feat: bake jajce terrain navigation
This commit is contained in:
@@ -626,14 +626,14 @@ Completed:
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8. Base Terrain3D collision/navigation guardrails: runtime tests now keep
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Terrain3D collision enabled, keep the old greybox ground out of physics, and
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verify required navigation paths track the authored height field.
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9. Terrain3D-derived playable-loop navigation: `JajceWorld` now uses an
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external baked navigation resource generated from Terrain3D source geometry,
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and runtime tests reject partial paths that do not reach their targets.
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Next:
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1. Continue replacing the temporary greybox navigation source with baked
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Terrain3D-derived navigation for the sculpted playable loop.
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2. Capture and visually review “Jajce Lookdev 01.”
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3. Capture “Simulation Garden 01.”
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1. Capture and visually review “Jajce Lookdev 01.”
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2. Capture “Simulation Garden 01.”
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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@@ -674,6 +674,10 @@ Recently completed:
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now assert Terrain3D collision remains enabled, the hidden greybox ground no
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longer provides physics collision, and tested navigation routes stay close to
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the authored Terrain3D height field.
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- The temporary greybox navigation source was replaced by a project-owned
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Terrain3D-derived navigation mesh resource generated by
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`tools/bake_jajce_navigation.gd`; route tests now also reject partial paths
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that do not reach their requested targets.
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This order strengthens the simulation while regularly producing visible
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progress suitable for public development updates.
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+10
-8
@@ -193,8 +193,8 @@ study, and patrol target typed activity sites. The migration is documented in
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- **Main scene:** `res://main.tscn`
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- **Terrain:** Terrain3D 1.0.2 is installed and enabled
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- **Jajce runtime:** reusable 512 m Terrain3D seed, greybox landmarks, stable
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ResourceNode placement, lookdev camera, tested runtime navigation, and base
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Terrain3D collision/navigation guardrails
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ResourceNode placement, lookdev camera, and Terrain3D-derived runtime
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navigation with collision guardrails
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- **Terrain compatibility floor:** Godot 4.4 according to the bundled extension
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- **Version control:** Git
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- **Primary branch:** `main`
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@@ -328,10 +328,11 @@ distance with resource `safety_risk`, `comfort_distance`, and
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- warm sky, fog, shadows, and wind-reactive foliage;
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- eight ResourceNodes preserving stable food/wood discovery IDs;
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- typed village pantry storage and typed guard, study, and rest activity sites;
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- a temporary baked navigation loop with 24 tested routes;
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- a Terrain3D-derived baked navigation mesh covering the current playable loop;
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- base collision/navigation guardrails that keep Terrain3D collision enabled,
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keep the hidden greybox ground out of runtime physics, and compare required
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navigation paths against the Terrain3D height field;
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keep the old greybox ground out of runtime physics, require paths to reach
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their targets, and compare required navigation paths against the Terrain3D
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height field;
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- a look-development scene and camera.
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This is a runtime integration proof, not the final terrain composition.
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@@ -538,9 +539,10 @@ These are expected prototype constraints, not necessarily isolated bugs:
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mutation APIs, but selection, execution, target resolution, and active-world
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queries now have focused collaborators.
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- Path failure and interruption emit a `navigation_failed` signal and send the NPC to wander; this is functional but not yet polished.
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- The old greybox navigation source remains temporary; current tests now guard
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against collision/nav regressions, but the next terrain base phase is a
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Terrain3D-derived bake for the sculpted playable loop.
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- The old greybox navigation source has been replaced by a project-owned
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Terrain3D-derived navigation resource. The current bake is still a first
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playable-loop pass, so future terrain sculpting should rerun the bake tool and
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recheck reachability rather than hand-editing navigation polygons.
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- Terrain3D and the bounded Jajce beauty baseline now run in the main game
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scene; final visual review and character/profession readability remain.
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- Combat, companions, factions, politics, trade, rumours, quests, persistence,
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@@ -11,6 +11,7 @@ func _run() -> void:
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var main_scene: Node = load("res://main.tscn").instantiate()
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root.add_child(main_scene)
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await process_frame
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for _frame in 10:
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await physics_frame
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var simulation_manager: Node = main_scene.get_node("SimulationManager")
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@@ -27,10 +28,9 @@ func _run() -> void:
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"Runtime Terrain3D should bind to the gameplay camera"
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)
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_check(terrain.collision_mode != 0, "Runtime Terrain3D collision should be enabled")
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var greybox_ground := main_scene.get_node("JajceWorld/NavigationRegion3D/GreyboxGround") as StaticBody3D
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_check(
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greybox_ground.collision_layer == 0 and greybox_ground.collision_mask == 0,
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"Runtime GreyboxGround should not provide physics collision"
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not main_scene.has_node("JajceWorld/NavigationRegion3D/GreyboxGround"),
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"Runtime should not keep the temporary greybox navigation ground"
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)
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_check(
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(
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@@ -49,6 +49,11 @@ func _run() -> void:
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)
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var navigation_map: RID = main_scene.get_world_3d().navigation_map
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var navigation_region := main_scene.get_node("JajceWorld/NavigationRegion3D") as NavigationRegion3D
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_check(
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navigation_region.navigation_mesh.resource_path == "res://world/jajce/JajceNavigationMesh.tres",
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"Runtime navigation should use the Terrain3D-derived baked mesh resource"
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)
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await _wait_for_navigation_map(navigation_map)
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NavigationServer3D.map_force_update(navigation_map)
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@@ -82,6 +87,9 @@ func _run() -> void:
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_check_path_tracks_terrain(
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terrain, path, "Runtime navigation path should track Terrain3D height"
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)
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_check_path_reaches_destination(
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path, destination, "Runtime navigation path should reach its requested target"
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)
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var village := SimVillage.new()
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var worker := SimNPC.new(100, "BaselineWorker", SimulationIds.PROFESSION_SCHOLAR, 5.0, 5.0)
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@@ -152,3 +160,17 @@ func _check_path_tracks_terrain(terrain: Terrain3D, path: PackedVector3Array, me
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% [message, point, terrain_height]
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)
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return
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func _check_path_reaches_destination(path: PackedVector3Array, destination: Vector3, message: String) -> void:
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if path.is_empty():
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return
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var final_point := path[path.size() - 1]
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var final_xz := Vector2(final_point.x, final_point.z)
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var destination_xz := Vector2(destination.x, destination.z)
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if final_xz.distance_to(destination_xz) > 1.5:
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failures.append(
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"%s: final path point %s is too far from %s"
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% [message, final_point, destination]
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)
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@@ -17,7 +17,7 @@ func _run() -> void:
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var world: Node3D = load("res://world/jajce/JajceWorld.tscn").instantiate()
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root.add_child(world)
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await process_frame
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for frame in 10:
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for _frame in 10:
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await physics_frame
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var terrain = world.get_node("TerrainRoot/Terrain3D")
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@@ -27,10 +27,9 @@ func _run() -> void:
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"Terrain3D should use dedicated Jajce data"
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)
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_check(terrain.collision_mode != 0, "Terrain3D collision should be enabled for gameplay")
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var greybox_ground := world.get_node("NavigationRegion3D/GreyboxGround") as StaticBody3D
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_check(
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greybox_ground.collision_layer == 0 and greybox_ground.collision_mask == 0,
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"GreyboxGround should not provide runtime physics collision"
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not world.has_node("NavigationRegion3D/GreyboxGround"),
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"JajceWorld should not keep the temporary greybox navigation ground"
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)
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_check(
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configured_texture_count == 6,
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@@ -203,6 +202,10 @@ func _run() -> void:
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navigation_region.navigation_mesh.get_polygon_count() > 0,
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"Jajce navigation mesh should contain baked polygons"
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)
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_check(
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navigation_region.navigation_mesh.resource_path == "res://world/jajce/JajceNavigationMesh.tres",
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"Jajce navigation should use the Terrain3D-derived baked mesh resource"
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)
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await _wait_for_navigation_map(navigation_map)
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NavigationServer3D.map_force_update(navigation_map)
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@@ -224,6 +227,9 @@ func _run() -> void:
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_check_path_tracks_terrain(
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terrain, path, "Jajce navigation path should track Terrain3D height"
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)
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_check_path_reaches_destination(
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path, destination, "Jajce navigation path should reach its requested target"
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)
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var adapter := ActiveWorldAdapter.new()
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adapter.pantry_storage = pantry
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@@ -330,3 +336,17 @@ func _check_path_tracks_terrain(terrain: Terrain3D, path: PackedVector3Array, me
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% [message, point, terrain_height]
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)
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return
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func _check_path_reaches_destination(path: PackedVector3Array, destination: Vector3, message: String) -> void:
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if path.is_empty():
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return
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var final_point := path[path.size() - 1]
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var final_xz := Vector2(final_point.x, final_point.z)
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var destination_xz := Vector2(destination.x, destination.z)
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if final_xz.distance_to(destination_xz) > 1.5:
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failures.append(
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"%s: final path point %s is too far from %s"
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% [message, final_point, destination]
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)
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@@ -0,0 +1,74 @@
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extends SceneTree
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const OUTPUT_PATH := "res://world/jajce/JajceNavigationMesh.tres"
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const WORLD_SCENE_PATH := "res://world/jajce/JajceWorld.tscn"
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const TERRAIN_PATH := "TerrainRoot/Terrain3D"
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var world_scene := load(WORLD_SCENE_PATH) as PackedScene
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if world_scene == null:
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push_error("Could not load %s" % WORLD_SCENE_PATH)
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quit(1)
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return
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var world := world_scene.instantiate() as Node3D
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root.add_child(world)
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await process_frame
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for _frame in 10:
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await physics_frame
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var terrain := world.get_node(TERRAIN_PATH) as Terrain3D
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if terrain == null or terrain.data == null:
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push_error("Jajce Terrain3D data is not available")
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quit(1)
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return
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var nav_mesh := _create_navigation_mesh_template()
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var bake_aabb: AABB = nav_mesh.filter_baking_aabb
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bake_aabb.position += nav_mesh.filter_baking_aabb_offset
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var terrain_faces: PackedVector3Array = terrain.generate_nav_mesh_source_geometry(bake_aabb, false)
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if terrain_faces.is_empty():
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push_error("Terrain3D produced no navigation source faces")
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quit(1)
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return
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var source_geometry := NavigationMeshSourceGeometryData3D.new()
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source_geometry.add_faces(terrain_faces, Transform3D.IDENTITY)
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NavigationServer3D.bake_from_source_geometry_data(nav_mesh, source_geometry)
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if nav_mesh.get_polygon_count() == 0:
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push_error("Baked Jajce navigation mesh contains no polygons")
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quit(1)
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return
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var error := ResourceSaver.save(nav_mesh, OUTPUT_PATH)
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if error != OK:
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push_error("Could not save %s: %s" % [OUTPUT_PATH, error_string(error)])
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quit(1)
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return
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print(
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"[TOOL] Saved %s with %d vertices and %d polygons"
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% [OUTPUT_PATH, nav_mesh.get_vertices().size(), nav_mesh.get_polygon_count()]
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)
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quit(0)
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func _create_navigation_mesh_template() -> NavigationMesh:
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var nav_mesh := NavigationMesh.new()
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nav_mesh.agent_height = 1.7
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nav_mesh.agent_radius = 0.4
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nav_mesh.agent_max_climb = 0.55
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nav_mesh.agent_max_slope = 35.0
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nav_mesh.cell_size = 0.25
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nav_mesh.cell_height = 0.1
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nav_mesh.filter_baking_aabb = AABB(
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Vector3(-36.0, -8.0, -36.0), Vector3(72.0, 32.0, 72.0)
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)
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return nav_mesh
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File diff suppressed because one or more lines are too long
@@ -1,4 +1,4 @@
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[gd_scene load_steps=26 format=3]
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[gd_scene load_steps=27 format=3]
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[ext_resource type="Terrain3DAssets" path="res://terrain/jajce/assets.tres" id="1_assets"]
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[ext_resource type="PackedScene" path="res://world/resource_nodes/ResourceNode.tscn" id="2_resource"]
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@@ -15,6 +15,7 @@
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[ext_resource type="Script" path="res://world/jajce/day_night_cycle.gd" id="13_daynight"]
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[ext_resource type="PackedScene" path="res://world/storage/StorageNode.tscn" id="14_storage"]
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[ext_resource type="Script" path="res://world/activity/ActivitySite.gd" id="15_activity"]
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[ext_resource type="NavigationMesh" path="res://world/jajce/JajceNavigationMesh.tres" id="16_nav"]
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[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_jajce"]
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_shader_parameters = {
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@@ -118,18 +119,7 @@ size = Vector3(2.8, 0.3, 0.9)
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script = ExtResource("3_world")
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[node name="NavigationRegion3D" type="NavigationRegion3D" parent="."]
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navigation_mesh = SubResource("NavigationMesh_greybox")
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[node name="GreyboxGround" type="StaticBody3D" parent="NavigationRegion3D"]
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collision_layer = 0
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collision_mask = 0
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[node name="Mesh" type="MeshInstance3D" parent="NavigationRegion3D/GreyboxGround"]
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visible = false
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mesh = SubResource("Mesh_ground")
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[node name="Collision" type="CollisionShape3D" parent="NavigationRegion3D/GreyboxGround"]
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shape = SubResource("Shape_ground")
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navigation_mesh = ExtResource("16_nav")
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[node name="TerrainRoot" type="Node3D" parent="."]
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