feat(world): tiled heightfield terrain actor with per-cell sonar materials

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
OlivierandClaude Sonnet 5.5 committed 2026-10-06 20:04:13 +02:00
1 parent 8ab1289d10
commit 0e590f2bc7
4 files changed
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class_name BathymetricTerrainActor
extends StaticBody3D
const TerrainHeightField = preload("res://game/domain/sites/terrain_height_field.gd")
const TERRAIN_SHADER = preload("res://game/world/sites/seabed_terrain.gdshader")
const TILE_CELLS := 64
const VISIBILITY_RANGE_END_M := 260.0
const VISIBILITY_RANGE_MARGIN_M := 40.0
var _field: TerrainHeightField
var _material: ShaderMaterial
var _tiles_root: Node3D
var _collision: CollisionShape3D
func configure(field: TerrainHeightField) -> String:
if field == null:
return "terrain field is missing"
_clear()
_field = field
_material = ShaderMaterial.new()
_material.shader = TERRAIN_SHADER
_build_tiles()
_build_collision()
return ""
func height_field() -> TerrainHeightField:
return _field
func tile_count() -> int:
return 0 if _tiles_root == null else _tiles_root.get_child_count()
func sonar_material_at(world_position: Vector3) -> int:
return _field.material_at(world_position.x, world_position.z)
func sonar_reflectivity_at(world_position: Vector3) -> float:
return _field.reflectivity_for(sonar_material_at(world_position))
func _clear() -> void:
if _tiles_root != null:
remove_child(_tiles_root)
_tiles_root.free()
_tiles_root = null
if _collision != null:
remove_child(_collision)
_collision.free()
_collision = null
func _build_tiles() -> void:
_tiles_root = Node3D.new()
_tiles_root.name = "Tiles"
add_child(_tiles_root)
var last_column := _field.columns() - 1
var last_row := _field.rows() - 1
var start_row := 0
while start_row < last_row:
var end_row := mini(start_row + TILE_CELLS, last_row)
var start_column := 0
while start_column < last_column:
var end_column := mini(start_column + TILE_CELLS, last_column)
_tiles_root.add_child(_build_tile(start_column, end_column, start_row, end_row))
start_column = end_column
start_row = end_row
func _build_tile(start_column: int, end_column: int, start_row: int, end_row: int) -> MeshInstance3D:
var corner_min := _field.cell_world_position(start_column, start_row)
var corner_max := _field.cell_world_position(end_column, end_row)
var centre := Vector3(
(corner_min.x + corner_max.x) * 0.5,
0.0,
(corner_min.z + corner_max.z) * 0.5
)
var vertices := PackedVector3Array()
var normals := PackedVector3Array()
var indices := PackedInt32Array()
var columns_in_tile := end_column - start_column + 1
for row in range(start_row, end_row + 1):
for column in range(start_column, end_column + 1):
vertices.append(_field.cell_world_position(column, row) - centre)
normals.append(_field.normal_at_cell(column, row))
for row in range(end_row - start_row):
for column in range(end_column - start_column):
var top_left := row * columns_in_tile + column
var top_right := top_left + 1
var bottom_left := top_left + columns_in_tile
var bottom_right := bottom_left + 1
indices.append_array([top_left, bottom_left, top_right])
indices.append_array([top_right, bottom_left, bottom_right])
var arrays: Array = []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = vertices
arrays[Mesh.ARRAY_NORMAL] = normals
arrays[Mesh.ARRAY_INDEX] = indices
var mesh := ArrayMesh.new()
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var instance := MeshInstance3D.new()
instance.name = "Tile_%d_%d" % [start_column / TILE_CELLS, start_row / TILE_CELLS]
instance.mesh = mesh
instance.material_override = _material
instance.position = centre
instance.visibility_range_end = VISIBILITY_RANGE_END_M
instance.visibility_range_end_margin = VISIBILITY_RANGE_MARGIN_M
instance.visibility_range_fade_mode = GeometryInstance3D.VISIBILITY_RANGE_FADE_SELF
return instance
func _build_collision() -> void:
var shape := HeightMapShape3D.new()
shape.map_width = _field.columns()
shape.map_depth = _field.rows()
var heights := PackedFloat32Array()
heights.resize(_field.columns() * _field.rows())
for row in _field.rows():
for column in _field.columns():
heights[row * _field.columns() + column] = _field.elevation_at_cell(column, row)
shape.map_data = heights
_collision = CollisionShape3D.new()
_collision.name = "Collision"
_collision.shape = shape
var bounds := _field.bounds_m()
_collision.position = Vector3(
bounds.position.x + bounds.size.x * 0.5,
0.0,
bounds.position.y + bounds.size.y * 0.5
)
_collision.scale = Vector3(_field.cell_size_m(), 1.0, _field.cell_size_m())
add_child(_collision)
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shader_type spatial;
render_mode cull_disabled, depth_draw_opaque;
uniform vec3 sand_color : source_color = vec3(0.50, 0.46, 0.34);
uniform vec3 rock_color : source_color = vec3(0.21, 0.20, 0.18);
uniform vec3 deep_tint : source_color = vec3(0.04, 0.09, 0.15);
uniform float sand_slope_cosine = 0.9397; // cos(20 deg)
uniform float rock_slope_cosine = 0.7660; // cos(40 deg)
uniform float depth_tint_start_m = 20.0;
uniform float depth_tint_end_m = 90.0;
uniform float ripple_wavelength_m = 1.6;
uniform float ripple_contrast = 0.12;
varying vec3 world_position;
varying vec3 world_normal;
void vertex() {
world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
}
void fragment() {
float up = clamp(world_normal.y, 0.0, 1.0);
float rockness = 1.0 - smoothstep(rock_slope_cosine, sand_slope_cosine, up);
vec3 albedo = mix(sand_color, rock_color, rockness);
float phase = (world_position.x * 0.8 + world_position.z * 0.6) * TAU / ripple_wavelength_m;
float ripple = sin(phase) * ripple_contrast * (1.0 - rockness);
albedo *= 1.0 + ripple;
float depth_m = -world_position.y;
float tint = smoothstep(depth_tint_start_m, depth_tint_end_m, depth_m);
albedo = mix(albedo, deep_tint, tint * 0.6);
ALBEDO = albedo;
ROUGHNESS = mix(0.95, 0.82, rockness);
METALLIC = 0.0;
}