extends MultiMeshInstance3D var mm: MultiMesh var parent_node: BushController static var bush_mesh: Mesh = null var material: ShaderMaterial func _ready() -> void: parent_node = get_parent() as BushController if parent_node == null: Log.pr("Error: Parent node is not a BushController!") # Load mesh once and reuse if bush_mesh == null: bush_mesh = load("res://Entities/Bush/assets/bush_large.res") func setup_multimesh() -> void: if parent_node == null: return if bush_mesh == null: Log.pr("Error: Could not load bush 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 = bush_mesh material = ColorData.get_random_bush_material(Season.current) mm.mesh.surface_set_material(0, material) # Configure instance count mm.instance_count = parent_node.bush_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(0.3, 0.9) basis = basis.scaled(Vector3(random_scale, random_scale, random_scale)) var tx = Transform3D(basis, random_pos) mm.set_instance_transform(i, tx) multimesh = mm