Refactors grass and tree spawning for seed consistency

Updates grass and tree spawning to use the parent's RNG,
ensuring consistent random generation based on the seed.

This removes redundant RNG instances and ensures that grass and
trees are generated predictably for a given cell.
This commit is contained in:
Dan Baker 2025-06-26 15:26:56 +01:00
parent e7337bede6
commit 33c525a3c0
2 changed files with 40 additions and 42 deletions

View file

@ -1,54 +1,51 @@
# GrassMultiMesh.gd
extends MultiMeshInstance3D
var mm: MultiMesh
var parent_node: GrassController
var rng: RandomClass = RandomClass.new()
static var grass_mesh: Mesh = null
func _ready() -> void:
parent_node = get_parent() as GrassController
if parent_node == null:
Log.pr("Error: Parent node is not a GrassController!")
# Load mesh once and reuse
if grass_mesh == null:
grass_mesh = load("res://Stages/Test3D/assets/stylizedGrassMeshes/grass2_mesh.res")
func setup_multimesh() -> void:
if parent_node == null:
Log.pr("Error: Parent node not available in setup_multimesh")
return
# Use the same RNG seed as the parent for consistency
if parent_node.parent_node and parent_node.parent_node.cell_info:
rng.set_seed(parent_node.parent_node.cell_info.cell_seed)
# Load the mesh resource directly
var mesh = load("res://Stages/Test3D/assets/stylizedGrassMeshes/grass2_mesh.res")
if mesh == null:
if grass_mesh == null:
Log.pr("Error: Could not load grass mesh")
return
# Create new MultiMesh instance
mm = MultiMesh.new()
# Reuse existing MultiMesh if possible, or create new one
if mm == null:
mm = MultiMesh.new()
mm.transform_format = MultiMesh.TRANSFORM_3D
mm.mesh = grass_mesh
# Configure the MultiMesh
mm.transform_format = MultiMesh.TRANSFORM_3D
# Configure instance count
mm.instance_count = parent_node.grass_instance_range
mm.mesh = mesh
# Generate random positions for grass using seeded RNG
# Generate positions using shared RNG
for i in range(mm.instance_count):
var random_pos = Vector3(
rng.randf_range(-1.0, 1.0),
parent_node.parent_node.rng.randf_range(-1.0, 1.0),
0.0,
rng.randf_range(-1.0, 1.0)
parent_node.parent_node.rng.randf_range(-1.0, 1.0)
)
var random_rotation = rng.randf_range(0.0, TAU)
var random_rotation = parent_node.parent_node.rng.randf_range(0.0, TAU)
var basis = Basis(Vector3.UP, random_rotation)
var random_scale = rng.randf_range(0.05, 0.3)
var random_scale = parent_node.parent_node.rng.randf_range(0.05, 0.3)
basis = basis.scaled(Vector3(random_scale, random_scale, random_scale))
var tx = Transform3D(basis, random_pos)
mm.set_instance_transform(i, tx)
# Assign the MultiMesh to this node
multimesh = mm
cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF

View file

@ -5,21 +5,36 @@ extends Node3D
@export var min_distance: float = 0.5
var spawned_positions: Array[Vector3] = []
var parent_ground_tile: GroundTile
var rng: RandomClass = RandomClass.new()
# Remove this line: var rng: RandomClass = RandomClass.new()
func _ready():
parent_ground_tile = get_parent() as GroundTile
func spawn_trees_for_cell(cell_info: CellDataResource):
if not cell_info:
return
return
rng.set_seed(cell_info.cell_seed)
# Use parent's RNG instead of creating new one
if not parent_ground_tile or not parent_ground_tile.rng:
return
var tree_count = max(0, cell_info.trees.size())
spawn_trees(tree_count)
# Update all rng calls to use parent_ground_tile.rng:
func get_random_position() -> Vector3:
var x = parent_ground_tile.rng.randf_range(-spawn_area_size.x / 2, spawn_area_size.x / 2)
var z = parent_ground_tile.rng.randf_range(-spawn_area_size.y / 2, spawn_area_size.y / 2)
return Vector3(x, 0, z)
func spawn_tree_at_position(pos: Vector3):
var random_index = parent_ground_tile.rng.randi() % tree_scenes.size()
var random_tree_scene = tree_scenes[random_index]
var tree_instance = random_tree_scene.instantiate()
add_child(tree_instance)
tree_instance.position = pos
tree_instance.rotation.y = parent_ground_tile.rng.randf() * TAU
func spawn_trees(tree_count: int):
if tree_scenes.is_empty() or tree_count == 0:
return
@ -42,22 +57,8 @@ func spawn_trees(tree_count: int):
attempts += 1
# Rest of your functions stay the same...
func get_random_position() -> Vector3:
var x = rng.randf_range(-spawn_area_size.x / 2, spawn_area_size.x / 2)
var z = rng.randf_range(-spawn_area_size.y / 2, spawn_area_size.y / 2)
return Vector3(x, 0, z)
func is_position_valid(pos: Vector3) -> bool:
for existing_pos in spawned_positions:
if pos.distance_to(existing_pos) < min_distance:
return false
return true
func spawn_tree_at_position(pos: Vector3):
var random_index = rng.randi() % tree_scenes.size()
var random_tree_scene = tree_scenes[random_index]
var tree_instance = random_tree_scene.instantiate()
add_child(tree_instance)
tree_instance.position = pos
tree_instance.rotation.y = rng.randf() * TAU