feat: add day/night cycle and visual workplace props

DayNightCycle.gd smoothly rotates DirectionalLight3D and interpolates sky colors, ambient light, fog, and procedural sky material across a configurable 240-second cycle with warm sunset/sunrise peaks and deep night ambiance. No simulation dependency — purely visual.

JajceWorld.tscn now includes visible workplace structures replacing the invisible Marker3Ds: wooden pantry crate, guard tower post, study desk, and rest bench. Each has a distinct material color matching the profession palette.

The DayNightCycle node is added to JajceWorld.tscn with node_paths wired to DirectionalLight3D and WorldEnvironment. Script reference uses path-based ext_resource (uid generation deferred to editor first load).
This commit is contained in:
2026-07-06 00:01:36 +02:00
parent 3379d08b93
commit 097cfaeaca
2 changed files with 179 additions and 1 deletions
+57 -1
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=20 format=3]
[gd_scene load_steps=26 format=3]
[ext_resource type="Terrain3DAssets" path="res://terrain/jajce/assets.tres" id="1_assets"]
[ext_resource type="PackedScene" path="res://world/resource_nodes/ResourceNode.tscn" id="2_resource"]
@@ -12,6 +12,7 @@
[ext_resource type="PackedScene" path="res://world/jajce/WaterfallBody.tscn" id="10_waterfall"]
[ext_resource type="PackedScene" path="res://world/jajce/WaterfallMist.tscn" id="11_mist"]
[ext_resource type="PackedScene" path="res://world/jajce/ChimneySmoke.tscn" id="12_smoke"]
[ext_resource type="Script" path="res://world/jajce/day_night_cycle.gd" id="13_daynight"]
[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_jajce"]
_shader_parameters = {
@@ -85,6 +86,40 @@ adjustment_brightness = 1.04
adjustment_contrast = 1.03
adjustment_saturation = 1.1
[sub_resource type="StandardMaterial3D" id="Material_pantry"]
albedo_color = Color(0.5, 0.32, 0.2, 1)
roughness = 0.85
[sub_resource type="StandardMaterial3D" id="Material_guard"]
albedo_color = Color(0.55, 0.45, 0.35, 1)
roughness = 0.8
[sub_resource type="StandardMaterial3D" id="Material_study"]
albedo_color = Color(0.45, 0.35, 0.22, 1)
roughness = 0.82
[sub_resource type="StandardMaterial3D" id="Material_rest"]
albedo_color = Color(0.35, 0.28, 0.22, 1)
roughness = 0.88
[sub_resource type="BoxMesh" id="Mesh_pantry_base"]
material = SubResource("Material_pantry")
size = Vector3(1.6, 1.1, 1.6)
[sub_resource type="CylinderMesh" id="Mesh_guard_post"]
material = SubResource("Material_guard")
top_radius = 0.35
bottom_radius = 0.4
height = 2.5
[sub_resource type="BoxMesh" id="Mesh_study_desk"]
material = SubResource("Material_study")
size = Vector3(2.0, 0.25, 1.2)
[sub_resource type="BoxMesh" id="Mesh_rest_bench"]
material = SubResource("Material_rest")
size = Vector3(2.8, 0.3, 0.9)
[node name="JajceWorld" type="Node3D"]
script = ExtResource("3_world")
@@ -223,15 +258,31 @@ yield_per_action = 3.0
[node name="PantryMarker" type="Marker3D" parent="LegacyActivityMarkers"]
position = Vector3(0, 0, -8)
[node name="PantryVisual" type="MeshInstance3D" parent="LegacyActivityMarkers/PantryMarker"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.55, 0)
mesh = SubResource("Mesh_pantry_base")
[node name="GuardZone" type="Marker3D" parent="LegacyActivityMarkers"]
position = Vector3(0, 0, 8)
[node name="GuardTowerVisual" type="MeshInstance3D" parent="LegacyActivityMarkers/GuardZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.25, 0)
mesh = SubResource("Mesh_guard_post")
[node name="StudyZone" type="Marker3D" parent="LegacyActivityMarkers"]
position = Vector3(-6, 0, 6)
[node name="StudyDeskVisual" type="MeshInstance3D" parent="LegacyActivityMarkers/StudyZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.125, 0)
mesh = SubResource("Mesh_study_desk")
[node name="RestZone" type="Marker3D" parent="LegacyActivityMarkers"]
position = Vector3(4, 0, 5)
[node name="RestBenchVisual" type="MeshInstance3D" parent="LegacyActivityMarkers/RestZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.15, 0)
mesh = SubResource("Mesh_rest_bench")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
rotation_degrees = Vector3(-55, -35, 0)
light_color = Color(1, 0.87, 0.72, 1)
@@ -241,3 +292,8 @@ directional_shadow_max_distance = 180.0
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_greybox")
[node name="DayNightCycle" type="Node" parent="." node_paths=PackedStringArray("directional_light", "world_environment")]
script = ExtResource("13_daynight")
directional_light = NodePath("../DirectionalLight3D")
world_environment = NodePath("../WorldEnvironment")
+122
View File
@@ -0,0 +1,122 @@
extends Node
@export var cycle_duration_seconds := 240.0
@export var directional_light: DirectionalLight3D
@export var world_environment: WorldEnvironment
const TO_RAD := PI / 180.0
const DAY_SKY_TOP := Color(0.23, 0.43, 0.62, 1)
const DAY_SKY_HORIZON := Color(0.82, 0.68, 0.5, 1)
const DAY_GROUND_BOTTOM := Color(0.12, 0.17, 0.12, 1)
const DAY_GROUND_HORIZON := Color(0.62, 0.55, 0.42, 1)
const DAY_AMBIENT := Color(0.91, 0.85, 0.72, 1)
const DAY_AMBIENT_ENERGY := 0.7
const DAY_FOG_LIGHT := Color(0.82, 0.78, 0.66, 1)
const DAY_FOG_LIGHT_ENERGY := 0.72
const DAY_FOG_DENSITY := 0.002
const DAY_LIGHT_COLOR := Color(1, 0.87, 0.72, 1)
const DAY_LIGHT_ENERGY := 1.45
const NIGHT_SKY_TOP := Color(0.04, 0.04, 0.12, 1)
const NIGHT_SKY_HORIZON := Color(0.08, 0.06, 0.14, 1)
const NIGHT_GROUND_BOTTOM := Color(0.02, 0.02, 0.04, 1)
const NIGHT_GROUND_HORIZON := Color(0.04, 0.03, 0.06, 1)
const NIGHT_AMBIENT := Color(0.12, 0.14, 0.28, 1)
const NIGHT_AMBIENT_ENERGY := 0.25
const NIGHT_FOG_LIGHT := Color(0.1, 0.12, 0.24, 1)
const NIGHT_FOG_LIGHT_ENERGY := 0.3
const NIGHT_FOG_DENSITY := 0.005
const NIGHT_LIGHT_COLOR := Color(0.22, 0.28, 0.5, 1)
const NIGHT_LIGHT_ENERGY := 0.3
const SUNSET_LIGHT_COLOR := Color(1, 0.55, 0.3, 1)
const SUNRISE_LIGHT_COLOR := Color(1, 0.6, 0.45, 1)
const SUNRISE_SUNSET_ENERGY := 0.8
var elapsed := 0.0
func _process(delta: float) -> void:
elapsed += delta
if elapsed >= cycle_duration_seconds:
elapsed = fmod(elapsed, cycle_duration_seconds)
var cycle := elapsed / cycle_duration_seconds
_apply_light_rotation(cycle)
_apply_environment(cycle)
func _apply_light_rotation(cycle: float) -> void:
if directional_light == null:
return
var angle_rad: float = cycle * 2.0 * PI
directional_light.rotation = Vector3(-PI / 4.0 + sin(angle_rad) * PI / 4.0, angle_rad, 0)
func _apply_environment(cycle: float) -> void:
if directional_light == null:
return
var day_factor := _day_factor(cycle)
var night_factor := 1.0 - day_factor
directional_light.light_color = _lerp_color(NIGHT_LIGHT_COLOR, DAY_LIGHT_COLOR, day_factor)
directional_light.light_energy = lerpf(NIGHT_LIGHT_ENERGY, DAY_LIGHT_ENERGY, day_factor)
var sunset_peak := _sunrise_sunset_weight(cycle)
if sunset_peak > 0.0:
var sunset_color: Color
if cycle < 0.5:
sunset_color = SUNSET_LIGHT_COLOR
else:
sunset_color = SUNRISE_LIGHT_COLOR
directional_light.light_color = directional_light.light_color.lerp(
sunset_color, sunset_peak * 0.85
)
directional_light.light_energy = maxf(
directional_light.light_energy, SUNRISE_SUNSET_ENERGY * sunset_peak
)
if world_environment == null or world_environment.environment == null:
return
var env: Environment = world_environment.environment
env.ambient_light_color = _lerp_color(NIGHT_AMBIENT, DAY_AMBIENT, day_factor)
env.ambient_light_energy = lerpf(NIGHT_AMBIENT_ENERGY, DAY_AMBIENT_ENERGY, day_factor)
env.fog_light_color = _lerp_color(NIGHT_FOG_LIGHT, DAY_FOG_LIGHT, day_factor)
env.fog_light_energy = lerpf(NIGHT_FOG_LIGHT_ENERGY, DAY_FOG_LIGHT_ENERGY, day_factor)
env.fog_density = lerpf(NIGHT_FOG_DENSITY, DAY_FOG_DENSITY, day_factor)
var sky: Sky = env.sky
if sky != null and sky.sky_material is ProceduralSkyMaterial:
var mat: ProceduralSkyMaterial = sky.sky_material
mat.sky_top_color = _lerp_color(NIGHT_SKY_TOP, DAY_SKY_TOP, day_factor)
mat.sky_horizon_color = _lerp_color(NIGHT_SKY_HORIZON, DAY_SKY_HORIZON, day_factor)
mat.ground_bottom_color = _lerp_color(NIGHT_GROUND_BOTTOM, DAY_GROUND_BOTTOM, day_factor)
mat.ground_horizon_color = _lerp_color(NIGHT_GROUND_HORIZON, DAY_GROUND_HORIZON, day_factor)
func _day_factor(cycle: float) -> float:
if cycle < 0.15:
return 0.0
if cycle < 0.3:
return smoothstep(0.15, 0.3, cycle)
if cycle < 0.7:
return 1.0
if cycle < 0.85:
return 1.0 - smoothstep(0.7, 0.85, cycle)
return 0.0
func _sunrise_sunset_weight(cycle: float) -> float:
if cycle < 0.15:
return smoothstep(0.05, 0.15, cycle) * (1.0 - smoothstep(0.1, 0.15, cycle))
if cycle > 0.85:
return smoothstep(0.85, 0.95, cycle) * (1.0 - smoothstep(0.9, 0.95, cycle))
return 0.0
func _lerp_color(from: Color, to: Color, weight: float) -> Color:
return from.lerp(to, clampf(weight, 0.0, 1.0))