feat(tools): irregular strata and angular boulder blocks

Strata gain a dip, a slow seeded warp that bends and notches the beds, and
a per-bed thickness and hardness jitter with ordered boundaries, so walls
never invert. BoulderField gains an angularity parameter: elongated
super-ellipse slabs with flat tops, sharp shoulders, random heading and
tilt, footprint area preserved. Both sites are re-baked with the new
settings; the coral heads stay rounded.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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OlivierandClaude Fable 5.1 committed 2026-10-06 23:31:11 +02:00
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@@ -309,14 +309,31 @@ class Outcrop extends Primitive:
return NO_MATERIAL
## count half-ellipsoid boulders scattered uniformly in a disc by a seeded generator.
## Boulders combine by maximum, so overlapping blocks never pile into one mound, and every
## cell they cover is rock.
## count boulders scattered uniformly in a disc by a seeded generator. Boulders combine
## by maximum, so overlapping blocks never pile into one mound, and every cell they cover
## is rock. angularity 0 gives half-ellipsoids; towards 1 the blocks become elongated
## super-ellipses with flat tops, sharp shoulders, a random heading and a tilt, like
## fallen slabs. The footprint area is preserved whatever the elongation.
class BoulderField extends Primitive:
const MAXIMUM_ASPECT := 2.2
const MAXIMUM_TILT := 0.35
## One block: centre, radius, heading, elongation, outline exponent, shoulder
## exponent and tilt across its long axis.
class Block extends RefCounted:
var centre: Vector2
var radius_m: float
var yaw: float
var aspect: float
var outline_power: float
var shoulder_power: float
var tilt: float
var centre: Vector2
var radius_m: float
var height_ratio: float
var _boulders := PackedVector3Array() # x, z, radius
var angularity: float
var _blocks: Array[Block] = []
var _reach_m: float
func _init(
@@ -326,40 +343,69 @@ class BoulderField extends Primitive:
p_count: int,
p_boulder_radius_min_m: float,
p_boulder_radius_max_m: float,
p_height_ratio: float
p_height_ratio: float,
p_angularity: float = 0.0
) -> void:
centre = p_centre
radius_m = p_radius_m
height_ratio = p_height_ratio
_reach_m = p_radius_m + p_boulder_radius_max_m
angularity = clampf(p_angularity, 0.0, 1.0)
_reach_m = p_radius_m + p_boulder_radius_max_m * sqrt(lerpf(1.0, MAXIMUM_ASPECT, angularity))
var generator := RandomNumberGenerator.new()
generator.seed = p_seed
for _index in p_count:
var distance := p_radius_m * sqrt(generator.randf())
var angle := TAU * generator.randf()
var boulder_radius := generator.randf_range(p_boulder_radius_min_m, p_boulder_radius_max_m)
_boulders.append(Vector3(
p_centre.x + distance * cos(angle),
p_centre.y + distance * sin(angle),
boulder_radius
))
var block := Block.new()
block.centre = p_centre + Vector2(distance * cos(angle), distance * sin(angle))
block.radius_m = generator.randf_range(p_boulder_radius_min_m, p_boulder_radius_max_m)
# Draw every shape number even at angularity 0 so a field keeps the same
# positions and radii when its angularity is changed.
var yaw := TAU * generator.randf()
var aspect := generator.randf_range(1.0, MAXIMUM_ASPECT)
var outline := generator.randf_range(3.0, 6.0)
var shoulder := generator.randf_range(3.0, 6.0)
var tilt := generator.randf_range(-MAXIMUM_TILT, MAXIMUM_TILT)
block.yaw = yaw
block.aspect = lerpf(1.0, aspect, angularity)
block.outline_power = lerpf(2.0, outline, angularity)
block.shoulder_power = lerpf(2.0, shoulder, angularity)
block.tilt = tilt * angularity
_blocks.append(block)
## Centre x, centre z and radius of every block, in generation order.
func boulders() -> PackedVector3Array:
return _boulders
var result := PackedVector3Array()
for block in _blocks:
result.append(Vector3(block.centre.x, block.centre.y, block.radius_m))
return result
func elevation_delta(x_m: float, z_m: float) -> float:
if Vector2(x_m, z_m).distance_to(centre) > _reach_m:
return 0.0
var highest := 0.0
for boulder in _boulders:
var dx := x_m - boulder.x
var dz := z_m - boulder.y
var squared := dx * dx + dz * dz
var radius_squared := boulder.z * boulder.z
if squared < radius_squared:
highest = maxf(highest, boulder.z * height_ratio * sqrt(1.0 - squared / radius_squared))
for block in _blocks:
highest = maxf(highest, _block_height(block, x_m, z_m))
return highest
func _block_height(block: Block, x_m: float, z_m: float) -> float:
var dx := x_m - block.centre.x
var dz := z_m - block.centre.y
var long_axis_m := block.radius_m * sqrt(block.aspect)
if dx * dx + dz * dz >= long_axis_m * long_axis_m:
return 0.0
var short_axis_m := block.radius_m / sqrt(block.aspect)
var along := (cos(block.yaw) * dx + sin(block.yaw) * dz) / long_axis_m
var across := (-sin(block.yaw) * dx + cos(block.yaw) * dz) / short_axis_m
var outline := pow(
pow(absf(along), block.outline_power) + pow(absf(across), block.outline_power),
1.0 / block.outline_power
)
if outline >= 1.0:
return 0.0
var profile := pow(1.0 - pow(outline, block.shoulder_power), 1.0 / block.shoulder_power)
return maxf(block.radius_m * height_ratio * profile * (1.0 + block.tilt * along), 0.0)
func material_at(x_m: float, z_m: float) -> int:
if elevation_delta(x_m, z_m) > 0.0:
return SonarMaterial.Value.ROCK
@@ -444,32 +490,67 @@ class Modifier extends RefCounted:
return elevation_m
## Quantises steep ground into horizontal ledges layer_height_m apart: the stratified
## walls of a canyon or cliff. Flat floors and summits are below minimum_slope_degrees and
## stay untouched; the effect is full from full_slope_degrees. sharpness 0 leaves the
## field unchanged, 1 cuts hard steps. region_m is a world-space (x, z) rectangle with a
## hard edge; an empty rectangle applies everywhere. Ledges need two to three cells of
## wall per layer to be resolved: at 1.5 m per cell, 4 m layers on a 50 degree wall.
## Quantises steep ground into ledges about layer_height_m apart: the stratified walls
## of a canyon or cliff. Flat floors and summits are below minimum_slope_degrees and stay
## untouched; the effect is full from full_slope_degrees. sharpness 0 leaves the field
## unchanged, 1 cuts hard steps. region_m is a world-space (x, z) rectangle with a hard
## edge; an empty rectangle applies everywhere.
##
## Real beds are neither horizontal nor equal: dip tilts the whole stack (metres of
## elevation per metre along x and z), warp_amplitude_m bends the beds with slow seeded
## noise so ledges pinch, swell and notch, and thickness_variation (0 to under 1) gives
## every bed its own thickness and hardness, constant along the bed. Bed boundaries stay
## ordered, so the quantised wall never inverts. All three default to the regular case.
## Ledges need two to three cells of wall per layer to be resolved: at 1.5 m per cell,
## 4 m layers on a 50 degree wall.
class Strata extends Modifier:
const BED_SHARPNESS_SPREAD := 0.3
var layer_height_m: float
var sharpness: float
var region_m: Rect2
var dip: Vector2
var warp_amplitude_m: float
var thickness_variation: float
var _minimum_tangent: float
var _full_tangent: float
var _slow_warp: FastNoiseLite
var _notch_warp: FastNoiseLite
var _bed_noise: FastNoiseLite
func _init(
p_layer_height_m: float,
p_sharpness: float,
p_minimum_slope_degrees: float,
p_full_slope_degrees: float,
p_region_m: Rect2
p_region_m: Rect2,
p_dip: Vector2 = Vector2.ZERO,
p_warp_seed: int = 0,
p_warp_amplitude_m: float = 0.0,
p_thickness_variation: float = 0.0
) -> void:
assert(p_layer_height_m > 0.0, "strata need a positive layer height")
layer_height_m = p_layer_height_m
sharpness = clampf(p_sharpness, 0.0, 0.999)
region_m = p_region_m
dip = p_dip
warp_amplitude_m = p_warp_amplitude_m
thickness_variation = clampf(p_thickness_variation, 0.0, 0.9)
_minimum_tangent = tan(deg_to_rad(p_minimum_slope_degrees))
_full_tangent = tan(deg_to_rad(p_full_slope_degrees))
if p_warp_amplitude_m > 0.0:
_slow_warp = _make_noise(p_warp_seed, 0.016, 2)
_notch_warp = _make_noise(p_warp_seed + 1, 0.09, 2)
if thickness_variation > 0.0:
_bed_noise = _make_noise(p_warp_seed + 2, 1.0, 1)
static func _make_noise(seed: int, frequency: float, octaves: int) -> FastNoiseLite:
var noise := FastNoiseLite.new()
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
noise.seed = seed
noise.frequency = frequency
noise.fractal_octaves = octaves
return noise
func modify(x_m: float, z_m: float, elevation_m: float, gradient: Vector2) -> float:
if region_m.has_area() and not region_m.has_point(Vector2(x_m, z_m)):
@@ -477,10 +558,43 @@ class Strata extends Modifier:
var weight := smoothstep(_minimum_tangent, _full_tangent, gradient.length())
if weight <= 0.0:
return elevation_m
var layer := floorf(elevation_m / layer_height_m)
var fraction := elevation_m / layer_height_m - layer
var sharpened := clampf((fraction - 0.5) / (1.0 - sharpness) + 0.5, 0.0, 1.0)
return lerpf(elevation_m, (layer + sharpened) * layer_height_m, weight)
# Work in "bed space": the stack tilted by the dip and bent by the warp.
var bed_elevation := elevation_m - dip.x * x_m - dip.y * z_m
if _slow_warp != null:
bed_elevation += _slow_warp.get_noise_2d(x_m, z_m) * warp_amplitude_m
bed_elevation += _notch_warp.get_noise_2d(x_m, z_m) * warp_amplitude_m * 0.25
var bed := floorf(bed_elevation / layer_height_m)
var floor_m := _bed_boundary(bed)
var ceiling_m := _bed_boundary(bed + 1.0)
# Jittered boundaries can leave the point just outside its nominal bed.
if bed_elevation < floor_m:
bed -= 1.0
ceiling_m = floor_m
floor_m = _bed_boundary(bed)
elif bed_elevation >= ceiling_m:
bed += 1.0
floor_m = ceiling_m
ceiling_m = _bed_boundary(bed + 1.0)
var fraction := (bed_elevation - floor_m) / (ceiling_m - floor_m)
var bed_sharpness := sharpness
if _bed_noise != null:
bed_sharpness = clampf(
sharpness + _bed_noise.get_noise_1d(bed * 17.0 + 5.0) * BED_SHARPNESS_SPREAD,
0.0,
0.999
)
var sharpened := clampf((fraction - 0.5) / (1.0 - bed_sharpness) + 0.5, 0.0, 1.0)
var quantised := floor_m + sharpened * (ceiling_m - floor_m)
# Apply the change in bed space back to the real elevation.
return elevation_m + (quantised - bed_elevation) * weight
## Lower boundary of a bed in bed space. The jitter is under half a layer, so the
## boundaries keep their order and every bed keeps a positive thickness.
func _bed_boundary(bed: float) -> float:
var boundary := bed * layer_height_m
if _bed_noise != null:
boundary += _bed_noise.get_noise_1d(bed * 17.0) * 0.5 * thickness_variation * layer_height_m
return boundary
## Seeded noise weighted by the local slope: rock faces and ridge flanks get crumbly