feat: add witnessed knowledge and wind ambience

This commit is contained in:
Rijad Zuzo
2026-07-11 11:27:40 +02:00
parent 2ed93de6d1
commit 81409650df
72 changed files with 3001 additions and 606 deletions
+1 -1
View File
@@ -3,7 +3,7 @@
[sub_resource type="ParticleProcessMaterial" id="3"]
emission_shape = 1
emission_box_extents = Vector3(0.1, 0.025, 0.1)
gravity = Vector3(0, 0.3, 0)
gravity = Vector3(0.065, 0.3, 0.025)
velocity_min = 0.0
velocity_max = 0.5
scale_min = 0.05
+5 -11
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=37 format=3]
[gd_scene load_steps=36 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"]
@@ -16,8 +16,7 @@
[ext_resource type="PackedScene" path="res://world/storage/StorageNode.tscn" id="14_storage"]
[ext_resource type="Script" path="res://world/activity/ActivitySite.gd" id="15_activity"]
[ext_resource type="NavigationMesh" path="res://world/jajce/JajceNavigationMesh.tres" id="16_nav"]
[ext_resource type="PackedScene" path="res://world/jajce/WindStrokes.tscn" id="19_windstrokes"]
[ext_resource type="PackedScene" path="res://world/jajce/WindSpecks.tscn" id="20_windspecks"]
[ext_resource type="PackedScene" path="res://world/jajce/vfx/WindGustField.tscn" id="17_wind_gust"]
[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_jajce"]
_shader_parameters = {
@@ -593,15 +592,10 @@ light_energy = 1.45
shadow_enabled = true
directional_shadow_max_distance = 180.0
[node name="WindStrokes_Valley" parent="." instance=ExtResource("19_windstrokes")]
[node name="AtmosphereRoot" type="Node3D" parent="."]
[node name="WindStrokes_Ridge" parent="." instance=ExtResource("19_windstrokes")]
position = Vector3(-25, 7, 9)
[node name="WindSpecks_Valley" parent="." instance=ExtResource("20_windspecks")]
[node name="WindSpecks_Ridge" parent="." instance=ExtResource("20_windspecks")]
position = Vector3(-25, 7, 9)
[node name="WindGustField" parent="AtmosphereRoot" instance=ExtResource("17_wind_gust")]
position = Vector3(-2, 0, 0)
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_greybox")
+10 -5
View File
@@ -6,9 +6,6 @@ enum CanopyVariant {
YELLOW_GREEN,
}
@export var canopy_variant: CanopyVariant = CanopyVariant.GREEN
@export var canopy_radius: float = 1.35
const COLORS := {
CanopyVariant.GREEN: Color(0.19, 0.38, 0.17),
CanopyVariant.DARK_GREEN: Color(0.12, 0.30, 0.12),
@@ -16,6 +13,8 @@ const COLORS := {
}
const WIND_SHADER := preload("res://world/jajce/materials/wind.gdshader")
const WIND_STRENGTH := 0.07
const WIND_SPEED := 0.55
func _ready() -> void:
@@ -25,8 +24,9 @@ func _ready() -> void:
var hash_seed := hash(global_position)
var rng := RandomNumberGenerator.new()
rng.seed = hash_seed
canopy_variant = rng.randi() % COLORS.size() as CanopyVariant
canopy_radius = 1.0 + rng.randf() * 0.8
var canopy_variant := rng.randi() % COLORS.size() as CanopyVariant
var canopy_radius := 1.0 + rng.randf() * 0.8
var wind_phase := rng.randf_range(0.0, TAU)
var trunk_mesh := CylinderMesh.new()
trunk_mesh.top_radius = 0.22
@@ -39,6 +39,7 @@ func _ready() -> void:
trunk_mesh.material = trunk_mat
var trunk := MeshInstance3D.new()
trunk.name = "Trunk"
trunk.mesh = trunk_mesh
trunk.position = Vector3(0, 1.4, 0)
add_child(trunk)
@@ -51,9 +52,13 @@ func _ready() -> void:
canopy_mat.shader = WIND_SHADER
canopy_mat.set_shader_parameter("albedo", COLORS[canopy_variant])
canopy_mat.set_shader_parameter("roughness", 0.9)
canopy_mat.set_shader_parameter("wind_strength", WIND_STRENGTH)
canopy_mat.set_shader_parameter("wind_speed", WIND_SPEED)
canopy_mat.set_shader_parameter("wind_phase", wind_phase)
canopy_mesh.material = canopy_mat
var canopy := MeshInstance3D.new()
canopy.name = "Canopy"
canopy.mesh = canopy_mesh
canopy.position = Vector3(0, 3.2 + (canopy_radius - 1.35) * 0.5, 0)
add_child(canopy)
-37
View File
@@ -1,37 +0,0 @@
[gd_scene load_steps=4 format=3]
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_specks"]
lifetime_randomness = 0.8
spread = 120.0
flatness = 0.5
gravity = Vector3(-0.35, 0.25, 0.0)
initial_velocity_min = 0.2
initial_velocity_max = 1.2
scale_min = 0.06
scale_max = 0.28
color = Color(1, 0.98, 0.9, 0.3)
color_ramp = 1
emission_shape = 1
emission_box_extents = Vector3(32.0, 14.0, 32.0)
[sub_resource type="StandardMaterial3D" id="Material_speck"]
albedo_color = Color(1, 0.98, 0.92, 0.3)
transparency = 1
shading_mode = 0
billboard_mode = 1
cull_mode = 0
[sub_resource type="QuadMesh" id="Mesh_speck"]
material = SubResource("Material_speck")
size = Vector2(0.12, 0.12)
[node name="WindSpecks" type="GPUParticles3D"]
emitting = true
amount = 40
lifetime = 6.0
one_shot = false
preprocess = 4.0
speed_scale = 1.0
local_coords = false
process_material = SubResource("ParticleProcessMaterial_specks")
draw_pass_1 = SubResource("Mesh_speck")
-40
View File
@@ -1,40 +0,0 @@
[gd_scene load_steps=5 format=3]
[ext_resource type="Shader" path="res://world/jajce/materials/wind_stroke.gdshader" id="1_shader"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_stroke"]
shader = ExtResource("1_shader")
[sub_resource type="QuadMesh" id="Mesh_stroke"]
material = SubResource("ShaderMaterial_stroke")
size = Vector2(1.5, 0.07)
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_wind"]
lifetime_randomness = 0.6
spread = 55.0
flatness = 0.7
gravity = Vector3(-0.6, 0.35, 0.0)
initial_velocity_min = 0.8
initial_velocity_max = 2.8
angular_velocity_min = -0.25
angular_velocity_max = 0.25
radial_accel_min = 0.0
radial_accel_max = 0.0
tangential_accel_min = -0.08
tangential_accel_max = 0.08
scale_min = 0.3
scale_max = 1.2
color = Color(1, 1, 1, 0.35)
emission_shape = 1
emission_box_extents = Vector3(28.0, 8.0, 28.0)
[node name="WindStrokes" type="GPUParticles3D"]
emitting = true
amount = 10
lifetime = 5.0
one_shot = false
preprocess = 3.0
speed_scale = 1.0
local_coords = false
process_material = SubResource("ParticleProcessMaterial_wind")
draw_pass_1 = SubResource("Mesh_stroke")
+15 -9
View File
@@ -40,7 +40,7 @@ var _simulation_node: Node
func _ready() -> void:
_simulation_node = get_tree().get_first_node_in_group("simulation_manager")
_find_simulation_node()
if _simulation_node == null:
elapsed = cycle_duration_seconds * initial_cycle
_apply_light_rotation(initial_cycle)
@@ -48,8 +48,10 @@ func _ready() -> void:
func _process(_delta: float) -> void:
if _simulation_node == null or not is_instance_valid(_simulation_node):
_find_simulation_node()
var cycle: float
if _simulation_node != null and "clock" in _simulation_node:
if _simulation_node != null and "clock" in _simulation_node and _simulation_node.clock != null:
cycle = _simulation_node.clock.time_of_day()
else:
elapsed += _delta
@@ -77,18 +79,18 @@ func _apply_environment(cycle: float) -> void:
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
var transition_peak := _sunrise_sunset_weight(cycle)
if transition_peak > 0.0:
var transition_color: Color
if cycle < 0.5:
sunset_color = SUNSET_LIGHT_COLOR
transition_color = SUNRISE_LIGHT_COLOR
else:
sunset_color = SUNRISE_LIGHT_COLOR
transition_color = SUNSET_LIGHT_COLOR
directional_light.light_color = directional_light.light_color.lerp(
sunset_color, sunset_peak * 0.85
transition_color, transition_peak * 0.85
)
directional_light.light_energy = maxf(
directional_light.light_energy, SUNRISE_SUNSET_ENERGY * sunset_peak
directional_light.light_energy, SUNRISE_SUNSET_ENERGY * transition_peak
)
if world_environment == null or world_environment.environment == null:
@@ -112,6 +114,10 @@ func _apply_environment(cycle: float) -> void:
mat.ground_horizon_color = _lerp_color(NIGHT_GROUND_HORIZON, DAY_GROUND_HORIZON, day_factor)
func _find_simulation_node() -> void:
_simulation_node = get_tree().get_first_node_in_group("simulation_manager")
func _day_factor(cycle: float) -> float:
if cycle < 0.15:
return 0.0
+16 -6
View File
@@ -1,8 +1,13 @@
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;
uniform float wind_strength : hint_range(0.0, 0.5) = 0.08;
uniform float wind_speed : hint_range(0.0, 5.0) = 0.6;
uniform vec2 wind_direction = vec2(0.94, 0.34);
uniform float wind_strength : hint_range(0.0, 0.2) = 0.07;
uniform float wind_speed : hint_range(0.0, 2.0) = 0.55;
uniform float gust_speed : hint_range(0.0, 1.0) = 0.12;
uniform float gust_strength : hint_range(0.0, 0.8) = 0.35;
uniform float flutter_strength : hint_range(0.0, 0.05) = 0.012;
uniform float wind_phase : hint_range(0.0, 6.2832) = 0.0;
uniform vec3 albedo : source_color = vec3(0.19, 0.38, 0.17);
uniform float roughness : hint_range(0.0, 1.0) = 0.9;
@@ -11,11 +16,16 @@ void vertex() {
float height_factor = clamp((VERTEX.y + half_height) / (half_height * 2.0), 0.0, 1.0);
height_factor = height_factor * height_factor;
float sway_x = sin(VERTEX.x * 0.3 + TIME * wind_speed) * wind_strength * height_factor;
float sway_z = cos(VERTEX.z * 0.3 + TIME * wind_speed * 0.7) * wind_strength * height_factor;
vec2 direction = normalize(wind_direction);
vec2 crosswind = vec2(-direction.y, direction.x);
float world_phase = wind_phase + dot(MODEL_MATRIX[3].xz, vec2(0.07, 0.05));
float gust_wave = 0.5 + 0.5 * sin(TIME * gust_speed + world_phase * 0.7);
float gust = mix(1.0 - gust_strength, 1.0, gust_wave);
float bend = sin(TIME * wind_speed + world_phase) * wind_strength * gust;
float flutter = sin(TIME * 1.7 + world_phase * 1.9 + VERTEX.y * 2.0) * flutter_strength;
VERTEX.x += sway_x;
VERTEX.z += sway_z;
VERTEX.xz += direction * bend * height_factor;
VERTEX.xz += crosswind * flutter * height_factor;
}
void fragment() {
+22
View File
@@ -0,0 +1,22 @@
shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_disabled, unshaded;
uniform vec4 tint : source_color = vec4(0.76, 0.91, 0.75, 0.2);
uniform float progress : hint_range(0.0, 1.0) = 0.0;
uniform float glow_strength : hint_range(0.0, 1.0) = 0.38;
void fragment() {
float edge_softness = smoothstep(0.0, 0.24, UV.y) * smoothstep(0.0, 0.24, 1.0 - UV.y);
float head = progress * 1.18 - 0.08;
float tail = head - 0.52;
float head_mask = 1.0 - smoothstep(head, head + 0.07, UV.x);
float tail_mask = smoothstep(tail - 0.08, tail + 0.03, UV.x);
float life_fade = smoothstep(0.0, 0.12, progress) * (1.0 - smoothstep(0.82, 1.0, progress));
float brush_texture = 0.88 + 0.12 * sin(UV.x * 31.0 + UV.y * 5.0);
float stroke_alpha = edge_softness * head_mask * tail_mask * life_fade * brush_texture;
float glint = exp(-pow((UV.x - head) * 20.0, 2.0)) * edge_softness * life_fade;
ALBEDO = tint.rgb;
EMISSION = tint.rgb * (glow_strength * stroke_alpha + glint * 0.28);
ALPHA = tint.a * stroke_alpha;
}
@@ -0,0 +1 @@
uid://bjj5oxdmfpgqf
@@ -1,14 +0,0 @@
shader_type spatial;
render_mode blend_mix, depth_draw_never, cull_disabled, unshaded;
uniform float softness : hint_range(0.0, 1.0) = 0.45;
uniform vec3 tint : source_color = vec3(0.95, 0.93, 0.88);
void fragment() {
float edge_dist = abs(UV.y - 0.5) * 2.0;
float alpha = 1.0 - smoothstep(0.0, 1.0, edge_dist);
alpha *= smoothstep(0.0, 0.2, UV.x) * smoothstep(0.0, 0.2, 1.0 - UV.x);
alpha *= softness * 0.1;
ALBEDO = tint;
ALPHA = alpha;
}
@@ -1 +0,0 @@
uid://b8dxberetmchf
+271
View File
@@ -0,0 +1,271 @@
class_name WindGustField
extends Node3D
const GUST_SHADER := preload("res://world/jajce/materials/wind_gust.gdshader")
const RIBBON_SEGMENTS := 18
const STROKE_COLORS := [
Color(0.76, 0.93, 0.74, 0.28),
Color(1.0, 0.82, 0.52, 0.22),
Color(0.64, 0.88, 0.92, 0.2),
]
@export var terrain_path: NodePath = ^"../../TerrainRoot/Terrain3D"
@export var wind_direction := Vector3(0.94, 0.0, 0.34)
@export var view_spawn_extents := Vector2(8.5, 5.5)
@export_range(5.0, 12.0, 0.1) var interval_min := 6.0
@export_range(5.0, 12.0, 0.1) var interval_max := 10.0
@export_range(1.0, 3.0, 0.1) var duration_min := 1.8
@export_range(1.0, 3.0, 0.1) var duration_max := 2.35
@export_range(1, 3, 1) var stroke_count_min := 2
@export_range(1, 3, 1) var stroke_count_max := 3
@export_range(0.5, 3.0, 0.1) var hover_height := 1.25
@export var deterministic_seed := 20260711
var _random := RandomNumberGenerator.new()
var _terrain: Node
var _time_until_next_gust := 0.0
var _active_burst: Dictionary = {}
func _ready() -> void:
_random.seed = deterministic_seed
_terrain = get_node_or_null(terrain_path)
_time_until_next_gust = _random.randf_range(2.0, 4.0)
func _process(delta: float) -> void:
_time_until_next_gust -= delta
if not _active_burst.is_empty():
_update_active_burst(delta)
if _active_burst.is_empty() and _time_until_next_gust <= 0.0:
_trigger_gust_at_world(_random_world_origin())
func trigger_gust_at(
local_origin: Vector3, replace_active: bool = false, initial_progress: float = 0.0
) -> bool:
return _trigger_gust_at_world(to_global(local_origin), replace_active, initial_progress)
func _trigger_gust_at_world(
world_origin: Vector3, replace_active: bool = false, initial_progress: float = 0.0
) -> bool:
if not _active_burst.is_empty():
if not replace_active:
return false
_clear_active_burst(true)
var burst := Node3D.new()
burst.name = "WindGustBurst"
add_child(burst)
var origin := world_origin
var origin_ground_height := _sample_terrain_height(origin)
origin.y = origin_ground_height + hover_height + _random.randf_range(0.15, 0.55)
burst.global_position = origin
var duration := _random.randf_range(duration_min, duration_max)
var stroke_count := _random.randi_range(stroke_count_min, stroke_count_max)
var strokes: Array[Dictionary] = []
var direction := wind_direction.normalized()
var crosswind := Vector3.UP.cross(direction).normalized()
for stroke_index in stroke_count:
var stroke := MeshInstance3D.new()
stroke.name = "Stroke_%02d" % (stroke_index + 1)
stroke.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
var length := _random.randf_range(5.0, 7.8) * (1.0 - stroke_index * 0.08)
var width := _random.randf_range(0.2, 0.32)
var curve := _random.randf_range(0.18, 0.42)
var phase := _random.randf_range(-0.7, 0.7)
stroke.mesh = _create_ribbon_mesh(
length, width, curve, phase, direction, origin, origin_ground_height
)
stroke.position = (
crosswind * (float(stroke_index) - float(stroke_count - 1) * 0.5) * 0.62
+ Vector3.UP * stroke_index * 0.12
- direction * stroke_index * 0.25
)
var material := ShaderMaterial.new()
material.shader = GUST_SHADER
material.set_shader_parameter("tint", STROKE_COLORS[stroke_index])
material.set_shader_parameter("progress", 0.0)
stroke.material_override = material
burst.add_child(stroke)
(
strokes
. append(
{
"material": material,
"delay": float(stroke_index) * 0.11,
}
)
)
_active_burst = {
"node": burst,
"age": duration * clampf(initial_progress, 0.0, 0.95),
"duration": duration,
"drift_speed": _random.randf_range(0.35, 0.65),
"strokes": strokes,
}
_apply_stroke_progress()
_time_until_next_gust = _random.randf_range(interval_min, interval_max)
return true
func get_active_stroke_count() -> int:
if _active_burst.is_empty():
return 0
return (_active_burst["strokes"] as Array).size()
func _update_active_burst(delta: float) -> void:
var burst := _active_burst["node"] as Node3D
if burst == null or not is_instance_valid(burst):
_active_burst.clear()
return
var age := float(_active_burst["age"]) + delta
var duration := float(_active_burst["duration"])
_active_burst["age"] = age
burst.global_position += (
wind_direction.normalized() * float(_active_burst["drift_speed"]) * delta
)
var desired_height := _sample_terrain_height(burst.global_position) + hover_height
burst.global_position.y = lerpf(burst.global_position.y, desired_height, minf(delta * 2.0, 1.0))
_apply_stroke_progress()
if age >= duration:
_clear_active_burst()
func _apply_stroke_progress() -> void:
var age := float(_active_burst["age"])
var duration := float(_active_burst["duration"])
for stroke_data in _active_burst["strokes"]:
var delay := float(stroke_data["delay"])
var stroke_progress := clampf((age - delay) / maxf(duration - delay, 0.01), 0.0, 1.0)
var material := stroke_data["material"] as ShaderMaterial
material.set_shader_parameter("progress", stroke_progress)
func _clear_active_burst(free_immediately: bool = false) -> void:
if _active_burst.is_empty():
return
var burst := _active_burst.get("node") as Node3D
if burst != null and is_instance_valid(burst):
if free_immediately:
burst.free()
else:
burst.queue_free()
_active_burst.clear()
func _random_world_origin() -> Vector3:
var camera := get_viewport().get_camera_3d()
if camera == null:
return to_global(
Vector3(
_random.randf_range(-view_spawn_extents.x, view_spawn_extents.x),
0.0,
_random.randf_range(-view_spawn_extents.y, view_spawn_extents.y),
)
)
var center := _camera_ground_focus(camera)
var camera_right := Vector3(camera.global_basis.x.x, 0.0, camera.global_basis.x.z).normalized()
var camera_forward := (
Vector3(-camera.global_basis.z.x, 0.0, -camera.global_basis.z.z).normalized()
)
return (
center
+ camera_right * _random.randf_range(-view_spawn_extents.x, view_spawn_extents.x)
+ camera_forward * _random.randf_range(-view_spawn_extents.y, view_spawn_extents.y)
)
func _camera_ground_focus(camera: Camera3D) -> Vector3:
var ray_origin := camera.global_position
var ray_direction := -camera.global_basis.z.normalized()
if ray_direction.y >= -0.01:
return Vector3(ray_origin.x, _sample_terrain_height(ray_origin), ray_origin.z)
var ground_height := _sample_terrain_height(global_position)
var focus := global_position
for _iteration in 3:
var distance := (ground_height - ray_origin.y) / ray_direction.y
if distance <= 0.0:
break
focus = ray_origin + ray_direction * distance
ground_height = _sample_terrain_height(focus)
focus.y = ground_height
return focus
func _sample_terrain_height(world_position: Vector3) -> float:
if _terrain == null or not is_instance_valid(_terrain) or _terrain.get("data") == null:
return global_position.y
var terrain_height: float = _terrain.data.get_height(world_position)
return global_position.y if is_nan(terrain_height) else terrain_height
func _create_ribbon_mesh(
length: float,
base_width: float,
curve_amount: float,
phase: float,
direction: Vector3,
world_origin: Vector3,
origin_ground_height: float
) -> ArrayMesh:
var centers := PackedVector3Array()
var crosswind := Vector3.UP.cross(direction).normalized()
for segment_index in range(RIBBON_SEGMENTS + 1):
var t := float(segment_index) / RIBBON_SEGMENTS
var envelope := sin(t * PI)
var sweep := sin(t * TAU * 1.15 + phase) * curve_amount * envelope
var lift := envelope * 0.12 + sin(t * TAU + phase) * envelope * 0.035
var horizontal_offset := direction * ((t - 0.5) * length) + crosswind * sweep
var terrain_offset := (
_sample_terrain_height(world_origin + horizontal_offset) - origin_ground_height
)
centers.append(horizontal_offset + Vector3.UP * (terrain_offset + lift))
var vertices := PackedVector3Array()
var uvs := PackedVector2Array()
var indices := PackedInt32Array()
for segment_index in range(RIBBON_SEGMENTS + 1):
var t := float(segment_index) / RIBBON_SEGMENTS
var previous := centers[maxi(segment_index - 1, 0)]
var following := centers[mini(segment_index + 1, RIBBON_SEGMENTS)]
var tangent := (following - previous).normalized()
var side := Vector3.UP.cross(tangent).normalized()
var taper := pow(maxf(sin(t * PI), 0.0), 0.72)
var brush_belly := 1.0 + maxf(1.0 - absf(t - 0.34) / 0.34, 0.0) * 0.28
var half_width := base_width * taper * brush_belly * 0.5
vertices.append(centers[segment_index] - side * half_width)
vertices.append(centers[segment_index] + side * half_width)
uvs.append(Vector2(t, 0.0))
uvs.append(Vector2(t, 1.0))
if segment_index >= RIBBON_SEGMENTS:
continue
var vertex_index := segment_index * 2
(
indices
. append_array(
PackedInt32Array(
[
vertex_index,
vertex_index + 1,
vertex_index + 2,
vertex_index + 1,
vertex_index + 3,
vertex_index + 2,
]
)
)
)
var arrays := []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_TEX_UV] = uvs
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return mesh
+1
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@@ -0,0 +1 @@
uid://bceyn2pnyjfo7
+6
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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://world/jajce/vfx/WindGustField.gd" id="1_gust"]
[node name="WindGustField" type="Node3D"]
script = ExtResource("1_gust")