feat(world): tiled heightfield terrain actor with per-cell sonar materials
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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class_name BathymetricTerrainActor
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extends StaticBody3D
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const TerrainHeightField = preload("res://game/domain/sites/terrain_height_field.gd")
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const TERRAIN_SHADER = preload("res://game/world/sites/seabed_terrain.gdshader")
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const TILE_CELLS := 64
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const VISIBILITY_RANGE_END_M := 260.0
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const VISIBILITY_RANGE_MARGIN_M := 40.0
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var _field: TerrainHeightField
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var _material: ShaderMaterial
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var _tiles_root: Node3D
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var _collision: CollisionShape3D
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func configure(field: TerrainHeightField) -> String:
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if field == null:
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return "terrain field is missing"
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_clear()
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_field = field
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_material = ShaderMaterial.new()
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_material.shader = TERRAIN_SHADER
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_build_tiles()
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_build_collision()
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return ""
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func height_field() -> TerrainHeightField:
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return _field
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func tile_count() -> int:
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return 0 if _tiles_root == null else _tiles_root.get_child_count()
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func sonar_material_at(world_position: Vector3) -> int:
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return _field.material_at(world_position.x, world_position.z)
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func sonar_reflectivity_at(world_position: Vector3) -> float:
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return _field.reflectivity_for(sonar_material_at(world_position))
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func _clear() -> void:
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if _tiles_root != null:
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remove_child(_tiles_root)
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_tiles_root.free()
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_tiles_root = null
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if _collision != null:
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remove_child(_collision)
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_collision.free()
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_collision = null
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func _build_tiles() -> void:
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_tiles_root = Node3D.new()
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_tiles_root.name = "Tiles"
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add_child(_tiles_root)
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var last_column := _field.columns() - 1
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var last_row := _field.rows() - 1
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var start_row := 0
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while start_row < last_row:
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var end_row := mini(start_row + TILE_CELLS, last_row)
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var start_column := 0
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while start_column < last_column:
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var end_column := mini(start_column + TILE_CELLS, last_column)
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_tiles_root.add_child(_build_tile(start_column, end_column, start_row, end_row))
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start_column = end_column
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start_row = end_row
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func _build_tile(start_column: int, end_column: int, start_row: int, end_row: int) -> MeshInstance3D:
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var corner_min := _field.cell_world_position(start_column, start_row)
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var corner_max := _field.cell_world_position(end_column, end_row)
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var centre := Vector3(
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(corner_min.x + corner_max.x) * 0.5,
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0.0,
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(corner_min.z + corner_max.z) * 0.5
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)
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var vertices := PackedVector3Array()
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var normals := PackedVector3Array()
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var indices := PackedInt32Array()
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var columns_in_tile := end_column - start_column + 1
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for row in range(start_row, end_row + 1):
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for column in range(start_column, end_column + 1):
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vertices.append(_field.cell_world_position(column, row) - centre)
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normals.append(_field.normal_at_cell(column, row))
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for row in range(end_row - start_row):
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for column in range(end_column - start_column):
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var top_left := row * columns_in_tile + column
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var top_right := top_left + 1
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var bottom_left := top_left + columns_in_tile
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var bottom_right := bottom_left + 1
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indices.append_array([top_left, bottom_left, top_right])
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indices.append_array([top_right, bottom_left, bottom_right])
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var arrays: Array = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertices
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arrays[Mesh.ARRAY_NORMAL] = normals
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arrays[Mesh.ARRAY_INDEX] = indices
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var mesh := ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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var instance := MeshInstance3D.new()
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instance.name = "Tile_%d_%d" % [start_column / TILE_CELLS, start_row / TILE_CELLS]
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instance.mesh = mesh
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instance.material_override = _material
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instance.position = centre
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instance.visibility_range_end = VISIBILITY_RANGE_END_M
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instance.visibility_range_end_margin = VISIBILITY_RANGE_MARGIN_M
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instance.visibility_range_fade_mode = GeometryInstance3D.VISIBILITY_RANGE_FADE_SELF
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return instance
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func _build_collision() -> void:
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var shape := HeightMapShape3D.new()
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shape.map_width = _field.columns()
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shape.map_depth = _field.rows()
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var heights := PackedFloat32Array()
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heights.resize(_field.columns() * _field.rows())
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for row in _field.rows():
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for column in _field.columns():
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heights[row * _field.columns() + column] = _field.elevation_at_cell(column, row)
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shape.map_data = heights
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_collision = CollisionShape3D.new()
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_collision.name = "Collision"
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_collision.shape = shape
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var bounds := _field.bounds_m()
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_collision.position = Vector3(
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bounds.position.x + bounds.size.x * 0.5,
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0.0,
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bounds.position.y + bounds.size.y * 0.5
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)
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_collision.scale = Vector3(_field.cell_size_m(), 1.0, _field.cell_size_m())
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add_child(_collision)
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@@ -0,0 +1,35 @@
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shader_type spatial;
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render_mode cull_disabled, depth_draw_opaque;
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uniform vec3 sand_color : source_color = vec3(0.50, 0.46, 0.34);
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uniform vec3 rock_color : source_color = vec3(0.21, 0.20, 0.18);
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uniform vec3 deep_tint : source_color = vec3(0.04, 0.09, 0.15);
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uniform float sand_slope_cosine = 0.9397; // cos(20 deg)
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uniform float rock_slope_cosine = 0.7660; // cos(40 deg)
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uniform float depth_tint_start_m = 20.0;
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uniform float depth_tint_end_m = 90.0;
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uniform float ripple_wavelength_m = 1.6;
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uniform float ripple_contrast = 0.12;
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varying vec3 world_position;
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varying vec3 world_normal;
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void vertex() {
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world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
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}
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void fragment() {
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float up = clamp(world_normal.y, 0.0, 1.0);
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float rockness = 1.0 - smoothstep(rock_slope_cosine, sand_slope_cosine, up);
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vec3 albedo = mix(sand_color, rock_color, rockness);
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float phase = (world_position.x * 0.8 + world_position.z * 0.6) * TAU / ripple_wavelength_m;
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float ripple = sin(phase) * ripple_contrast * (1.0 - rockness);
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albedo *= 1.0 + ripple;
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float depth_m = -world_position.y;
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float tint = smoothstep(depth_tint_start_m, depth_tint_end_m, depth_m);
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albedo = mix(albedo, deep_tint, tint * 0.6);
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ALBEDO = albedo;
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ROUGHNESS = mix(0.95, 0.82, rockness);
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METALLIC = 0.0;
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}
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