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gamedev-the-steward/world/jajce/GrassInteractionController.gd

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5.0 KiB
GDScript

extends Node
const SHADER_INTERACTOR_LIMIT := 8
const CLEARING_LIMIT := 4
@export var grass_material: ShaderMaterial
@export_range(1, SHADER_INTERACTOR_LIMIT, 1) var max_interactors := 8
@export_range(0.02, 0.5, 0.01) var update_interval := 0.08
@export var path_clearings: Array[NodePath] = []
@export var actor_root_path := NodePath("../../..")
@export var foliage_root_path := NodePath("../..")
@export var simulation_manager_path := NodePath("../../../SimulationManager")
@export var primary_interactor_path := NodePath("../../../Player")
var _elapsed := 0.0
var _trail_map := FoliageTrailMap.new()
func _ready() -> void:
# JajceWorld first isolates its mutable materials in the parent's _ready().
call_deferred("_configure_interaction")
func _configure_interaction() -> void:
_configure_path_clearings()
var simulation := get_node_or_null(simulation_manager_path)
if simulation != null and simulation.has_signal("state_restored"):
simulation.connect("state_restored", reset_interaction)
if is_processing():
_refresh_interactors(0.0)
func set_interaction_enabled(enabled: bool) -> void:
set_process(enabled)
reset_interaction()
_elapsed = update_interval
func reset_interaction() -> void:
_trail_map.clear()
if grass_material != null:
grass_material.set_shader_parameter("interactor_count", 0)
_bind_trail_materials(false)
func _configure_path_clearings() -> void:
if grass_material == null:
return
var segments := PackedVector4Array()
segments.resize(CLEARING_LIMIT)
var widths := Vector4.ZERO
var count := 0
for path in path_clearings.slice(0, CLEARING_LIMIT):
var strip := get_node_or_null(path) as MeshInstance3D
if strip == null or not strip.mesh is BoxMesh:
continue
var box := strip.mesh as BoxMesh
var half_length := strip.global_basis.z * box.size.z * 0.5
var start := strip.global_position - half_length
var end := strip.global_position + half_length
segments[count] = Vector4(start.x, start.z, end.x, end.z)
widths[count] = strip.global_basis.x.length() * box.size.x * 0.5 + 0.12
count += 1
grass_material.set_shader_parameter("clearing_count", count)
grass_material.set_shader_parameter("clearing_segments", segments)
grass_material.set_shader_parameter("clearing_half_widths", widths)
func _process(delta: float) -> void:
_elapsed += delta
if _elapsed < update_interval:
return
_refresh_interactors(_elapsed)
_elapsed = 0.0
func _refresh_interactors(delta: float = 0.08) -> void:
if grass_material == null:
return
var camera := get_viewport().get_camera_3d()
var origin := camera.global_position if camera != null else Vector3.ZERO
var actor_root := get_node_or_null(actor_root_path)
var primary := get_node_or_null(primary_interactor_path)
var nearest: Array[Node3D] = []
var limit := clampi(max_interactors, 1, SHADER_INTERACTOR_LIMIT)
for value in get_tree().get_nodes_in_group("grass_interactors"):
var candidate := value as Node3D
if (
candidate == null
or candidate.is_queued_for_deletion()
or not candidate.is_visible_in_tree()
or candidate.get_viewport() != get_viewport()
or (actor_root != null and not actor_root.is_ancestor_of(candidate))
):
continue
var insert_at := nearest.size()
var candidate_distance := origin.distance_squared_to(candidate.global_position)
for index in nearest.size():
if (
candidate == primary
or (
nearest[index] != primary
and (
candidate_distance
< origin.distance_squared_to(nearest[index].global_position)
)
)
):
insert_at = index
break
nearest.insert(insert_at, candidate)
if nearest.size() > limit:
nearest.pop_back()
var positions := PackedVector3Array()
positions.resize(SHADER_INTERACTOR_LIMIT)
for index in SHADER_INTERACTOR_LIMIT:
positions[index] = Vector3(0.0, -1000.0, 0.0)
var trail_positions: Dictionary[int, Vector3] = {}
for index in nearest.size():
positions[index] = nearest[index].global_position
trail_positions[nearest[index].get_instance_id()] = positions[index]
grass_material.set_shader_parameter("interactor_count", nearest.size())
grass_material.set_shader_parameter("interactor_positions", positions)
_trail_map.advance(delta, origin, trail_positions)
_bind_trail_materials(true)
func _bind_trail_materials(enabled: bool) -> void:
if grass_material != null:
grass_material.set_shader_parameter("foliage_trail_map", _trail_map.texture)
grass_material.set_shader_parameter("foliage_trail_rect", _trail_map.world_rect)
grass_material.set_shader_parameter("foliage_trails_enabled", enabled)
var foliage_root := get_node_or_null(foliage_root_path)
if foliage_root == null:
return
for value in get_tree().get_nodes_in_group("interactive_foliage"):
var patch := value as StylizedBerryPatch
if patch != null and foliage_root.is_ancestor_of(patch):
patch.set_contact_field(_trail_map.texture, _trail_map.world_rect, enabled)
if grass_material != null:
patch.set_contact_actors(
grass_material.get_shader_parameter("interactor_positions"),
int(grass_material.get_shader_parameter("interactor_count")) if enabled else 0
)