# GrassMultiMesh.gd extends MultiMeshInstance3D var mm: MultiMesh var parent_node: GrassController var rng: RandomClass = RandomClass.new() func _ready() -> void: parent_node = get_parent() as GrassController if parent_node == null: Log.pr("Error: Parent node is not a GrassController!") 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: Log.pr("Error: Could not load grass mesh") return # Create new MultiMesh instance mm = MultiMesh.new() # Configure the MultiMesh mm.transform_format = MultiMesh.TRANSFORM_3D mm.instance_count = parent_node.grass_instance_range mm.mesh = mesh # Generate random positions for grass using seeded 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(0.05, 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