Adds bushes and flowers to ground tiles

Implements bush and flower spawning on ground tiles based on vegetation density.
Adds new assets for bushes and flowers, and introduces multi-mesh rendering for optimized performance.
Introduces seasonal color variations for vegetation using a shader for bushes and materials for flowers and grass.
Refactors material application into a MaterialManager to handle material assignments over multiple frames.
Moves ground tile scripts into a subfolder.
Adds floating particles to test scene.
This commit is contained in:
Dan Baker 2025-06-29 10:58:18 +01:00
parent ea5006e8a2
commit 3959333534
46 changed files with 559 additions and 77 deletions

View file

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extends MultiMeshInstance3D
var mm: MultiMesh
var parent_node: FlowerController
static var flower_mesh: Mesh = null
var material: StandardMaterial3D
func _ready() -> void:
parent_node = get_parent() as FlowerController
if parent_node == null:
Log.pr("Error: Parent node is not a FlowerController!")
# Load mesh once and reuse
if flower_mesh == null:
flower_mesh = load("res://Entities/Plant/assets/flower_tall.res")
func setup_multimesh() -> void:
if parent_node == null:
return
if flower_mesh == null:
Log.pr("Error: Could not load flower mesh")
return
# Reuse existing MultiMesh if possible, or create new one
if mm == null:
mm = MultiMesh.new()
mm.transform_format = MultiMesh.TRANSFORM_3D
mm.mesh = flower_mesh
var flower_material = ColorData.flower_materials[Season.current]["flower"]
var stem_material = ColorData.flower_materials[Season.current]["stem"]
mm.mesh.surface_set_material(0, stem_material)
mm.mesh.surface_set_material(1, flower_material)
# Configure instance count
mm.instance_count = parent_node.flower_instance_range
# Get shared RNG from GroundTile
var rng = parent_node.parent_node.get_rng()
# Generate positions using shared RNG
for i in range(mm.instance_count):
var random_pos = Vector3(
rng.randf_range(-1.0, 1.0),
0.0,
rng.randf_range(-1.0, 1.0)
)
var random_rotation = rng.randf_range(0.0, TAU)
var basis = Basis(Vector3.UP, random_rotation)
var random_scale = rng.randf_range(0.2, 0.4)
basis = basis.scaled(Vector3(random_scale, random_scale, random_scale))
var tx = Transform3D(basis, random_pos)
mm.set_instance_transform(i, tx)
multimesh = mm