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
+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