feat(foliage): add recovering grass trails and bush contact

This commit is contained in:
Rijad Zuzo
2026-09-05 19:30:46 +02:00
parent da3bed67a0
commit 7899d36f03
21 changed files with 673 additions and 18 deletions
+106
View File
@@ -0,0 +1,106 @@
extends SceneTree
## Native renderer review of a scripted walk through the actual loaded meadow.
## The capture moves presentation only and verifies the simulation checksum.
const OUTPUT := "res://docs/baselines/foliage_"
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
root.size = Vector2i(1600, 900)
var main := load("res://main.tscn").instantiate() as Node3D
main.get_node("SimulationManager").set("debug_logs", false)
root.add_child(main)
await process_frame
var manager := main.get_node("SimulationManager")
manager.set_process(false)
var checksum: String = manager.get_state_checksum()
var world := main.get_node("JajceWorld") as JajceWorld
world.apply_presentation_quality(JajceWorld.PresentationQuality.HIGH)
var controller := world.grass_controller
controller.set_process(false)
var cycle := world.get_node("DayNightCycle")
cycle.set_process(false)
cycle.call("_apply_light_rotation", 0.4)
cycle.call("_apply_environment", 0.4)
for layer in main.get_children():
if layer is CanvasLayer:
layer.hide()
for actor in get_nodes_in_group("grass_interactors"):
actor.set_physics_process(false)
actor.set_process(false)
var player := main.get_node("Player") as CharacterBody3D
player.get_node("Visual/Sword").hide()
main.get_node("CameraRig").set_physics_process(false)
var camera := root.get_camera_3d()
camera.reparent(main)
camera.global_position = Vector3(16, 7.5, 23)
camera.look_at(Vector3(11, 0.6, 10.5))
camera.fov = 48
player.position = Vector3(5, 0, 10.85)
player.get_node("Visual").rotation.y = -PI / 2.0
for _frame in 90:
await process_frame
# Freeze wind and particles so the four review frames isolate contact deformation.
Engine.time_scale = 0.0
var demo := main.get_node("DemoController")
if demo.get("debug_overlay_visible"):
demo.call("toggle_debug_overlay")
for layer in main.get_children():
if layer is CanvasLayer:
layer.hide()
controller.call("reset_interaction")
await _save("before.png")
var update_times: Array[float] = []
for step in 61:
player.position.x = 5.0 + step * 0.18
player.position.y = world.terrain.data.get_height(player.position) + 0.02
var start := Time.get_ticks_usec()
controller.call("_refresh_interactors", 0.08)
update_times.append(float(Time.get_ticks_usec() - start) / 1000.0)
for _frame in 5:
await process_frame
if step == 37:
await _save("contact.png")
await _save("trail.png")
var active_cells := (controller.get("_trail_map").get("_cells") as Dictionary).size()
var draws := Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME)
for _step in 110:
controller.call("_refresh_interactors", 0.08)
for _frame in 5:
await process_frame
await _save("recovered.png")
update_times.sort()
var report := {
"renderer": RenderingServer.get_current_rendering_driver_name(),
"resolution": "1600x900",
"profile": "High",
"workload":
"Actual Jajce meadow; 8 nearest actors, player presentation follows an 11 m sweep",
"controller_update_p50_ms": update_times[30],
"controller_update_p95_ms": update_times[57],
"active_trail_texels": active_cells,
"trail_texture_bytes": 128 * 128 * 16,
"draw_calls": draws,
"simulation_checksum_unchanged": manager.get_state_checksum() == checksum,
"note":
"CPU timing includes scanning, field painting and material uploads; not isolated GPU frame time."
}
var file := FileAccess.open(OUTPUT + "render_metrics.json", FileAccess.WRITE)
file.store_string(JSON.stringify(report, "\t") + "\n")
print(JSON.stringify(report))
assert(manager.get_state_checksum() == checksum)
main.free()
Engine.time_scale = 1.0
await process_frame
quit(0)
func _save(filename: String) -> void:
await RenderingServer.frame_post_draw
var capture := root.get_texture().get_image()
assert(not capture.is_empty())
assert(capture.save_png(OUTPUT + filename) == OK)