Files
gamedev-the-steward/world/jajce/TerrainRiverRibbon.gd
T
2026-07-16 23:51:08 +02:00

83 lines
3.1 KiB
GDScript

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