extends Node3D enum CanopyVariant { GREEN, DARK_GREEN, 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), CanopyVariant.YELLOW_GREEN: Color(0.30, 0.42, 0.15), } const WIND_SHADER := preload("res://world/jajce/materials/wind.gdshader") func _ready() -> void: for child in get_children(): child.queue_free() 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 trunk_mesh := CylinderMesh.new() trunk_mesh.top_radius = 0.22 trunk_mesh.bottom_radius = 0.32 trunk_mesh.height = 2.8 var trunk_mat := StandardMaterial3D.new() trunk_mat.albedo_color = Color(0.27, 0.16, 0.09) trunk_mat.roughness = 0.95 trunk_mesh.material = trunk_mat var trunk := MeshInstance3D.new() trunk.mesh = trunk_mesh trunk.position = Vector3(0, 1.4, 0) add_child(trunk) var canopy_mesh := SphereMesh.new() canopy_mesh.radius = canopy_radius canopy_mesh.height = 2.4 var canopy_mat := ShaderMaterial.new() canopy_mat.shader = WIND_SHADER canopy_mat.set_shader_parameter("albedo", COLORS[canopy_variant]) canopy_mat.set_shader_parameter("roughness", 0.9) canopy_mesh.material = canopy_mat var canopy := MeshInstance3D.new() canopy.mesh = canopy_mesh canopy.position = Vector3(0, 3.2 + (canopy_radius - 1.35) * 0.5, 0) add_child(canopy)