feat(sites): typed terrain data and height field sampler
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
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class_name SiteTerrainData
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extends Resource
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const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
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## Regular single-surface heightfield. Column grows with world +X (east),
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## row grows with world +Z (south). Elevations are world Y in metres.
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@export var columns: int = 0
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@export var rows: int = 0
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@export var cell_size_m: float = 1.0
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@export var origin_x_m: float = 0.0
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@export var origin_z_m: float = 0.0
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@export var elevations_m := PackedFloat32Array()
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@export var materials := PackedByteArray()
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@export var rock_reflectivity: float = 0.72
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@export var sand_reflectivity: float = 0.45
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func index_of(column: int, row: int) -> int:
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return row * columns + column
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func validation_error() -> String:
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if columns < 2 or rows < 2:
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return "terrain needs at least 2 columns and 2 rows"
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if not is_finite(cell_size_m) or cell_size_m <= 0.0:
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return "terrain cell size must be positive"
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if not is_finite(origin_x_m) or not is_finite(origin_z_m):
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return "terrain origin must be finite"
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var cell_count := columns * rows
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if elevations_m.size() != cell_count:
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return "terrain elevation count does not match the grid"
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if materials.size() != cell_count:
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return "terrain material count does not match the grid"
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for elevation: float in elevations_m:
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if not is_finite(elevation):
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return "terrain elevations must be finite"
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for material: int in materials:
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if not SonarMaterial.is_terrain(material):
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return "terrain materials must be rock or sand"
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for reflectivity: float in [rock_reflectivity, sand_reflectivity]:
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if not is_finite(reflectivity) or reflectivity <= 0.0 or reflectivity > 1.0:
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return "terrain reflectivity must be within ]0, 1]"
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return ""
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@@ -0,0 +1,133 @@
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class_name TerrainHeightField
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extends RefCounted
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const SonarMaterial = preload("res://game/domain/sonar/sonar_material.gd")
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const SiteTerrainData = preload("res://game/domain/sites/site_terrain_data.gd")
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var _data: SiteTerrainData
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var _minimum_elevation_m := 0.0
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var _maximum_elevation_m := 0.0
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static func from_data(data: SiteTerrainData) -> TerrainHeightField:
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if data == null or not data.validation_error().is_empty():
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return null
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var field := TerrainHeightField.new()
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field._data = data
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field._minimum_elevation_m = data.elevations_m[0]
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field._maximum_elevation_m = data.elevations_m[0]
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for elevation: float in data.elevations_m:
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field._minimum_elevation_m = minf(field._minimum_elevation_m, elevation)
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field._maximum_elevation_m = maxf(field._maximum_elevation_m, elevation)
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return field
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func columns() -> int:
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return _data.columns
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func rows() -> int:
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return _data.rows
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func cell_size_m() -> float:
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return _data.cell_size_m
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func origin_m() -> Vector2:
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return Vector2(_data.origin_x_m, _data.origin_z_m)
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func bounds_m() -> Rect2:
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return Rect2(
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_data.origin_x_m,
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_data.origin_z_m,
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float(_data.columns - 1) * _data.cell_size_m,
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float(_data.rows - 1) * _data.cell_size_m
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)
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func contains(x_m: float, z_m: float) -> bool:
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return bounds_m().has_point(Vector2(x_m, z_m))
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func minimum_elevation_m() -> float:
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return _minimum_elevation_m
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func maximum_elevation_m() -> float:
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return _maximum_elevation_m
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func elevation_at_cell(column: int, row: int) -> float:
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return _data.elevations_m[_data.index_of(_clamp_column(column), _clamp_row(row))]
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func material_at_cell(column: int, row: int) -> int:
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return _data.materials[_data.index_of(_clamp_column(column), _clamp_row(row))]
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func cell_world_position(column: int, row: int) -> Vector3:
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return Vector3(
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_data.origin_x_m + float(column) * _data.cell_size_m,
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elevation_at_cell(column, row),
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_data.origin_z_m + float(row) * _data.cell_size_m
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)
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func normal_at_cell(column: int, row: int) -> Vector3:
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var left := elevation_at_cell(column - 1, row)
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var right := elevation_at_cell(column + 1, row)
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var north := elevation_at_cell(column, row - 1)
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var south := elevation_at_cell(column, row + 1)
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var span_x := float(_clamp_column(column + 1) - _clamp_column(column - 1)) * _data.cell_size_m
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var span_z := float(_clamp_row(row + 1) - _clamp_row(row - 1)) * _data.cell_size_m
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var slope_x := (right - left) / span_x
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var slope_z := (south - north) / span_z
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return Vector3(-slope_x, 1.0, -slope_z).normalized()
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func elevation_at(x_m: float, z_m: float) -> float:
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var column_f := clampf(
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(x_m - _data.origin_x_m) / _data.cell_size_m,
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0.0,
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float(_data.columns - 1)
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)
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var row_f := clampf(
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(z_m - _data.origin_z_m) / _data.cell_size_m,
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0.0,
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float(_data.rows - 1)
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)
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var column := mini(int(floorf(column_f)), _data.columns - 2)
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var row := mini(int(floorf(row_f)), _data.rows - 2)
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var tx := column_f - float(column)
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var tz := row_f - float(row)
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var top := lerpf(elevation_at_cell(column, row), elevation_at_cell(column + 1, row), tx)
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var bottom := lerpf(
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elevation_at_cell(column, row + 1),
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elevation_at_cell(column + 1, row + 1),
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tx
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)
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return lerpf(top, bottom, tz)
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func material_at(x_m: float, z_m: float) -> int:
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var column := int(roundf((x_m - _data.origin_x_m) / _data.cell_size_m))
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var row := int(roundf((z_m - _data.origin_z_m) / _data.cell_size_m))
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return material_at_cell(column, row)
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func reflectivity_for(material: int) -> float:
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match material:
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SonarMaterial.Value.SAND:
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return _data.sand_reflectivity
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_:
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return _data.rock_reflectivity
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func _clamp_column(column: int) -> int:
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return clampi(column, 0, _data.columns - 1)
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func _clamp_row(row: int) -> int:
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return clampi(row, 0, _data.rows - 1)
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