current_wind_speed: float = 0.0
|
||||
var current_wind_strength: float = 0.0
|
||||
var current_wind_fade: float = 0.0
|
||||
var max_wind_amount: int = 0
|
||||
var random_weather_restore_tween: Tween
|
||||
|
||||
func _init(wind: GPUParticles3D, snow: GPUParticles3D,
|
||||
fireflies: GPUParticles3D, rain: GPUParticles3D, ray: PackedScene,
|
||||
@@ -98,11 +99,13 @@ func _ready() -> void:
|
||||
UIEvents.toggle_snow.connect(toggle_snow)
|
||||
UIEvents.toggle_wind.connect(toggle_wind)
|
||||
UIEvents.wind_change.connect(change_wind_strength)
|
||||
UIEvents.trigger_random_weather.connect(trigger_random_weather_event)
|
||||
UIEvents.toggle_fireflies.connect(toggle_fireflies)
|
||||
UIEvents.toggle_storm.connect(toggle_storm)
|
||||
UIEvents.toggle_dust.connect(toggle_dust)
|
||||
UIEvents.toggle_blur.connect(toggle_blur)
|
||||
UIEvents.toggle_shadows.connect(toggle_shadows)
|
||||
_emit_weather_event_label()
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
|
||||
@@ -122,6 +125,7 @@ func _process(delta: float) -> void:
|
||||
var base_grad_top: Color
|
||||
var base_grad_bot: Color
|
||||
var base_grad_intensity: float
|
||||
var base_water_color: Color
|
||||
var base_rotation_sun: Vector3
|
||||
|
||||
if is_raining:
|
||||
@@ -149,6 +153,7 @@ func _process(delta: float) -> void:
|
||||
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_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)
|
||||
else:
|
||||
var t = day_time - 2.0
|
||||
@@ -162,6 +167,7 @@ func _process(delta: float) -> void:
|
||||
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_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)
|
||||
|
||||
var weather_color = environment_config.rain_mode_color
|
||||
@@ -173,6 +179,7 @@ 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_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_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_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, actual_snow_amount)
|
||||
@@ -186,6 +193,7 @@ 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_bot", final_grad_bot)
|
||||
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)
|
||||
|
||||
@@ -307,6 +315,7 @@ func toggle_wind(value: bool):
|
||||
particles_wind.emitting = is_windy
|
||||
|
||||
_apply_wind_state()
|
||||
_emit_weather_event_label()
|
||||
|
||||
#disable wind and set default values and materials
|
||||
func init_wind():
|
||||
@@ -410,6 +419,51 @@ func _update_wind_amount_from_strength(value: float) -> void:
|
||||
|
||||
environment_config.wind_amount = roundi(max_wind_amount * amount_ratio)
|
||||
|
||||
func trigger_random_weather_event(duration: float = 0.0) -> void:
|
||||
if random_weather_restore_tween and random_weather_restore_tween.is_valid():
|
||||
random_weather_restore_tween.kill()
|
||||
|
||||
var previous_rain: bool = is_raining
|
||||
var previous_snow: bool = is_snowing
|
||||
var previous_wind: bool = is_windy
|
||||
var previous_storm: bool = is_storm
|
||||
var random_event_index: int = randi_range(0, 3)
|
||||
match random_event_index:
|
||||
0:
|
||||
_apply_weather_event_state(false, true, false, false)
|
||||
1:
|
||||
_apply_weather_event_state(true, false, false, false)
|
||||
2:
|
||||
_apply_weather_event_state(false, false, true, false)
|
||||
_:
|
||||
_apply_weather_event_state(true, false, false, true)
|
||||
|
||||
if duration > 0.0:
|
||||
random_weather_restore_tween = create_tween()
|
||||
random_weather_restore_tween.tween_interval(duration)
|
||||
random_weather_restore_tween.tween_callback(func():
|
||||
_apply_weather_event_state(previous_rain, previous_snow, previous_wind, previous_storm)
|
||||
)
|
||||
|
||||
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:
|
||||
toggle_storm(false)
|
||||
if is_raining and not rain_enabled:
|
||||
toggle_rain(false)
|
||||
if is_snowing and not snow_enabled:
|
||||
toggle_snow(false)
|
||||
if is_windy and not wind_enabled:
|
||||
toggle_wind(false)
|
||||
|
||||
if not is_raining and rain_enabled:
|
||||
toggle_rain(true)
|
||||
if not is_snowing and snow_enabled:
|
||||
toggle_snow(true)
|
||||
if not is_windy and wind_enabled:
|
||||
toggle_wind(true)
|
||||
if not is_storm and storm_enabled:
|
||||
toggle_storm(true)
|
||||
|
||||
func _apply_cloud_config() -> void:
|
||||
var dir = environment_config.wind_direction
|
||||
var cloud_scale = environment_config.cloud_scale
|
||||
@@ -441,6 +495,7 @@ func _apply_cloud_config() -> void:
|
||||
|
||||
func toggle_storm(value: bool):
|
||||
is_storm = value
|
||||
_emit_weather_event_label()
|
||||
|
||||
#set lightning
|
||||
func init_lightning():
|
||||
@@ -554,6 +609,7 @@ func toggle_rain(value: bool):
|
||||
is_raining = value
|
||||
|
||||
if not particles_rain:
|
||||
_emit_weather_event_label()
|
||||
return
|
||||
|
||||
if is_raining and is_snowing:
|
||||
@@ -587,6 +643,7 @@ func toggle_rain(value: bool):
|
||||
trigger_after_rain())
|
||||
puddle_tween = create_tween()
|
||||
puddle_tween.tween_method(set_puddle_amount, puddle_amount, 0.0, environment_config.puddle_dry_time)
|
||||
_emit_weather_event_label()
|
||||
|
||||
func trigger_morning() -> void:
|
||||
spawn_single_godray()
|
||||
@@ -685,6 +742,23 @@ func toggle_snow(value: bool):
|
||||
snow_tween.kill()
|
||||
snow_tween = create_tween()
|
||||
snow_tween.tween_method(init_snow_amount, actual_snow_amount, target_snow_amount, environment_config.snow_transaction_time)
|
||||
_emit_weather_event_label()
|
||||
|
||||
func _emit_weather_event_label() -> void:
|
||||
var weather_label := "Weather: Clear"
|
||||
if is_storm:
|
||||
weather_label = "Weather: Storm"
|
||||
else:
|
||||
var active_events: Array[String] = []
|
||||
if is_snowing:
|
||||
active_events.append("Snow")
|
||||
if is_raining:
|
||||
active_events.append("Rain")
|
||||
if is_windy:
|
||||
active_events.append("Wind")
|
||||
if not active_events.is_empty():
|
||||
weather_label = "Weather: %s" % " + ".join(active_events)
|
||||
UIEvents.weather_event_changed.emit(weather_label)
|
||||
|
||||
#disable snow and set default values and shader
|
||||
func init_snow(value: float = 0.0):
|
||||
@@ -699,6 +773,13 @@ func init_snow(value: float = 0.0):
|
||||
RenderingServer.global_shader_parameter_set("global_snow_color", environment_config.snow_color)
|
||||
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_max_accumulation", environment_config.snow_max_accumulation)
|
||||
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_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_noise_scale", environment_config.snow_cap_noise_scale)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_cap_noise_strength", environment_config.snow_cap_noise_strength)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_start_time", -1.0)
|
||||
RenderingServer.global_shader_parameter_set("global_snow_melt_time", -1.0)
|
||||
|
||||
|
||||
@@ -6,8 +6,16 @@ global uniform float global_snow_start_time = -1.0;
|
||||
global uniform float global_snow_accumulation_speed = 0.1;
|
||||
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 float global_snow_threshold = 0.5;
|
||||
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 bool global_snow_cap_enabled = true;
|
||||
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_end = 0.96;
|
||||
global uniform float global_snow_cap_noise_scale = 0.22;
|
||||
global uniform float global_snow_cap_noise_strength = 0.18;
|
||||
uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15;
|
||||
uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.2;
|
||||
uniform float snow_roughness_variation : hint_range(0.0, 0.3) = 0.15;
|
||||
@@ -29,6 +37,58 @@ uniform float puddle_threshold : hint_range(0.0, 0.8) = 0.45;
|
||||
|
||||
uniform sampler2D noise_texture : filter_linear_mipmap, repeat_enable;
|
||||
|
||||
varying float v_snow_amount;
|
||||
varying float v_snow_cap_mask;
|
||||
|
||||
float hash(vec2 p) {
|
||||
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
|
||||
}
|
||||
|
||||
float value_noise(vec2 p) {
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
float a = hash(i);
|
||||
float b = hash(i + vec2(1.0, 0.0));
|
||||
float c = hash(i + vec2(0.0, 1.0));
|
||||
float d = hash(i + vec2(1.0, 1.0));
|
||||
|
||||
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
|
||||
}
|
||||
|
||||
float fbm(vec2 p) {
|
||||
float value = 0.0;
|
||||
float amplitude = 0.5;
|
||||
float frequency = 1.0;
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
value += value_noise(p * frequency) * amplitude;
|
||||
frequency *= 2.0;
|
||||
amplitude *= 0.5;
|
||||
}
|
||||
|
||||
return clamp(value, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float get_snow_progress() {
|
||||
bool has_snow_timeline = global_snow_start_time >= 0.0 || global_snow_melt_time >= 0.0;
|
||||
float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
|
||||
|
||||
if (has_snow_timeline) {
|
||||
snow_progress = 0.0;
|
||||
if (global_snow_start_time >= 0.0) {
|
||||
snow_progress = 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_progress *= (1.0 - melt);
|
||||
}
|
||||
}
|
||||
|
||||
return snow_progress;
|
||||
}
|
||||
|
||||
float ripple_ring(vec2 uv, float time_offset) {
|
||||
float d = length(uv);
|
||||
float ring = sin(d * 30.0 - TIME * ripple_speed + time_offset) * 0.5 + 0.5;
|
||||
@@ -36,6 +96,27 @@ float ripple_ring(vec2 uv, float time_offset) {
|
||||
return ring * fade;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
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_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
||||
|
||||
float flat_surface = smoothstep(
|
||||
max(global_snow_threshold, global_snow_cap_flatness_start),
|
||||
global_snow_cap_flatness_end,
|
||||
world_normal.y
|
||||
);
|
||||
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_variation = mix(1.0 - global_snow_cap_noise_strength, 1.0 + global_snow_cap_noise_strength, cap_noise);
|
||||
|
||||
v_snow_amount = snow_progress;
|
||||
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_accumulation * v_snow_cap_mask);
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
vec3 world_normal = normalize((INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
|
||||
@@ -43,25 +124,23 @@ void fragment() {
|
||||
float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
|
||||
|
||||
//Snow
|
||||
float snow_amount = 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);
|
||||
}
|
||||
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 snow_progress = v_snow_amount;
|
||||
float snow_accumulation = snow_progress * global_snow_max_accumulation;
|
||||
|
||||
float snow_edge = smoothstep(
|
||||
global_snow_threshold - snow_edge_softness,
|
||||
global_snow_threshold + snow_edge_softness,
|
||||
facing_up + (noise_val - 0.5) * 0.4
|
||||
);
|
||||
float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_amount - 0.4);
|
||||
float snow_factor = snow_edge * snow_coverage * 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_progress - 0.4 + flat_accumulation * 0.25);
|
||||
float snow_factor = max(snow_edge * snow_coverage * snow_progress, flat_accumulation);
|
||||
float snow_opacity = smoothstep(0.04, 0.28, snow_factor);
|
||||
snow_opacity = max(snow_opacity, flat_accumulation * 0.9);
|
||||
|
||||
float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
|
||||
vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
|
||||
snow_albedo = mix(snow_albedo, vec3(1.0), 0.18 + snow_opacity * 0.12);
|
||||
float snow_rough = mix(0.15 - snow_roughness_variation, 0.15 + snow_roughness_variation, noise_val);
|
||||
|
||||
//Rain
|
||||
@@ -173,7 +252,7 @@ void fragment() {
|
||||
ALBEDO = snow_albedo;
|
||||
ROUGHNESS = snow_rough;
|
||||
METALLIC = 0.0;
|
||||
ALPHA = snow_factor;
|
||||
ALPHA = snow_opacity;
|
||||
} else {
|
||||
ALBEDO = rain_albedo;
|
||||
ROUGHNESS = rain_rough;
|
||||
|
||||
@@ -5,3 +5,17 @@
|
||||
[resource]
|
||||
render_priority = 0
|
||||
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
|
||||
|
||||
@@ -7,16 +7,13 @@ global uniform float global_snow_accumulation_speed;
|
||||
global uniform float global_snow_melt_time;
|
||||
global uniform float global_snow_melt_speed;
|
||||
global uniform vec4 global_snow_color;
|
||||
|
||||
// Rain globals
|
||||
global uniform float global_rain_intensity;
|
||||
global uniform float global_rain_puddle_amount;
|
||||
|
||||
// Snow parameters
|
||||
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;
|
||||
|
||||
|
||||
// Rain wetness parameters
|
||||
global uniform float global_rain_intensity;
|
||||
global uniform float global_rain_puddle_amount;
|
||||
uniform float ripple_scale : hint_range(0.1, 5.0) = 1.5;
|
||||
uniform float ripple_speed : hint_range(0.5, 5.0) = 2.0;
|
||||
uniform float ripple_layers : hint_range(1.0, 4.0) = 3.0;
|
||||
|
||||
@@ -1,7 +1,21 @@
|
||||
[gd_resource type="ShaderMaterial" format=3]
|
||||
[gd_resource type="ShaderMaterial" format=3 uid="uid://b34bnqbrtxktw"]
|
||||
|
||||
[ext_resource type="Shader" path="res://core/daynight/weather_plain_shader.gdshader" id="1_weather_plain"]
|
||||
[ext_resource type="Shader" uid="uid://do8puw7u8dvry" path="res://core/daynight/weather_plain_shader.gdshader" id="1_weather_plain"]
|
||||
[ext_resource type="Texture2D" uid="uid://bpswbjh4jj1ou" path="res://core/daynight/noise.tres" id="2_noise"]
|
||||
|
||||
[resource]
|
||||
render_priority = 0
|
||||
shader = ExtResource("1_weather_plain")
|
||||
shader_parameter/snow_edge_softness = 0.15
|
||||
shader_parameter/snow_color_variation = 0.05
|
||||
shader_parameter/ripple_scale = 1.5
|
||||
shader_parameter/ripple_speed = 2.0
|
||||
shader_parameter/ripple_layers = 3.0
|
||||
shader_parameter/streak_scale = 2.0
|
||||
shader_parameter/streak_speed = 0.8
|
||||
shader_parameter/wetness_darkening = 0.25
|
||||
shader_parameter/wet_roughness = 0.05
|
||||
shader_parameter/rain_normal_strength = 0.4
|
||||
shader_parameter/puddle_noise_scale = 0.08
|
||||
shader_parameter/puddle_threshold = 0.45
|
||||
shader_parameter/noise_texture = ExtResource("2_noise")
|
||||
|
||||
@@ -1,31 +1,26 @@
|
||||
shader_type spatial;
|
||||
render_mode unshaded;
|
||||
|
||||
global uniform float global_wind_speed = 1.0; //0.0 = calm, 1.0 = normal, 2.0+ = strong
|
||||
global uniform vec2 global_wind_direction = vec2(1.0, 0.0);
|
||||
|
||||
uniform float wave_frequency = 1.0;
|
||||
uniform float base_amplitude = 0.5;
|
||||
uniform float secondary_ratio = 0.6;
|
||||
uniform float time_scale_base = 3.0;
|
||||
// --- PARAMETRI ---
|
||||
uniform float time_scale = 3.0;
|
||||
uniform float wave_amplitude = 0.5; // Quanto curva a destra/sinistra
|
||||
uniform float wave_frequency = 1.0; // Ogni quanto fa la curva
|
||||
|
||||
void vertex() {
|
||||
float random_seed_offset = INSTANCE_CUSTOM.x * 100.0;
|
||||
float scaled_time = (TIME + random_seed_offset) * (time_scale_base * global_wind_speed);
|
||||
float amplitude = base_amplitude * global_wind_speed;
|
||||
|
||||
vec2 wind_dir = normalize(global_wind_direction);
|
||||
vec2 wind_perp = vec2(-wind_dir.y, wind_dir.x); //90° perpendicular
|
||||
|
||||
float primary_sway = sin(VERTEX.y * wave_frequency + scaled_time) * amplitude;
|
||||
float secondary_sway = sin(VERTEX.y * wave_frequency * 1.3 + scaled_time * 0.7 + 1.57)
|
||||
* (amplitude * secondary_ratio);
|
||||
|
||||
VERTEX.x += primary_sway * wind_dir.x + secondary_sway * wind_perp.x;
|
||||
VERTEX.z += primary_sway * wind_dir.y + secondary_sway * wind_perp.y;
|
||||
// Creiamo un offset unico per ogni particella in modo che non si muovano tutte uguali
|
||||
float random_seed_offset = INSTANCE_CUSTOM.x * 100.0;
|
||||
float scaled_time = (TIME + random_seed_offset) * time_scale;
|
||||
|
||||
// Applichiamo SOLO la curva morbida all'asse X (o Z, a seconda di come orienti la scena)
|
||||
// Usiamo VERTEX.y per far sì che la curva si propaghi lungo tutta la lunghezza della scia
|
||||
VERTEX.x += sin(VERTEX.y * wave_frequency + scaled_time) * wave_amplitude;
|
||||
|
||||
// Niente più "VERTEX.y += t;", quindi niente più teletrasporti!
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// Il colore e l'alpha (per lo spawn dolce e la morte lenta)
|
||||
// vengono comandati dalla Color Ramp del GPUParticles3D!
|
||||
ALBEDO = COLOR.rgb;
|
||||
ALPHA = COLOR.a;
|
||||
}
|
||||
@@ -81,8 +81,9 @@ extends Resource
|
||||
#Post-process effect toggles (initial values)
|
||||
@export_group("Post Process")
|
||||
@export var enable_dust: bool = false #Floating dust particles overlay
|
||||
@export var enable_blur: bool = false #Screen blur effect
|
||||
@export var enable_blur: bool = true #Screen blur effect
|
||||
@export var enable_environment_shadows: bool = true #Cloud shadow projection on terrain
|
||||
@export var enable_fog: bool = true #Enable fog around the train
|
||||
@export var blur_amount: float = 0.6
|
||||
|
||||
@export_group("Dust")
|
||||
@@ -100,7 +101,7 @@ extends Resource
|
||||
|
||||
#Rain weather settings
|
||||
@export_group("Rain")
|
||||
@export var rain_mode_color: Color = Color(0.5, 0.6, 0.7, 1.0) #Sky/light darkening color during rain
|
||||
@export var rain_mode_color: Color = Color(0.85, 0.89, 0.93, 1.0) #Sky/light darkening color during rain
|
||||
@export var rain_fade_time: float = 5.0 #Seconds for rain particles to fade in/out
|
||||
@export var rain_audio_volume_db: float = -10.0 #Target rain loop volume in decibels
|
||||
@export var puddle_form_time: float = 15.0 #Seconds for puddles to fully form
|
||||
@@ -109,7 +110,7 @@ extends Resource
|
||||
#Storm settings (applied on top of rain when storm is active)
|
||||
@export_group("Storm")
|
||||
@export var storm_rain_intensity_multiplier: float = 1.5 #Rain intensity target during storm (1.0 = normal rain)
|
||||
@export var storm_mode_color: Color = Color(0.476, 0.531, 0.639, 1.0) #Additional sky darkening color during storm
|
||||
@export var storm_mode_color: Color = Color(0.78, 0.83, 0.89, 1.0) #Additional sky darkening color during storm
|
||||
|
||||
#Lightning and thunder configuration
|
||||
@export_group("Lightning and Thunders")
|
||||
@@ -133,15 +134,27 @@ extends Resource
|
||||
@export var godray_spawn_height: float = 5.0 #Y world position where god rays spawn
|
||||
@export var godray_scale: Vector3 = Vector3(2.0, 6.0, 2.0) #Scale of the god ray mesh
|
||||
|
||||
#Train start settings
|
||||
@export_group("Train Start")
|
||||
@export var train_start_from_random_position: bool = false #When enabled the train starts from a random offset on the rail curve instead of a stop
|
||||
@export_range(0, 64, 1, "or_greater") var train_start_stop_index: int = 1 #Stop index used for the train start when random start is disabled
|
||||
|
||||
#Snow settings
|
||||
@export_group("Snow")
|
||||
@export var snow_amount: float = 0.0 #Initial snow coverage amount (0.0 = none, 1.0 = full)
|
||||
@export var snow_transaction_time: float = 10.0 #Seconds for snow shader to fully transition in/out
|
||||
@export var snow_fade_time: float = 5.0 #Seconds for snow particles to fade in/out
|
||||
@export var snow_threshold: float = 0.4 #Normal Y threshold for snow accumulation on surfaces
|
||||
@export var snow_accumulation_speed: float = 0.02 #Accumulation speed: 0.1 -> 10s, 0.05 -> 20s, 0.02 -> 50s, 0.2 -> 5s
|
||||
@export var snow_accumulation_speed: float = 0.014 #Accumulation speed: 0.1 -> 10s, 0.05 -> 20s, 0.02 -> 50s, 0.012 -> ~83s
|
||||
@export var snow_melt_speed: float = 0.05 #Speed at which accumulated snow melts away
|
||||
@export var show_snow_accumulation_volume: bool = true #Enables vertex snow buildup; when false snow only changes surface color
|
||||
@export var snow_max_accumulation: float = 0.25 #Maximum accumulated snow factor applied to coverage and thickness
|
||||
@export var snow_color: Color = Color(0.9, 0.95, 1.0) #Albedo color of snow on surfaces
|
||||
@export var snow_cap_height: float = 0.03 #Maximum snow thickness extruded on flat surfaces
|
||||
@export var snow_cap_flatness_start: float = 0.85 #Surface normal Y where cap buildup starts
|
||||
@export var snow_cap_flatness_end: float = 0.96 #Surface normal Y where cap buildup reaches full effect
|
||||
@export var snow_cap_noise_scale: float = 0.22 #Noise scale used to vary the snow cap silhouette
|
||||
@export var snow_cap_noise_strength: float = 0.12 #How much the cap noise changes the accumulated thickness
|
||||
@export var snow_mode_color: Color = Color(0.556, 0.62, 0.683, 1.0) #Sky/light darkening color during snow
|
||||
|
||||
#Wind settings
|
||||
@@ -152,7 +165,7 @@ extends Resource
|
||||
@export var wind_direction: Vector2 = Vector2(0.5, 0.4) #Global wind direction (XZ)
|
||||
@export var wind_speed: float = 0.2 #Global wind animation speed
|
||||
@export var wind_scale: float = 0.025 #Global wind noise scale
|
||||
@export var wind_strength: float = 0.6 #Global wind displacement strength
|
||||
@export var wind_strength: float = 0.3 #Global wind displacement strength
|
||||
@export var cloud_scale: float = 0.5 #Cloud noise scale in sky shader
|
||||
@export var cloud_speed: float = 0.05 #Cloud movement speed in sky shader
|
||||
@export_range(0.01, 1.0) var cloud_scale_envshadows_rate: float = 0.01 #Cloud scale multiplier for environment shadows
|
||||
@@ -164,3 +177,10 @@ extends Resource
|
||||
@export var fireflies_amount: int = 60 #Number of firefly particles
|
||||
@export var fireflies_spawn_ray: float = 20.0 #Horizontal spawn radius
|
||||
@export var fireflies_spawn_height: float = 3.0 #Vertical spawn range
|
||||
|
||||
#Water settings
|
||||
@export_group("Water")
|
||||
@export var water_color_morning: Color = Color(0.285, 0.534, 0.487, 1.0) #Tint for morning
|
||||
@export var water_color_afternoon: Color = Color(0.889, 0.733, 0.205, 1.0) #Tint for afternoon (sunset)
|
||||
@export var water_color_night: Color = Color(0.728, 0.54, 0.986, 1.0); #Tint for night
|
||||
@export var water_darkening_rain: float = 0.7 #Percentage of darkening when is rainy
|
||||
|
||||
@@ -19,7 +19,7 @@ func set_particles_node_color(node: GPUParticles3D, new_color: Color) -> void:
|
||||
unique_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mesh.material = unique_mat
|
||||
|
||||
func turnon() -> void:
|
||||
func turn_on() -> void:
|
||||
if rocket:
|
||||
rocket.emitting = true
|
||||
|
||||
|
||||
@@ -10,6 +10,10 @@ signal toggle_wind(value: bool)
|
||||
@warning_ignore("unused_signal")
|
||||
signal wind_change(value: float)
|
||||
@warning_ignore("unused_signal")
|
||||
signal trigger_random_weather(duration: float)
|
||||
@warning_ignore("unused_signal")
|
||||
signal weather_event_changed(description: String)
|
||||
@warning_ignore("unused_signal")
|
||||
signal toggle_fireflies(value: bool)
|
||||
@warning_ignore("unused_signal")
|
||||
signal toggle_storm(value: bool)
|
||||
@@ -23,9 +27,15 @@ signal toggle_dust(value: bool)
|
||||
signal toggle_blur(value: bool)
|
||||
@warning_ignore("unused_signal")
|
||||
signal toggle_shadows(value: bool)
|
||||
@warning_ignore("unused_signal")
|
||||
signal toggle_fog(value: bool)
|
||||
|
||||
#day cycle signals
|
||||
@warning_ignore("unused_signal")
|
||||
signal toggle_pause_daytime(value: bool)
|
||||
@warning_ignore("unused_signal")
|
||||
signal day_time_changed(value: float, time_string: String)
|
||||
@warning_ignore("unused_signal")
|
||||
signal time_option_item_changed(index: int)
|
||||
@warning_ignore("unused_signal")
|
||||
signal day_time_option_changed(index: int)
|
||||
|
||||
@@ -7,15 +7,14 @@
|
||||
[ext_resource type="PackedScene" uid="uid://ujv2f1l4d2ps" path="res://core/biome_generator/biome_generator.tscn" id="4_yrmqs"]
|
||||
[ext_resource type="Script" uid="uid://wv6kcqkibium" path="res://core/biome_generator/biome.gd" id="5_2wjys"]
|
||||
[ext_resource type="PackedScene" uid="uid://cv5xmnow451kl" path="res://core/camera.tscn" id="5_8tojn"]
|
||||
[ext_resource type="PackedScene" uid="uid://botm0dqtr5whb" path="res://docs/museums/daynight/scenes/chunk_c_e_1/chunk_c_e_1.tscn" id="6_21usy"]
|
||||
[ext_resource type="Script" uid="uid://dboerd4a6dwj7" path="res://docs/museums/biome_generator/rails.gd" id="6_pypsn"]
|
||||
[ext_resource type="PackedScene" uid="uid://dvk3bytqn3m5s" path="res://docs/museums/biome_generator/main_train.tscn" id="6_wjpfq"]
|
||||
[ext_resource type="PackedScene" uid="uid://givg3dyrxsk5" path="res://docs/museums/daynight/scenes/chunk_c_f_1/chunk_c_f_1.tscn" id="7_qe84w"]
|
||||
[ext_resource type="PackedScene" uid="uid://crlk31ecl480n" path="res://tgcc/chunk/countryside/scene/chunk_country_corner_03.tscn" id="6_21usy"]
|
||||
[ext_resource type="Script" uid="uid://dboerd4a6dwj7" path="res://core/biome_generator/rails.gd" id="6_pypsn"]
|
||||
[ext_resource type="PackedScene" uid="uid://dvk3bytqn3m5s" path="res://tgcc/train/main_train.tscn" id="6_wjpfq"]
|
||||
[ext_resource type="PackedScene" uid="uid://brpp7fe5noq8v" path="res://tgcc/chunk/countryside/scene/chunk_country_cross_3_01.tscn" id="7_qe84w"]
|
||||
[ext_resource type="PackedScene" uid="uid://0kgjaqijaqku" path="res://docs/museums/biome_generator/rails.tscn" id="8_mb5yv"]
|
||||
[ext_resource type="PackedScene" uid="uid://bi12g5nj421jv" path="res://docs/museums/daynight/scenes/chunk_f_e_1/chunk_f_e_1.tscn" id="8_qe84w"]
|
||||
[ext_resource type="PackedScene" uid="uid://dn1btv0e0ses7" path="res://core/fireworks.tscn" id="8_xtogr"]
|
||||
[ext_resource type="PackedScene" uid="uid://cpebna545ihfh" path="res://docs/museums/daynight/scenes/chunk_f_l_2/chunk_f_l_2.tscn" id="9_3qrd0"]
|
||||
[ext_resource type="PackedScene" uid="uid://xebpudhewwwj" path="res://docs/museums/daynight/scenes/chunk_c_l_2/chunk_c_l_2.tscn" id="9_sw7bt"]
|
||||
[ext_resource type="PackedScene" uid="uid://cu2chsjh8wuvp" path="res://tgcc/chunk/countryside/scene/chunk_country_straight_02.tscn" id="9_sw7bt"]
|
||||
[ext_resource type="PackedScene" uid="uid://c73yk6858dmwn" path="res://tgcc/chunk/countryside/scene/chunk_country_cross_4_01.tscn" id="10_c7mkj"]
|
||||
[ext_resource type="PackedScene" uid="uid://cmuvmmp7xam4o" path="res://core/daynight/environment_management.tscn" id="16_c7mkj"]
|
||||
[ext_resource type="AudioStream" uid="uid://dvabvoqyya0g5" path="res://core/daynight/sounds/thunder_3.mp3" id="17_sw7bt"]
|
||||
[ext_resource type="AudioStream" uid="uid://creenugno7hm" path="res://core/daynight/sounds/thunder_4.mp3" id="18_2l6dd"]
|
||||
@@ -102,13 +101,7 @@ compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_q52t
|
||||
[sub_resource type="Resource" id="Resource_3qrd0"]
|
||||
script = ExtResource("5_2wjys")
|
||||
name = "countryside"
|
||||
available_chunks = Array[PackedScene]([ExtResource("6_21usy"), ExtResource("7_qe84w"), ExtResource("9_sw7bt")])
|
||||
metadata/_custom_type_script = "uid://wv6kcqkibium"
|
||||
|
||||
[sub_resource type="Resource" id="Resource_2qks6"]
|
||||
script = ExtResource("5_2wjys")
|
||||
name = "Forest"
|
||||
available_chunks = Array[PackedScene]([ExtResource("8_qe84w"), ExtResource("9_3qrd0")])
|
||||
available_chunks = Array[PackedScene]([ExtResource("6_21usy"), ExtResource("7_qe84w"), ExtResource("9_sw7bt"), ExtResource("10_c7mkj")])
|
||||
metadata/_custom_type_script = "uid://wv6kcqkibium"
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_pypsn"]
|
||||
@@ -140,9 +133,10 @@ compositor = SubResource("Compositor_mb5yv")
|
||||
|
||||
[node name="biome_generator" parent="." unique_id=1861369341 node_paths=PackedStringArray("rail_path") instance=ExtResource("4_yrmqs")]
|
||||
rail_path = NodePath("../rails")
|
||||
biome_list = Array[ExtResource("5_2wjys")]([SubResource("Resource_3qrd0"), SubResource("Resource_2qks6")])
|
||||
biome_list = Array[ExtResource("5_2wjys")]([SubResource("Resource_3qrd0")])
|
||||
|
||||
[node name="Terrain" type="MeshInstance3D" parent="." unique_id=219178561]
|
||||
visible = false
|
||||
material_override = SubResource("StandardMaterial3D_pypsn")
|
||||
mesh = SubResource("BoxMesh_xtogr")
|
||||
|
||||
@@ -185,10 +179,10 @@ script = ExtResource("23_27ile")
|
||||
|
||||
[node name="Snow" type="CheckButton" parent="Control" unique_id=454394427]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 13.0
|
||||
offset_right = 109.0
|
||||
offset_bottom = 44.0
|
||||
offset_left = 8.0
|
||||
offset_top = 173.0
|
||||
offset_right = 98.0
|
||||
offset_bottom = 204.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
@@ -199,10 +193,10 @@ text = "Snow"
|
||||
|
||||
[node name="Rain" type="CheckButton" parent="Control" unique_id=837805524]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 41.0
|
||||
offset_right = 109.0
|
||||
offset_bottom = 72.0
|
||||
offset_left = 8.0
|
||||
offset_top = 201.0
|
||||
offset_right = 96.0
|
||||
offset_bottom = 232.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
@@ -213,10 +207,10 @@ text = "Rain"
|
||||
|
||||
[node name="Wind" type="CheckButton" parent="Control" unique_id=1013004982]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 91.0
|
||||
offset_right = 109.0
|
||||
offset_bottom = 122.0
|
||||
offset_left = 8.0
|
||||
offset_top = 231.0
|
||||
offset_right = 96.0
|
||||
offset_bottom = 262.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
@@ -227,19 +221,19 @@ text = "Wind"
|
||||
|
||||
[node name="WindSlider" type="HSlider" parent="Control" unique_id=28050098]
|
||||
layout_mode = 0
|
||||
offset_left = 26.0
|
||||
offset_top = 124.0
|
||||
offset_right = 205.0
|
||||
offset_bottom = 140.0
|
||||
offset_left = 103.0
|
||||
offset_top = 238.0
|
||||
offset_right = 187.0
|
||||
offset_bottom = 254.0
|
||||
max_value = 1.0
|
||||
step = 0.01
|
||||
|
||||
[node name="Fireflies" type="CheckButton" parent="Control" unique_id=1046228444]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 169.0
|
||||
offset_right = 130.0
|
||||
offset_bottom = 200.0
|
||||
offset_left = 8.0
|
||||
offset_top = 259.0
|
||||
offset_right = 117.0
|
||||
offset_bottom = 290.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
@@ -250,10 +244,10 @@ text = "Fireflies"
|
||||
|
||||
[node name="Storm" type="CheckButton" parent="Control" unique_id=1792625744]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 66.0
|
||||
offset_right = 117.0
|
||||
offset_bottom = 97.0
|
||||
offset_left = 98.0
|
||||
offset_top = 201.0
|
||||
offset_right = 194.0
|
||||
offset_bottom = 232.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
@@ -264,73 +258,88 @@ text = "Storm"
|
||||
|
||||
[node name="DayTimeLabel" type="Label" parent="Control" unique_id=1124935856]
|
||||
layout_mode = 0
|
||||
offset_left = 26.0
|
||||
offset_top = 150.0
|
||||
offset_right = 360.0
|
||||
offset_bottom = 173.0
|
||||
offset_left = 13.0
|
||||
offset_top = 15.0
|
||||
offset_right = 347.0
|
||||
offset_bottom = 38.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
|
||||
text = "Time 00:00"
|
||||
|
||||
[node name="DayTimeSlider" type="HSlider" parent="Control" unique_id=1865778345]
|
||||
layout_mode = 0
|
||||
offset_left = 26.0
|
||||
offset_top = 228.0
|
||||
offset_right = 205.0
|
||||
offset_bottom = 244.0
|
||||
offset_left = 13.0
|
||||
offset_top = 40.0
|
||||
offset_right = 138.0
|
||||
offset_bottom = 56.0
|
||||
max_value = 1.0
|
||||
step = 0.01
|
||||
|
||||
[node name="DayTimeOptions" type="OptionButton" parent="Control" unique_id=928646468]
|
||||
layout_mode = 0
|
||||
offset_left = 13.0
|
||||
offset_top = 59.0
|
||||
offset_right = 124.0
|
||||
offset_bottom = 90.0
|
||||
selected = 1
|
||||
item_count = 4
|
||||
popup/item_0/text = "Sunrise"
|
||||
popup/item_0/id = 1
|
||||
popup/item_1/text = "Day"
|
||||
popup/item_1/id = 2
|
||||
popup/item_2/text = "Sunset"
|
||||
popup/item_2/id = 3
|
||||
popup/item_3/text = "Night"
|
||||
popup/item_3/id = 4
|
||||
|
||||
[node name="Dust" type="CheckButton" parent="Control" unique_id=760281365]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 304.0
|
||||
offset_right = 150.0
|
||||
offset_bottom = 335.0
|
||||
offset_left = 8.0
|
||||
offset_top = 91.0
|
||||
offset_right = 137.0
|
||||
offset_bottom = 122.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_hover_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
|
||||
button_pressed = true
|
||||
text = "Dust"
|
||||
|
||||
[node name="Blur" type="CheckButton" parent="Control" unique_id=1083708100]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 332.0
|
||||
offset_right = 150.0
|
||||
offset_bottom = 363.0
|
||||
offset_left = 8.0
|
||||
offset_top = 118.0
|
||||
offset_right = 137.0
|
||||
offset_bottom = 149.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_hover_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
|
||||
button_pressed = true
|
||||
text = "Blur"
|
||||
|
||||
[node name="Pause" type="CheckButton" parent="Control" unique_id=1587043871]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 243.0
|
||||
offset_right = 158.0
|
||||
offset_bottom = 274.0
|
||||
offset_left = 143.0
|
||||
offset_top = 31.0
|
||||
offset_right = 238.0
|
||||
offset_bottom = 62.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_hover_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
|
||||
text = "Pause Time"
|
||||
text = "Pause"
|
||||
|
||||
[node name="Shadows" type="CheckButton" parent="Control" unique_id=283354318]
|
||||
layout_mode = 0
|
||||
offset_left = 21.0
|
||||
offset_top = 356.0
|
||||
offset_right = 150.0
|
||||
offset_bottom = 387.0
|
||||
offset_left = 8.0
|
||||
offset_top = 145.0
|
||||
offset_right = 137.0
|
||||
offset_bottom = 176.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
@@ -340,20 +349,29 @@ theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
|
||||
button_pressed = true
|
||||
text = "Shadows"
|
||||
|
||||
[node name="Guide" type="Label" parent="Control" unique_id=2121474959]
|
||||
[node name="RandomWeather" type="Button" parent="Control" unique_id=1047710802]
|
||||
layout_mode = 0
|
||||
offset_left = 26.0
|
||||
offset_top = 401.0
|
||||
offset_right = 339.0
|
||||
offset_bottom = 606.0
|
||||
text = "R-> Reset isometric camera
|
||||
C-> Toggle cinematic mode
|
||||
Z-> soft zoom
|
||||
Manual controls (1-5)
|
||||
T -> go to next stop
|
||||
F -> fireworks
|
||||
BACKSPACE -> stop train
|
||||
ARROW UP/DOWN -> change train speed"
|
||||
offset_left = 12.0
|
||||
offset_top = 289.0
|
||||
offset_right = 157.0
|
||||
offset_bottom = 320.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_focus_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_hover_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_hover_pressed_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
|
||||
text = "Random Weather (10\")"
|
||||
|
||||
[node name="WeatherEventLabel" type="Label" parent="Control" unique_id=641424797]
|
||||
layout_mode = 0
|
||||
offset_left = 1656.0
|
||||
offset_top = 11.0
|
||||
offset_right = 1908.0
|
||||
offset_bottom = 34.0
|
||||
theme_override_colors/font_color = Color(1, 1, 1, 1)
|
||||
theme_override_colors/font_outline_color = Color(1, 1, 1, 1)
|
||||
text = "Weather: Clear"
|
||||
|
||||
[connection signal="toggled" from="Control/Snow" to="Control" method="_on_snow_toggled"]
|
||||
[connection signal="toggled" from="Control/Rain" to="Control" method="_on_rain_toggled"]
|
||||
@@ -362,7 +380,9 @@ ARROW UP/DOWN -> change train speed"
|
||||
[connection signal="toggled" from="Control/Fireflies" to="Control" method="_on_fireflies_toggled"]
|
||||
[connection signal="toggled" from="Control/Storm" to="Control" method="_on_storm_toggled"]
|
||||
[connection signal="value_changed" from="Control/DayTimeSlider" to="Control" method="_on_day_time_slider_value_changed"]
|
||||
[connection signal="item_selected" from="Control/DayTimeOptions" to="Control" method="_on_option_button_item_selected"]
|
||||
[connection signal="toggled" from="Control/Dust" to="Control" method="_on_dust_toggled"]
|
||||
[connection signal="toggled" from="Control/Blur" to="Control" method="_on_blur_toggled"]
|
||||
[connection signal="toggled" from="Control/Pause" to="Control" method="_on_pause_toggled"]
|
||||
[connection signal="toggled" from="Control/Shadows" to="Control" method="_on_shadows_toggled"]
|
||||
[connection signal="pressed" from="Control/RandomWeather" to="Control" method="_on_random_weather_pressed"]
|
||||
|
||||
428
docs/museums/biome_generator/museum_map.tscn
Normal file
@@ -1,16 +1,20 @@
|
||||
extends Control
|
||||
|
||||
@onready var day_night: EnvironmentManagerRoot = get_node_or_null("../DayNight") as EnvironmentManagerRoot
|
||||
@onready var day_night: EnvironmentManagerRoot = $"../DayNight"
|
||||
@onready var weather_event_label: Label = $WeatherEventLabel
|
||||
@onready var day_time_label: Label = $DayTimeLabel
|
||||
@onready var day_time_slider: HSlider = $DayTimeSlider
|
||||
@onready var wind_slider: HSlider = get_node_or_null("WindSlider") as HSlider
|
||||
|
||||
@onready var wind_slider: HSlider = $WindSlider
|
||||
@onready var day_time_option: OptionButton = $DayTimeOptions
|
||||
|
||||
func _ready() -> void:
|
||||
UIEvents.day_time_changed.connect(_on_day_time_changed)
|
||||
UIEvents.day_time_option_changed.connect(_on_day_time_option_changed)
|
||||
UIEvents.weather_event_changed.connect(_on_weather_event_changed)
|
||||
if day_night != null and day_night.environment_config != null and wind_slider != null:
|
||||
wind_slider.set_value_no_signal(day_night.environment_config.wind_strength)
|
||||
_sync_day_time_ui()
|
||||
_on_weather_event_changed("Weather: Clear")
|
||||
|
||||
func _on_rain_toggled(toggled_on: bool) -> void:
|
||||
UIEvents.toggle_rain.emit(toggled_on)
|
||||
@@ -24,10 +28,13 @@ func _on_wind_toggled(toggled_on: bool) -> void:
|
||||
func _on_wind_slider_value_changed(value: float) -> void:
|
||||
UIEvents.wind_change.emit(value)
|
||||
|
||||
func _on_random_weather_pressed() -> void:
|
||||
UIEvents.trigger_random_weather.emit(10.0)
|
||||
|
||||
func _on_fireflies_toggled(toggled_on: bool) -> void:
|
||||
UIEvents.toggle_fireflies.emit(toggled_on)
|
||||
|
||||
func _on_storm_toggled(toggled_on: bool) -> void:
|
||||
func _on_storm_toggled(toggled_on: bool) -> void:
|
||||
UIEvents.toggle_storm.emit(toggled_on)
|
||||
|
||||
func _on_day_time_slider_value_changed(value: float) -> void:
|
||||
@@ -44,6 +51,10 @@ func _on_day_time_changed(value: float, time_string: String) -> void:
|
||||
label_text = "Time %s | nt %.3f | dt %.3f" % [time_string, value, day_night.day_time]
|
||||
day_time_label.text = label_text
|
||||
|
||||
func _on_weather_event_changed(description: String) -> void:
|
||||
if weather_event_label:
|
||||
weather_event_label.text = description
|
||||
|
||||
func _on_fog_overlay_toggled(toggled_on: bool) -> void:
|
||||
UIEvents.toggle_fog_overlay.emit(toggled_on)
|
||||
|
||||
@@ -74,3 +85,17 @@ func _sync_day_time_ui() -> void:
|
||||
day_night_controller.current_time,
|
||||
day_night_controller.get_time_string()
|
||||
)
|
||||
_on_day_time_option_changed(
|
||||
day_night_controller.get_time_option_index(day_night_controller.current_time)
|
||||
)
|
||||
|
||||
func _on_day_time_option_changed(index: int) -> void:
|
||||
if day_time_option == null:
|
||||
return
|
||||
day_time_option.select(index)
|
||||
|
||||
func _on_option_button_item_selected(index: int) -> void:
|
||||
UIEvents.time_option_item_changed.emit(index)
|
||||
|
||||
func _on_fog_toggled(toggled_on: bool) -> void:
|
||||
UIEvents.toggle_fog.emit(toggled_on)
|
||||
|
||||
@@ -1,25 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://botm0dqtr5whb"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://drh4ak2aslebu" path="res://docs/museums/daynight/scenes/chunk_c_e_1/chunk_c_e_1.fbx" id="1_hycya"]
|
||||
[ext_resource type="Script" uid="uid://dg2h4kbqe8j3m" path="res://core/biome_generator/chunk_info.gd" id="2_0urj0"]
|
||||
[ext_resource type="Material" path="res://docs/museums/daynight/scenes/chunk_c_e_1/grass_chunk.tres" id="2_oixxl"]
|
||||
[ext_resource type="PackedScene" uid="uid://jj15telqu3rp" path="res://docs/museums/daynight/scenes/grass_test/grass_test.tscn" id="4_l3pac"]
|
||||
[ext_resource type="PackedScene" uid="uid://qrvty6mbmr2m" path="res://docs/museums/daynight/scenes/chunk_c_e_1/test_orto_big.tscn" id="5_h1xfy"]
|
||||
|
||||
[node name="Chunk_C_E_1" unique_id=1874739368 groups=["weather_vegetables_node", "wind_node"] instance=ExtResource("1_hycya")]
|
||||
script = ExtResource("2_0urj0")
|
||||
|
||||
[node name="Chunk_026" parent="." index="0" unique_id=1723380962]
|
||||
material_override = ExtResource("2_oixxl")
|
||||
|
||||
[node name="Grass" parent="." index="1" unique_id=838519336 instance=ExtResource("4_l3pac")]
|
||||
transform = Transform3D(1.5, 0, 0, 0, 1, 0, 0, 0, 1.5, 0, 0.071342185, 0)
|
||||
|
||||
[node name="Test_Orto_Big" parent="." index="2" unique_id=381322647 instance=ExtResource("5_h1xfy")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.264472, 0, 6.0643373)
|
||||
|
||||
[node name="Test_Orto_Big3" parent="." index="3" unique_id=1302450866 instance=ExtResource("5_h1xfy")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 0.65525997, 0.264472, 0, -0.0770607)
|
||||
|
||||
[node name="Test_Orto_Big2" parent="." index="4" unique_id=309995461 instance=ExtResource("5_h1xfy")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.264472, 0, -6.083904)
|
||||
@@ -1,41 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c0lstspvtbxxw"
|
||||
path.s3tc="res://.godot/imported/grass_round.png-7ab5c804b97ebf1669fa79244396d578.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://docs/museums/daynight/scenes/chunk_c_e_1/grass_round.png"
|
||||
dest_files=["res://.godot/imported/grass_round.png-7ab5c804b97ebf1669fa79244396d578.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
@@ -1,189 +0,0 @@
|
||||
[gd_scene format=4 uid="uid://givg3dyrxsk5"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://drh4ak2aslebu" path="res://docs/museums/daynight/scenes/chunk_c_e_1/chunk_c_e_1.fbx" id="1_jpp2r"]
|
||||
[ext_resource type="Script" uid="uid://dg2h4kbqe8j3m" path="res://core/biome_generator/chunk_info.gd" id="2_02kkq"]
|
||||
[ext_resource type="Shader" uid="uid://d0ch5ofrgf7y6" path="res://core/daynight/trunk_shader.gdshader" id="3_wr3vc"]
|
||||
[ext_resource type="PackedScene" uid="uid://cahsl77384kf1" path="res://docs/museums/daynight/scenes/chunk_c_f_1/house_muraglione.tscn" id="4_lunjj"]
|
||||
[ext_resource type="PackedScene" uid="uid://cl8c5n0nw30u" path="res://docs/museums/daynight/scenes/chunk_c_f_1/house_xl_4.fbx" id="5_tf2ul"]
|
||||
[ext_resource type="PackedScene" uid="uid://dsh55bqjfrqfp" path="res://docs/museums/daynight/scenes/chunk_c_f_1/chunk_c_f_1.fbx" id="6_4h5ax"]
|
||||
[ext_resource type="Shader" uid="uid://btf3qpe7kwqig" path="res://core/snow.gdshader" id="7_wr3vc"]
|
||||
[ext_resource type="Material" path="res://docs/museums/daynight/scenes/chunk_c_f_1/sentiero.tres" id="7_y2p7p"]
|
||||
[ext_resource type="PackedScene" uid="uid://dyolu5m0lgqm2" path="res://docs/museums/daynight/scenes/chunk_c_f_1/tori_gate.tscn" id="9_ji5rd"]
|
||||
[ext_resource type="PackedScene" uid="uid://jj15telqu3rp" path="res://docs/museums/daynight/scenes/grass_test/grass_test.tscn" id="9_s470o"]
|
||||
[ext_resource type="PackedScene" uid="uid://d12t04rs47jq3" path="res://docs/museums/daynight/scenes/grain_test/tree_v1.tscn" id="10_ji5rd"]
|
||||
[ext_resource type="PackedScene" uid="uid://b6f7gaoatj420" path="res://docs/museums/daynight/scenes/chunk_f_l_2/column_blockout.tscn" id="11_4n1py"]
|
||||
[ext_resource type="PackedScene" uid="uid://bfvtlpkcnbgke" path="res://docs/museums/daynight/scenes/chunk_c_e_1/bordi_sentiero_rettilineo.tscn" id="12_rrcoc"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_sqcol"]
|
||||
render_priority = 0
|
||||
shader = ExtResource("3_wr3vc")
|
||||
shader_parameter/albedo_color = Color(0.16470589, 0.50980395, 0.21960784, 1)
|
||||
shader_parameter/use_texture = true
|
||||
shader_parameter/uv_scale = Vector2(1, 1)
|
||||
shader_parameter/palette_shift_y = 0.0
|
||||
shader_parameter/gradient_start_y = 0.0
|
||||
shader_parameter/gradient_end_y = 10.0
|
||||
shader_parameter/light_steps = 3.0
|
||||
shader_parameter/step_softness = 0.1
|
||||
shader_parameter/shadow_color = Color(0.4, 0.4, 0.6, 1)
|
||||
shader_parameter/shadow_offset = 0.0
|
||||
shader_parameter/cast_shadow_strength = 0.6
|
||||
shader_parameter/use_ghibli_glint = true
|
||||
shader_parameter/glint_color = Color(1, 0.95, 0.85, 1)
|
||||
shader_parameter/glint_intensity = 1.0
|
||||
shader_parameter/glint_sharpness = 32.0
|
||||
shader_parameter/emission_color = Color(0, 0, 0, 1)
|
||||
shader_parameter/emission_energy = 0.0
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_cvr4e"]
|
||||
render_priority = 0
|
||||
shader = ExtResource("7_wr3vc")
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0uwhb"]
|
||||
resource_name = "Material"
|
||||
vertex_color_use_as_albedo = true
|
||||
albedo_color = Color(0.9063318, 0.9063318, 0.9063318, 1)
|
||||
emission_enabled = true
|
||||
|
||||
[sub_resource type="ArrayMesh" id="ArrayMesh_v3qhc"]
|
||||
_surfaces = [{
|
||||
"aabb": AABB(-0.1, -0.015, -0.00043503524, 0.085, 0.03, 0.0008700705),
|
||||
"format": 34359742465,
|
||||
"index_count": 36,
|
||||
"index_data": PackedByteArray("AAABAAIAAwABAAAAAgAEAAAAAQADAAUABQACAAEABgAEAAIAAgAFAAYABwAAAAQAAAAHAAMABAAGAAcABQADAAcABwAGAAUA"),
|
||||
"name": "Material",
|
||||
"primitive": 3,
|
||||
"uv_scale": Vector4(0, 0, 0, 0),
|
||||
"vertex_count": 8,
|
||||
"vertex_data": PackedByteArray("j8J1vI3CdbxxFeS5j8J1vI/CdTxxFeS5zczMvY3CdTxxFeS5j8J1vI/CdTxxFeQ5zczMvY/CdbxxFeS5zczMvY3CdTxxFeQ5zczMvY/CdbxxFeQ5j8J1vI3CdbxxFeQ5")
|
||||
}]
|
||||
blend_shape_mode = 0
|
||||
|
||||
[sub_resource type="ArrayMesh" id="ArrayMesh_db63l"]
|
||||
resource_name = "Cube_041"
|
||||
_surfaces = [{
|
||||
"aabb": AABB(-0.1, -0.015, -0.00043503524, 0.085, 0.03, 0.0008700705),
|
||||
"attribute_data": PackedByteArray("EI5NP1hyCb/sx0k+7m8Lv+zHST7jt8U/EI5NPxi5xD/sx0k+7m8Lvzo2PD4K+Ri/OjY8PoV8zD/sx0k+47fFPxCOTT9Ycgm/cvJQP/r6FL86Njw+CvkYv+zHST7ubwu/mhRSP298zD+aFFI/3vgYv5atNz4K+Ri/lq03PoV8zD/sx0k+47fFPzo2PD6FfMw/cvJQP2l9yj8Qjk0/GLnEPxCOTT8YucQ/cvJQP2l9yj9y8lA/+voUvxCOTT9Ycgm/"),
|
||||
"format": 34359742487,
|
||||
"index_count": 36,
|
||||
"index_data": PackedByteArray("AAABAAIAAgADAAAABAAFAAYABgAHAAQACAAJAAoACgALAAgADAANAA4ADgAPAAwAEAARABIAEgATABAAFAAVABYAFgAXABQA"),
|
||||
"material": SubResource("StandardMaterial3D_0uwhb"),
|
||||
"name": "Material",
|
||||
"primitive": 3,
|
||||
"uv_scale": Vector4(0, 0, 0, 0),
|
||||
"vertex_count": 24,
|
||||
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