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

129 lines
3.4 KiB
GDScript

extends Node3D
enum CanopyVariant {
GREEN,
DARK_GREEN,
YELLOW_GREEN,
}
const COLORS := {
CanopyVariant.GREEN: Color(0.18, 0.39, 0.16),
CanopyVariant.DARK_GREEN: Color(0.10, 0.28, 0.12),
CanopyVariant.YELLOW_GREEN: Color(0.34, 0.47, 0.16),
}
const WIND_SHADER := preload("res://world/jajce/materials/wind.gdshader")
const WIND_STRENGTH := 0.07
const WIND_SPEED := 0.55
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
var canopy_variant := rng.randi() % COLORS.size() as CanopyVariant
var canopy_radius := 1.0 + rng.randf() * 0.55
var wind_phase := rng.randf_range(0.0, TAU)
var trunk_mesh := CylinderMesh.new()
trunk_mesh.top_radius = 0.22
trunk_mesh.bottom_radius = 0.32
trunk_mesh.height = 3.4
trunk_mesh.radial_segments = 9
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.name = "Trunk"
trunk.mesh = trunk_mesh
trunk.position = Vector3(0, 1.7, 0)
add_child(trunk)
_add_branch(Vector3(-0.18, 2.45, 0.0), Vector3(0.0, 0.0, 42.0), 1.45, trunk_mat)
_add_branch(Vector3(0.2, 2.6, 0.08), Vector3(24.0, 0.0, -38.0), 1.25, trunk_mat)
var canopy_color: Color = COLORS[canopy_variant]
var crown_height := 3.7 + (canopy_radius - 1.2) * 0.45
_add_canopy(
"Canopy",
Vector3(0.0, crown_height, 0.0),
Vector3(canopy_radius * 1.12, canopy_radius, canopy_radius),
canopy_color,
wind_phase
)
_add_canopy(
"CanopyLeft",
Vector3(-0.82, crown_height - 0.15, 0.1),
Vector3(canopy_radius * 0.78, canopy_radius * 0.72, canopy_radius * 0.76),
canopy_color.lightened(0.05),
wind_phase + 0.12
)
_add_canopy(
"CanopyRight",
Vector3(0.78, crown_height - 0.05, -0.12),
Vector3(canopy_radius * 0.74, canopy_radius * 0.68, canopy_radius * 0.72),
canopy_color.darkened(0.04),
wind_phase - 0.1
)
_add_canopy(
"CanopyTop",
Vector3(0.08, crown_height + 0.72, 0.04),
Vector3(canopy_radius * 0.72, canopy_radius * 0.66, canopy_radius * 0.7),
canopy_color.lightened(0.08),
wind_phase + 0.05
)
func _add_branch(
branch_position: Vector3,
branch_rotation_degrees: Vector3,
branch_height: float,
material: StandardMaterial3D
) -> void:
var mesh := CylinderMesh.new()
mesh.top_radius = 0.08
mesh.bottom_radius = 0.14
mesh.height = branch_height
mesh.radial_segments = 7
mesh.material = material
var branch := MeshInstance3D.new()
branch.name = "Branch"
branch.mesh = mesh
branch.position = branch_position
branch.rotation_degrees = branch_rotation_degrees
add_child(branch)
func _add_canopy(
canopy_name: String,
canopy_position: Vector3,
canopy_scale: Vector3,
canopy_color: Color,
wind_phase: float
) -> void:
var mesh := SphereMesh.new()
mesh.radius = 1.0
mesh.height = 2.0
mesh.radial_segments = 12
mesh.rings = 6
var material := ShaderMaterial.new()
material.shader = WIND_SHADER
material.set_shader_parameter("albedo", canopy_color)
material.set_shader_parameter("roughness", 0.9)
material.set_shader_parameter("wind_strength", WIND_STRENGTH)
material.set_shader_parameter("wind_speed", WIND_SPEED)
material.set_shader_parameter("wind_phase", wind_phase)
mesh.material = material
var canopy := MeshInstance3D.new()
canopy.name = canopy_name
canopy.mesh = mesh
canopy.position = canopy_position
canopy.scale = canopy_scale
add_child(canopy)