Much stuff wow

This commit is contained in:
Dan Baker 2025-06-27 11:58:59 +01:00
parent 7255cbdf64
commit 734730beee
45 changed files with 697 additions and 119 deletions

View file

@ -2,6 +2,9 @@ class_name TreeNode
extends Node3D
@onready var area: Area3D = $InteractRange
var tree_data: TreeDataResource
var model_instance: Node3D
var mesh_instances: Array[MeshInstance3D] = []
var original_materials: Array[Material] = []
var outline_material: Material
@ -9,69 +12,112 @@ var base_circle: MeshInstance3D
var circle_material: Material
func _ready():
create_base_circle()
# Find all MeshInstance3D nodes in the GLB
find_all_mesh_instances(self)
setup_outline_material()
area.body_entered.connect(_on_player_entered)
area.body_exited.connect(_on_player_exited)
func setup_outline_material():
if mesh_instances.is_empty():
print("Warning: No MeshInstance3D found in GLB!")
return
func set_tree_data(data: TreeDataResource):
tree_data = data
spawn_model()
# Store original materials
for mesh in mesh_instances:
if mesh.get_surface_override_material(0):
original_materials.append(mesh.get_surface_override_material(0))
else:
original_materials.append(mesh.get_surface_override_material(0))
func setup_tree(data: TreeDataResource):
# Alternative method name if you prefer
set_tree_data(data)
func spawn_model():
if not tree_data or not tree_data.model:
Log.pr("No tree data or model provided")
return
# Clear any existing model
if model_instance:
model_instance.queue_free()
mesh_instances.clear()
original_materials.clear()
# Instantiate the model from the TreeDataResource
model_instance = tree_data.model.instantiate()
add_child(model_instance)
# Create base circle after model is loaded
if not base_circle:
create_base_circle()
# Re-scan for mesh instances in the new model
find_all_mesh_instances(model_instance)
update_outline_materials()
# Apply any additional properties from tree_data
apply_tree_properties()
func apply_tree_properties():
if not model_instance or not tree_data:
return
# Apply scale variations if defined in tree_data
if tree_data.has_method("get_random_scale"):
model_instance.scale *= tree_data.get_random_scale()
# Apply random scale based on tree properties
if tree_data.max_height > 0:
var scale_variation = randf_range(0.8, 1.2)
model_instance.scale *= scale_variation
func setup_outline_material():
# Create outline material with your shader
outline_material = ShaderMaterial.new()
outline_material.shader = preload("res://outline.gdshader")
outline_material.set_shader_parameter("color", Vector3(0.702, 0.557, 0.259))
func update_outline_materials():
if mesh_instances.is_empty():
print("Warning: No MeshInstance3D found in model!")
return
# Store original materials for the new model
original_materials.clear()
for mesh in mesh_instances:
if mesh.get_surface_override_material(0):
original_materials.append(mesh.get_surface_override_material(0))
else:
original_materials.append(mesh.get_surface_override_material(0))
func find_all_mesh_instances(node: Node):
if node is MeshInstance3D:
mesh_instances.append(node)
mesh_instances.append(node)
for child in node.get_children():
find_all_mesh_instances(child)
find_all_mesh_instances(child)
func create_base_circle():
base_circle = MeshInstance3D.new()
add_child(base_circle)
# Create a flat cylinder for the circle
var cylinder = CylinderMesh.new()
cylinder.top_radius = 0.4 # Adjust size as needed
cylinder.bottom_radius = 0.4
cylinder.height = 0.02 # Very thin to make it look like a flat circle
cylinder.height = 1 # Very thin to make it look like a flat circle
cylinder.rings = 1
cylinder.radial_segments = 9 # More segments = smoother circle
base_circle.mesh = cylinder
# Create transparent material with outline
circle_material = StandardMaterial3D.new()
circle_material.flags_transparent = true
circle_material.albedo_color = Color(1.0, 0.843, 0.0, 0.0) # Fully transparent gold
# Add rim lighting effect for outline appearance
circle_material.rim_enabled = true
circle_material.rim = 1.0
circle_material.rim_tint = 1.0
circle_material.rim_color = Color(1.0, 0.843, 0.0) # Gold rim
base_circle.material_override = circle_material
# Position at ground level
base_circle.position.y = 0.01 # Slightly above ground to avoid z-fighting
base_circle.position.y = 1 # Slightly above ground to avoid z-fighting
# Start hidden
base_circle.visible = false
base_circle.visible = true
func _on_player_entered(body: Node3D):
if body.is_in_group("player"):
@ -84,6 +130,6 @@ func _on_player_exited(body: Node3D):
if body.is_in_group("player"):
Log.pr('Out of range...')
base_circle.visible = false
# Remove outline from all mesh instances
# Remove outline from all mesh instances
for mesh in mesh_instances:
mesh.material_overlay = null