Tree collisions and highlights
This commit is contained in:
parent
57602adddb
commit
7255cbdf64
17 changed files with 231 additions and 2251 deletions
|
|
@ -1,14 +1,12 @@
|
|||
[gd_scene load_steps=16 format=3 uid="uid://bwcevwwphdvq"]
|
||||
[gd_scene load_steps=14 format=3 uid="uid://bwcevwwphdvq"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://bq7hia2dit80y" path="res://Entities/GroundTile/ground_tile.gd" id="1_uwxqs"]
|
||||
[ext_resource type="ArrayMesh" uid="uid://duj6747nq4qsk" path="res://Stages/Test3D/assets/stylizedGrassMeshes/grass.res" id="3_8mhad"]
|
||||
[ext_resource type="Script" uid="uid://cacp8ncwuofuj" path="res://Entities/GroundTile/scripts/grass.gd" id="3_224hx"]
|
||||
[ext_resource type="Material" uid="uid://b1miqvl8lus75" path="res://Stages/Test3D/GrassMaterialOverride.tres" id="3_f37ob"]
|
||||
[ext_resource type="Script" uid="uid://btju6b83mvgvk" path="res://Entities/GroundTile/scripts/grass_multimesh.gd" id="4_3wpcb"]
|
||||
[ext_resource type="PackedScene" uid="uid://dgvycnw8hpebx" path="res://Entities/Tree/assets/tree-tall.glb" id="6_7lc7k"]
|
||||
[ext_resource type="Script" uid="uid://cqko4m7cbxsfb" path="res://Entities/GroundTile/scripts/trees.gd" id="7_7lc7k"]
|
||||
[ext_resource type="PackedScene" uid="uid://bwhpbjdyl577e" path="res://Entities/Tree/assets/tree.glb" id="8_ot4p5"]
|
||||
[ext_resource type="PackedScene" uid="uid://bwdibgbi3ycqn" path="res://Entities/Tree/assets/tree-autumn-tall.glb" id="12_4hjaq"]
|
||||
[ext_resource type="PackedScene" uid="uid://c27fogucecn0r" path="res://Entities/Tree/Tree.tscn" id="7_224hx"]
|
||||
|
||||
[sub_resource type="ViewportTexture" id="ViewportTexture_h4g11"]
|
||||
viewport_path = NodePath("DebugText/DebugTextViewport")
|
||||
|
|
@ -33,6 +31,7 @@ flip_faces = true
|
|||
script = ExtResource("1_uwxqs")
|
||||
|
||||
[node name="DebugText" type="Node3D" parent="."]
|
||||
visible = false
|
||||
|
||||
[node name="DebugTextViewport" type="SubViewport" parent="DebugText"]
|
||||
size = Vector2i(50, 50)
|
||||
|
|
@ -72,4 +71,4 @@ mesh = SubResource("PlaneMesh_f37ob")
|
|||
|
||||
[node name="Trees" type="Node3D" parent="."]
|
||||
script = ExtResource("7_7lc7k")
|
||||
tree_scenes = Array[PackedScene]([ExtResource("8_ot4p5"), ExtResource("6_7lc7k"), ExtResource("12_4hjaq"), ExtResource("8_ot4p5"), ExtResource("8_ot4p5"), ExtResource("8_ot4p5"), ExtResource("8_ot4p5")])
|
||||
tree_scenes = Array[PackedScene]([ExtResource("7_224hx")])
|
||||
|
|
|
|||
|
|
@ -1,7 +1,5 @@
|
|||
# GroundTile.gd
|
||||
class_name GroundTile
|
||||
extends Node3D
|
||||
|
||||
@onready var debug_text: Label = $DebugText/DebugTextViewport/DebugTextLabel
|
||||
@onready var tree_spawner = $Trees
|
||||
@onready var grass_spawner = $Grass
|
||||
|
|
@ -9,17 +7,22 @@ var grid_x: int
|
|||
var grid_z: int
|
||||
var cell_info: CellDataResource = null
|
||||
var spawners_ready: bool = false
|
||||
|
||||
var rng: RandomClass = RandomClass.new()
|
||||
var cached_rng: RandomClass = null
|
||||
|
||||
func _ready() -> void:
|
||||
spawners_ready = true
|
||||
|
||||
# Now that spawners are ready, trigger spawning if we have cell_info
|
||||
|
||||
if cell_info != null:
|
||||
spawn_content()
|
||||
update_text_label()
|
||||
rng.set_seed(cell_info.cell_seed)
|
||||
spawn_content()
|
||||
update_text_label()
|
||||
|
||||
func get_rng() -> RandomClass:
|
||||
if cached_rng == null and cell_info:
|
||||
cached_rng = RandomClass.get_seeded_instance(cell_info.cell_seed)
|
||||
elif cached_rng == null:
|
||||
cached_rng = RandomClass.get_shared_instance()
|
||||
|
||||
return cached_rng
|
||||
|
||||
func set_grid_location(x, z) -> void:
|
||||
grid_x = x
|
||||
|
|
|
|||
|
|
@ -21,14 +21,16 @@ func spawn_grass_for_cell(value):
|
|||
grass_multimesh.setup_multimesh()
|
||||
|
||||
func update_grass_density() -> void:
|
||||
if parent_node == null or parent_node.rng == null:
|
||||
if parent_node == null:
|
||||
return
|
||||
|
||||
|
||||
var rng = parent_node.get_rng()
|
||||
|
||||
if grass_density > 0.8:
|
||||
grass_instance_range = parent_node.rng.randi_range(100, 500)
|
||||
grass_instance_range = rng.randi_range(100, 500)
|
||||
elif grass_density > 0.6:
|
||||
grass_instance_range = parent_node.rng.randi_range(30, 50)
|
||||
grass_instance_range = rng.randi_range(30, 50)
|
||||
elif grass_density > 0.3:
|
||||
grass_instance_range = parent_node.rng.randi_range(5, 20)
|
||||
grass_instance_range = rng.randi_range(5, 20)
|
||||
else:
|
||||
grass_instance_range = parent_node.rng.randi_range(0, 1)
|
||||
grass_instance_range = rng.randi_range(0, 1)
|
||||
|
|
|
|||
|
|
@ -1,7 +1,6 @@
|
|||
extends MultiMeshInstance3D
|
||||
var mm: MultiMesh
|
||||
var parent_node: GrassController
|
||||
|
||||
static var grass_mesh: Mesh = null
|
||||
|
||||
func _ready() -> void:
|
||||
|
|
@ -16,7 +15,7 @@ func _ready() -> void:
|
|||
func setup_multimesh() -> void:
|
||||
if parent_node == null:
|
||||
return
|
||||
|
||||
|
||||
if grass_mesh == null:
|
||||
Log.pr("Error: Could not load grass mesh")
|
||||
return
|
||||
|
|
@ -30,18 +29,21 @@ func setup_multimesh() -> void:
|
|||
# Configure instance count
|
||||
mm.instance_count = parent_node.grass_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(
|
||||
parent_node.parent_node.rng.randf_range(-1.0, 1.0),
|
||||
rng.randf_range(-1.0, 1.0),
|
||||
0.0,
|
||||
parent_node.parent_node.rng.randf_range(-1.0, 1.0)
|
||||
rng.randf_range(-1.0, 1.0)
|
||||
)
|
||||
|
||||
var random_rotation = parent_node.parent_node.rng.randf_range(0.0, TAU)
|
||||
var random_rotation = rng.randf_range(0.0, TAU)
|
||||
var basis = Basis(Vector3.UP, random_rotation)
|
||||
|
||||
var random_scale = parent_node.parent_node.rng.randf_range(0.05, 0.3)
|
||||
var random_scale = rng.randf_range(0.05, 0.3)
|
||||
basis = basis.scaled(Vector3(random_scale, random_scale, random_scale))
|
||||
|
||||
var tx = Transform3D(basis, random_pos)
|
||||
|
|
|
|||
|
|
@ -11,29 +11,14 @@ func _ready():
|
|||
|
||||
func spawn_trees_for_cell(cell_info: CellDataResource):
|
||||
if not cell_info:
|
||||
return
|
||||
|
||||
# Use parent's RNG instead of creating new one
|
||||
if not parent_ground_tile or not parent_ground_tile.rng:
|
||||
return
|
||||
|
||||
return
|
||||
|
||||
if not parent_ground_tile:
|
||||
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
|
||||
|
|
@ -56,6 +41,21 @@ func spawn_trees(tree_count: int):
|
|||
|
||||
attempts += 1
|
||||
|
||||
func get_random_position() -> Vector3:
|
||||
var rng = parent_ground_tile.get_rng()
|
||||
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 spawn_tree_at_position(pos: Vector3):
|
||||
var rng = parent_ground_tile.get_rng()
|
||||
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
|
||||
|
||||
func is_position_valid(pos: Vector3) -> bool:
|
||||
for existing_pos in spawned_positions:
|
||||
if pos.distance_to(existing_pos) < min_distance:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue