extends Node3D @export var terrain_path := NodePath("../../TerrainRoot/Terrain3D") @export var river_material: Material @export_range(6.0, 20.0, 0.5) var river_width := 8.0 @export_range(2, 12, 1) var width_segments := 6 @export_range(8, 96, 1) var length_segments := 36 @export var local_start_z := -25.0 @export var local_end_z := 40.0 @export_range(0.05, 0.5, 0.01) var water_offset := 0.18 @onready var river_ribbon: MeshInstance3D = $RiverRibbon func _ready() -> void: call_deferred("_build_terrain_ribbon") func _build_terrain_ribbon() -> void: var terrain := get_node_or_null(terrain_path) as Terrain3D if terrain == null or terrain.data == null or river_material == null: push_warning("TerrainRiverRibbon: terrain or material is unavailable") return var vertices := PackedVector3Array() var normals := PackedVector3Array() var uvs := PackedVector2Array() var indices := PackedInt32Array() var row_size := width_segments + 1 for z_index in length_segments + 1: var progress := float(z_index) / float(length_segments) var local_z := lerpf(local_start_z, local_end_z, progress) var downstream_curve := smoothstep(0.58, 1.0, progress) * 12.0 var center_offset := sin(progress * TAU) * 1.4 + downstream_curve var downstream_taper := lerpf(1.0, 0.45, smoothstep(0.65, 1.0, progress)) var half_width := river_width * lerpf(0.52, 0.45, progress) * downstream_taper for x_index in width_segments + 1: var across := float(x_index) / float(width_segments) var local_x := center_offset + lerpf(-half_width, half_width, across) var world_sample := to_global(Vector3(local_x, 0.0, local_z)) var terrain_height := terrain.data.get_height(world_sample) if is_nan(terrain_height): terrain_height = global_position.y vertices.append( to_local(Vector3(world_sample.x, terrain_height + water_offset, world_sample.z)) ) normals.append(Vector3.UP) uvs.append(Vector2(across, progress)) for z_index in length_segments: for x_index in width_segments: var top_left := z_index * row_size + x_index var top_right := top_left + 1 var bottom_left := top_left + row_size var bottom_right := bottom_left + 1 indices.append_array( [top_left, bottom_left, top_right, top_right, bottom_left, bottom_right] ) var arrays := [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertices arrays[Mesh.ARRAY_NORMAL] = normals arrays[Mesh.ARRAY_TEX_UV] = uvs arrays[Mesh.ARRAY_INDEX] = indices var mesh := ArrayMesh.new() mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) mesh.surface_set_material(0, river_material) river_ribbon.mesh = mesh _align_pool_to_terrain(terrain) func _align_pool_to_terrain(terrain: Terrain3D) -> void: var pool := $PlungePool as MeshInstance3D var pool_sample := to_global(Vector3(pool.position.x, 0.0, pool.position.z)) var pool_height := terrain.data.get_height(pool_sample) if is_nan(pool_height): return var local_surface := to_local(Vector3(pool_sample.x, pool_height + water_offset, pool_sample.z)) for node_name in [&"PlungePool", &"FoamRing", &"FoamAtFall"]: var surface := get_node(NodePath(node_name)) as MeshInstance3D surface.position.y = local_surface.y