feat: carve Jajce river into terrain

This commit is contained in:
Rijad Zuzo
2026-07-17 01:05:09 +02:00
parent 5356c34fd7
commit 145b90eb97
25 changed files with 603 additions and 74 deletions
+117
View File
@@ -0,0 +1,117 @@
extends SceneTree
const JajceWatercourse := preload("res://world/jajce/JajceWatercourse.gd")
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var camera := Camera3D.new()
camera.current = true
root.add_child(camera)
var world: Node3D = load("res://world/jajce/JajceWorld.tscn").instantiate()
root.add_child(world)
await process_frame
for _frame in 4:
await physics_frame
var terrain := world.get_node("TerrainRoot/Terrain3D") as Terrain3D
_check(terrain != null, "Jajce watercourse validation requires Terrain3D")
if terrain == null:
_finish()
return
var shelf_z := -36.0
var shelf_center_x := JajceWatercourse.upper_stream_center_x(shelf_z)
var shelf_half_width := JajceWatercourse.upper_stream_half_width(shelf_z)
var shelf_stream_height := _terrain_height(terrain, shelf_center_x, shelf_z)
var shelf_bank_height := _terrain_height(
terrain, shelf_center_x + shelf_half_width + 4.0, shelf_z
)
var plunge_height := _terrain_height(
terrain, JajceWatercourse.PLUNGE_POOL_CENTER.x, JajceWatercourse.PLUNGE_POOL_CENTER.y
)
_check(shelf_stream_height >= 10.8, "Upper stream should remain on the raised waterfall shelf")
_check(
shelf_bank_height - shelf_stream_height >= 0.45,
"Upper stream should be visibly carved below its shelf bank"
)
_check(
shelf_stream_height - plunge_height >= 10.0,
"Waterfall shelf should create a readable drop into the plunge basin"
)
var downstream_samples := PackedFloat32Array([-10.0, 12.0, 34.0])
for world_z in downstream_samples:
var center_x := JajceWatercourse.downstream_center_x(world_z)
var half_width := JajceWatercourse.downstream_half_width(world_z)
var channel_height := _terrain_height(terrain, center_x, world_z)
var left_bank_height := _terrain_height(terrain, center_x - half_width - 5.0, world_z)
var right_bank_height := _terrain_height(terrain, center_x + half_width + 5.0, world_z)
_check(
channel_height <= JajceWatercourse.downstream_bed_height(world_z) + 0.08,
"Downstream bed should follow its authored profile at z=%.1f" % world_z
)
_check(
maxf(left_bank_height, right_bank_height) - channel_height >= 0.45,
"Downstream channel should read below a natural bank at z=%.1f" % world_z
)
var river_surface := world.get_node("WaterRoot/RiverSurface") as Node3D
_check_ribbon_tracks_terrain(
terrain, river_surface.get_node("RiverRibbon") as MeshInstance3D, "Downstream water"
)
_check_ribbon_tracks_terrain(
terrain, river_surface.get_node("UpperRiverRibbon") as MeshInstance3D, "Upper-stream water"
)
print(
(
"[TEST] Jajce watercourse samples | shelf=%.2f bank=%.2f pool=%.2f"
% [shelf_stream_height, shelf_bank_height, plunge_height]
)
)
_finish()
func _terrain_height(terrain: Terrain3D, world_x: float, world_z: float) -> float:
return terrain.data.get_height(Vector3(world_x, 0.0, world_z))
func _check_ribbon_tracks_terrain(
terrain: Terrain3D, ribbon: MeshInstance3D, label: String
) -> void:
_check(ribbon != null and ribbon.mesh is ArrayMesh, "%s ribbon should be generated" % label)
if ribbon == null or not ribbon.mesh is ArrayMesh:
return
var arrays := ribbon.mesh.surface_get_arrays(0)
var vertices: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
_check(not vertices.is_empty(), "%s ribbon should contain vertices" % label)
for vertex_index in range(0, vertices.size(), maxi(1, vertices.size() / 12)):
var world_vertex := ribbon.to_global(vertices[vertex_index])
var terrain_height := terrain.data.get_height(world_vertex)
if is_nan(terrain_height):
failures.append("%s ribbon sampled outside Terrain3D" % label)
return
if absf(world_vertex.y - terrain_height - JajceWatercourse.WATER_SURFACE_OFFSET) > 0.03:
failures.append("%s ribbon should hug the carved terrain" % label)
return
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Jajce watercourse terrain passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)