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
+286

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@@ -0,0 +1,135 @@
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)
+35
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@@ -0,0 +1,35 @@
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;
}
+10
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@@ -141,6 +141,16 @@ check_godot_log \
"production foundation integration" \ "production foundation integration" \
"$QUALITY_TEMP_DIRECTORY/foundation-integration-console.log" "$QUALITY_TEMP_DIRECTORY/foundation-integration-console.log"
printf 'Quality gate: production site terrain integration\n'
"$GODOT_EXECUTABLE" --headless \
--log-file "$QUALITY_TEMP_DIRECTORY/site-terrain-integration.log" \
--path . \
--script tests/integration/run_site_terrain_integration.gd \
2>&1 | tee "$QUALITY_TEMP_DIRECTORY/site-terrain-integration-console.log"
check_godot_log \
"production site terrain integration" \
"$QUALITY_TEMP_DIRECTORY/site-terrain-integration-console.log"
printf 'Quality gate: POC B integration\n' printf 'Quality gate: POC B integration\n'
"$GODOT_EXECUTABLE" --headless \ "$GODOT_EXECUTABLE" --headless \
--log-file "$QUALITY_TEMP_DIRECTORY/poc_b_integration.log" \ --log-file "$QUALITY_TEMP_DIRECTORY/poc_b_integration.log" \
@@ -0,0 +1,106 @@
extends SceneTree
const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
const TerrainHeightField = preload("res://game/domain/sites/terrain_height_field.gd")
const SiteTerrainBaker = preload("res://tools/site_terrain_baker.gd")
const BathymetricTerrainActor = preload(
"res://game/world/sites/bathymetric_terrain_actor.gd"
)
const TEST_COUNT := 12
var _failures: Array[String] = []
func _init() -> void:
_run.call_deferred()
func _run() -> void:
await _test_actor_matches_field()
var exit_code := 0
if _failures.is_empty():
print("Site terrain integration: %d passed, 0 failed." % TEST_COUNT)
else:
for failure: String in _failures:
push_error(failure)
print("Site terrain integration: %d failed." % _failures.size())
exit_code = 1
await process_frame
quit(exit_code)
func _asymmetric_field() -> TerrainHeightField:
var recipe := SiteTerrainBaker.Recipe.new()
recipe.columns = 81
recipe.rows = 81
recipe.cell_size_m = 2.0
recipe.origin_x_m = -80.0
recipe.origin_z_m = -80.0
recipe.floor_elevation_m = -90.0
recipe.primitives = [
SiteTerrainBaker.SlopedPlane.new(40.0, 0.0, 0.0, 0.0, 0.0),
# Tall bump in the north-west corner only: any front/back flip shows up.
SiteTerrainBaker.Blob.new(Vector2(-60.0, -60.0), 10.0, 10.0, 18.0),
]
return TerrainHeightField.from_data(SiteTerrainBaker.bake(recipe))
func _test_actor_matches_field() -> void:
var field := _asymmetric_field()
_expect(field != null, "asymmetric test field bakes")
if field == null:
return
var actor := BathymetricTerrainActor.new()
root.add_child(actor)
_expect(actor.configure(field).is_empty(), "actor accepts a valid field")
await physics_frame
await physics_frame
_expect(actor.tile_count() == 4, "80 cells per side split into 2 x 2 tiles of 64")
var space := actor.get_world_3d().direct_space_state
var worst_error := 0.0
for cell: Vector2i in [
Vector2i(0, 0), Vector2i(80, 0), Vector2i(0, 80), Vector2i(80, 80),
Vector2i(10, 10), Vector2i(40, 40), Vector2i(64, 20),
]:
var expected := field.cell_world_position(cell.x, cell.y)
var query := PhysicsRayQueryParameters3D.create(
Vector3(expected.x, 50.0, expected.z),
Vector3(expected.x, -200.0, expected.z)
)
var hit := space.intersect_ray(query)
if hit.is_empty():
_failures.append("collision ray at cell %s hits nothing" % cell)
continue
worst_error = maxf(worst_error, absf(float(hit["position"].y) - expected.y))
_expect(worst_error < 0.05, "collision height equals the field height at vertices (worst %.3f m)" % worst_error)
var north_west := _collision_height(space, -60.0, -60.0)
var south_east := _collision_height(space, 60.0, 60.0)
_expect(north_west > -30.0, "north-west bump is where the field puts it (collision)")
_expect(south_east < -39.0, "south-east stays flat (collision)")
_expect(absf(north_west - field.elevation_at(-60.0, -60.0)) < 0.05, "bump height matches the field")
_expect(actor.sonar_material_at(Vector3(-52.0, -30.0, -60.0)) == SonarMaterial.Value.ROCK, "steep flank reports rock")
_expect(actor.sonar_material_at(Vector3(40.0, -40.0, 40.0)) == SonarMaterial.Value.SAND, "flat plain reports sand")
_expect(is_equal_approx(actor.sonar_reflectivity_at(Vector3(40.0, -40.0, 40.0)), 0.45), "sand reflectivity from the data")
_expect(actor.configure(field).is_empty() and actor.tile_count() == 4, "reconfiguring rebuilds without duplicating tiles")
_expect(not actor.configure(null).is_empty(), "null field is refused")
actor.queue_free()
func _collision_height(space: PhysicsDirectSpaceState3D, x: float, z: float) -> float:
var hit := space.intersect_ray(
PhysicsRayQueryParameters3D.create(Vector3(x, 50.0, z), Vector3(x, -200.0, z))
)
if hit.is_empty():
return INF
return float(hit["position"].y)
func _expect(condition: bool, label: String) -> void:
if not condition:
_failures.append(label)