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>
This commit is contained in:
OlivierandClaude Fable 5.1 committed 2026-10-06 23:31:11 +02:00
1 parent 34b39a8dbc
commit 61ef4a892d
15 files changed
+237 -46

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@@ -33,14 +33,14 @@ footprint_m = Vector3(26, 6, 8)
script = ExtResource("1_n3xpu") script = ExtResource("1_n3xpu")
placement_id = &"secondary_item" placement_id = &"secondary_item"
kind = 2 kind = 2
position_m = Vector3(-6, -63.26594, 160) position_m = Vector3(-6, -63.33776, 160)
footprint_m = Vector3(1, 1, 1) footprint_m = Vector3(1, 1, 1)
[sub_resource type="Resource" id="Resource_aervf"] [sub_resource type="Resource" id="Resource_aervf"]
script = ExtResource("1_n3xpu") script = ExtResource("1_n3xpu")
placement_id = &"debris_1" placement_id = &"debris_1"
kind = 3 kind = 3
position_m = Vector3(-12, -45.80824, 136) position_m = Vector3(-12, -45.58156, 136)
yaw_radians = 0.4 yaw_radians = 0.4
footprint_m = Vector3(3, 2, 2) footprint_m = Vector3(3, 2, 2)
@@ -48,7 +48,7 @@ footprint_m = Vector3(3, 2, 2)
script = ExtResource("1_n3xpu") script = ExtResource("1_n3xpu")
placement_id = &"debris_2" placement_id = &"debris_2"
kind = 3 kind = 3
position_m = Vector3(-10, -47.295185, 139) position_m = Vector3(-10, -48.026417, 139)
yaw_radians = 1.2 yaw_radians = 1.2
footprint_m = Vector3(6, 2.5, 2.5) footprint_m = Vector3(6, 2.5, 2.5)
@@ -56,14 +56,14 @@ footprint_m = Vector3(6, 2.5, 2.5)
script = ExtResource("1_n3xpu") script = ExtResource("1_n3xpu")
placement_id = &"debris_3" placement_id = &"debris_3"
kind = 3 kind = 3
position_m = Vector3(-9, -52.854576, 146) position_m = Vector3(-9, -52.89768, 146)
footprint_m = Vector3(2, 1.5, 2) footprint_m = Vector3(2, 1.5, 2)
[sub_resource type="Resource" id="Resource_hd5cl"] [sub_resource type="Resource" id="Resource_hd5cl"]
script = ExtResource("1_n3xpu") script = ExtResource("1_n3xpu")
placement_id = &"debris_4" placement_id = &"debris_4"
kind = 3 kind = 3
position_m = Vector3(-7, -58.174175, 152) position_m = Vector3(-7, -57.539745, 152)
yaw_radians = 2.0 yaw_radians = 2.0
footprint_m = Vector3(4, 1.5, 1.5) footprint_m = Vector3(4, 1.5, 1.5)
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@@ -84,14 +84,14 @@ ou `smoothstep`) et **mono-segment**. Il manque :
|---|---|---| |---|---|---|
| `Canyon` | `path: PackedVector2Array`, `half_width_m`, `depth_m`, `wall_softness_m`, `edge_seed`, `edge_amplitude_m`, `floor_material` | tranchée à fond plat le long d'une polyligne ; parois `smoothstep` sur `wall_softness_m` ; distance au tracé perturbée par un bruit de contour ; se referme sur une demi-largeur à chaque bout ; impose `floor_material` (sable en général) sur le fond plat, même à travers une butte rocheuse | | `Canyon` | `path: PackedVector2Array`, `half_width_m`, `depth_m`, `wall_softness_m`, `edge_seed`, `edge_amplitude_m`, `floor_material` | tranchée à fond plat le long d'une polyligne ; parois `smoothstep` sur `wall_softness_m` ; distance au tracé perturbée par un bruit de contour ; se referme sur une demi-largeur à chaque bout ; impose `floor_material` (sable en général) sur le fond plat, même à travers une butte rocheuse |
| `Outcrop` | `centre`, `radius_x_m`, `radius_z_m`, `height_m`, `wall_width_m`, `edge_seed`, `edge_amplitude_m`, `rock_top` | butte elliptique à sommet plat, flanc de largeur `wall_width_m`, contour perturbé ; matériau roche partout où elle dépasse 30 % de sa hauteur si `rock_top` | | `Outcrop` | `centre`, `radius_x_m`, `radius_z_m`, `height_m`, `wall_width_m`, `edge_seed`, `edge_amplitude_m`, `rock_top` | butte elliptique à sommet plat, flanc de largeur `wall_width_m`, contour perturbé ; matériau roche partout où elle dépasse 30 % de sa hauteur si `rock_top` |
| `BoulderField` | `centre`, `radius_m`, `seed`, `count`, `boulder_radius_min_m`, `boulder_radius_max_m`, `height_ratio` | `count` demi-ellipsoïdes tirés par `RandomNumberGenerator` seedé dans le disque, combinés par **maximum** ; roche sur toute leur emprise | | `BoulderField` | `centre`, `radius_m`, `seed`, `count`, `boulder_radius_min_m`, `boulder_radius_max_m`, `height_ratio`, `angularity` (0–1) | `count` blocs tirés par `RandomNumberGenerator` seedé dans le disque, combinés par **maximum** ; roche sur toute leur emprise ; `angularity` 0 = demi-ellipsoïdes, 1 = dalles en super-ellipse allongées, orientées et basculées au hasard, sommet plat et épaules vives |
| `Escarpment` | `path: PackedVector2Array`, `drop_m`, `softness_m`, `slope_beyond`, `edge_seed`, `edge_amplitude_m` | `Step` le long d'une polyligne : le terrain descend à **droite** du sens de parcours ; ligne de crête perturbée par un bruit de contour | | `Escarpment` | `path: PackedVector2Array`, `drop_m`, `softness_m`, `slope_beyond`, `edge_seed`, `edge_amplitude_m` | `Step` le long d'une polyligne : le terrain descend à **droite** du sens de parcours ; ligne de crête perturbée par un bruit de contour |
### 4.3 Nouveau modificateur ### 4.3 Nouveau modificateur
| Modificateur | Paramètres | Effet | | Modificateur | Paramètres | Effet |
|---|---|---| |---|---|---|
| `Strata` | `layer_height_m`, `sharpness` (0–1), `minimum_slope_degrees`, `full_slope_degrees`, `region_m: Rect2` (vide = partout) | quantifie l'élévation en gradins de `layer_height_m` là où la pente dépasse `minimum_slope_degrees` (plein effet à `full_slope_degrees`) ; `sharpness` 0 = aucun effet, 1 = marches franches ; le fond plat et le plateau ne bougent pas | | `Strata` | `layer_height_m`, `sharpness` (0–1), `minimum_slope_degrees`, `full_slope_degrees`, `region_m: Rect2` (vide = partout), `dip`, `warp_seed`, `warp_amplitude_m`, `thickness_variation` | quantifie l'élévation en gradins d'environ `layer_height_m` là où la pente dépasse `minimum_slope_degrees` (plein effet à `full_slope_degrees`) ; `sharpness` 0 = aucun effet, 1 = marches franches ; le fond plat et le plateau ne bougent pas ; `dip` incline la pile, le warp courbe et encoche les bancs, chaque banc a son épaisseur et sa dureté, les bornes restent ordonnées (pas d'inversion) |
Formule : `f = frac(e / h)`, `f' = clamp((f - 0.5) / (1 - s) + 0.5, 0, 1)`, Formule : `f = frac(e / h)`, `f' = clamp((f - 0.5) / (1 - s) + 0.5, 0, 1)`,
`e' = lerp(e, floor(e / h) * h + h * f', w)` avec `e' = lerp(e, floor(e / h) * h + h * f', w)` avec
+69 -1
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@@ -8,7 +8,7 @@ const SiteTerrainData = preload("res://game/domain/sites/site_terrain_data.gd")
const ZONE1_TERRAIN_PATH := "res://content/sites/zone1_vigilant_terrain.res" const ZONE1_TERRAIN_PATH := "res://content/sites/zone1_vigilant_terrain.res"
const TEST_COUNT := 48 const TEST_COUNT := 53
var _failures: Array[String] = [] var _failures: Array[String] = []
@@ -24,6 +24,8 @@ func _init() -> void:
_test_boulder_field() _test_boulder_field()
_test_strata() _test_strata()
_test_slope_roughness() _test_slope_roughness()
_test_irregular_strata()
_test_angular_boulders()
if _failures.is_empty(): if _failures.is_empty():
print("Site baker unit tests: %d passed, 0 failed." % TEST_COUNT) print("Site baker unit tests: %d passed, 0 failed." % TEST_COUNT)
@@ -225,6 +227,72 @@ func _test_strata() -> void:
_expect(north_same and south_changed, "strata stay inside their region") _expect(north_same and south_changed, "strata stay inside their region")
func _test_irregular_strata() -> void:
# 45 degree plane at 0.5 m per cell, beds of 2 m with dip, warp and thickness variation.
var recipe := _small_recipe()
recipe.columns = 81
recipe.rows = 81
recipe.cell_size_m = 0.5
recipe.origin_x_m = -20.0
recipe.origin_z_m = -20.0
recipe.primitives.append(SiteTerrainBaker.SlopedPlane.new(30.3, 1.0, 0.0, 0.0, 0.0))
var regular_recipe := _small_recipe()
regular_recipe.columns = 81
regular_recipe.rows = 81
regular_recipe.cell_size_m = 0.5
regular_recipe.origin_x_m = -20.0
regular_recipe.origin_z_m = -20.0
regular_recipe.primitives.append(SiteTerrainBaker.SlopedPlane.new(30.3, 1.0, 0.0, 0.0, 0.0))
regular_recipe.modifiers.append(SiteTerrainBaker.Strata.new(2.0, 0.9, 20.0, 35.0, Rect2()))
var regular := SiteTerrainBaker.bake(regular_recipe)
recipe.modifiers.append(SiteTerrainBaker.Strata.new(2.0, 0.9, 20.0, 35.0, Rect2(), Vector2(0.0, 0.05), 11, 1.0, 0.6))
var irregular := SiteTerrainBaker.bake(recipe)
var monotonic := true
var ledges := 0
var on_ledge := false
var off_grid_ledges := 0
for column in range(10, 70):
var here := irregular.elevations_m[irregular.index_of(column, 40)]
var next := irregular.elevations_m[irregular.index_of(column + 1, 40)]
# Ledges follow the bent beds, so a ledge may tilt back a little; the wall
# itself must never step down.
monotonic = monotonic and next >= here - 0.3
if next - here < 0.1:
if not on_ledge:
ledges += 1
var nearest_regular := roundf(here / 2.0) * 2.0
if absf(here - nearest_regular) > 0.2:
off_grid_ledges += 1
on_ledge = true
else:
on_ledge = false
_expect(monotonic, "irregular strata never cut a back-step deeper than 0.3 m")
_expect(ledges >= 4, "irregular strata still cut distinct ledges (%d)" % ledges)
_expect(off_grid_ledges >= 2, "irregular bed boundaries leave the regular 2 m grid (%d of %d)" % [off_grid_ledges, ledges])
var north := irregular.elevations_m[irregular.index_of(40, 10)]
var south := irregular.elevations_m[irregular.index_of(40, 70)]
var regular_north := regular.elevations_m[regular.index_of(40, 10)]
var regular_south := regular.elevations_m[regular.index_of(40, 70)]
_expect(absf((south - north) - (regular_south - regular_north)) > 0.3, "dip and warp move the ledges along the wall")
func _test_angular_boulders() -> void:
var round := SiteTerrainBaker.BoulderField.new(Vector2.ZERO, 0.0, 21, 1, 5.0, 5.0, 1.0, 0.0)
var angular := SiteTerrainBaker.BoulderField.new(Vector2.ZERO, 0.0, 21, 1, 5.0, 5.0, 1.0, 1.0)
_expect(round.boulders() == angular.boulders(), "angularity changes the shape, not the placement")
var round_ring := 0.0
var angular_ring := 0.0
var bounded := true
for step in 16:
var angle := TAU * float(step) / 16.0
round_ring += round.elevation_delta(1.5 * cos(angle), 1.5 * sin(angle))
var height := angular.elevation_delta(1.5 * cos(angle), 1.5 * sin(angle))
angular_ring += height
bounded = bounded and height <= 5.0 * (1.0 + SiteTerrainBaker.BoulderField.MAXIMUM_TILT) + 0.001
_expect(angular_ring > round_ring, "angular blocks have flatter tops than half-ellipsoids")
_expect(bounded, "angular block height stays within the tilt bound")
func _test_slope_roughness() -> void: func _test_slope_roughness() -> void:
var recipe := _small_recipe() var recipe := _small_recipe()
recipe.primitives.append(SiteTerrainBaker.SlopedPlane.new(30.0, 0.0, 0.0, 0.0, 0.0)) recipe.primitives.append(SiteTerrainBaker.SlopedPlane.new(30.0, 0.0, 0.0, 0.0, 0.0))
+145 -31
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@@ -309,14 +309,31 @@ class Outcrop extends Primitive:
return NO_MATERIAL return NO_MATERIAL
## count half-ellipsoid boulders scattered uniformly in a disc by a seeded generator. ## count boulders scattered uniformly in a disc by a seeded generator. Boulders combine
## Boulders combine by maximum, so overlapping blocks never pile into one mound, and every ## by maximum, so overlapping blocks never pile into one mound, and every cell they cover
## cell they cover is rock. ## 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: 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 centre: Vector2
var radius_m: float var radius_m: float
var height_ratio: float var height_ratio: float
var _boulders := PackedVector3Array() # x, z, radius var angularity: float
var _blocks: Array[Block] = []
var _reach_m: float var _reach_m: float
func _init( func _init(
@@ -326,40 +343,69 @@ class BoulderField extends Primitive:
p_count: int, p_count: int,
p_boulder_radius_min_m: float, p_boulder_radius_min_m: float,
p_boulder_radius_max_m: float, p_boulder_radius_max_m: float,
p_height_ratio: float p_height_ratio: float,
p_angularity: float = 0.0
) -> void: ) -> void:
centre = p_centre centre = p_centre
radius_m = p_radius_m radius_m = p_radius_m
height_ratio = p_height_ratio 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() var generator := RandomNumberGenerator.new()
generator.seed = p_seed generator.seed = p_seed
for _index in p_count: for _index in p_count:
var distance := p_radius_m * sqrt(generator.randf()) var distance := p_radius_m * sqrt(generator.randf())
var angle := TAU * generator.randf() var angle := TAU * generator.randf()
var boulder_radius := generator.randf_range(p_boulder_radius_min_m, p_boulder_radius_max_m) var block := Block.new()
_boulders.append(Vector3( block.centre = p_centre + Vector2(distance * cos(angle), distance * sin(angle))
p_centre.x + distance * cos(angle), block.radius_m = generator.randf_range(p_boulder_radius_min_m, p_boulder_radius_max_m)
p_centre.y + distance * sin(angle), # Draw every shape number even at angularity 0 so a field keeps the same
boulder_radius # 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: 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: func elevation_delta(x_m: float, z_m: float) -> float:
if Vector2(x_m, z_m).distance_to(centre) > _reach_m: if Vector2(x_m, z_m).distance_to(centre) > _reach_m:
return 0.0 return 0.0
var highest := 0.0 var highest := 0.0
for boulder in _boulders: for block in _blocks:
var dx := x_m - boulder.x highest = maxf(highest, _block_height(block, x_m, z_m))
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))
return highest 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: func material_at(x_m: float, z_m: float) -> int:
if elevation_delta(x_m, z_m) > 0.0: if elevation_delta(x_m, z_m) > 0.0:
return SonarMaterial.Value.ROCK return SonarMaterial.Value.ROCK
@@ -444,32 +490,67 @@ class Modifier extends RefCounted:
return elevation_m return elevation_m
## Quantises steep ground into horizontal ledges layer_height_m apart: the stratified ## Quantises steep ground into ledges about layer_height_m apart: the stratified walls
## walls of a canyon or cliff. Flat floors and summits are below minimum_slope_degrees and ## of a canyon or cliff. Flat floors and summits are below minimum_slope_degrees and stay
## stay untouched; the effect is full from full_slope_degrees. sharpness 0 leaves the ## untouched; the effect is full from full_slope_degrees. sharpness 0 leaves the field
## field unchanged, 1 cuts hard steps. region_m is a world-space (x, z) rectangle with a ## unchanged, 1 cuts hard steps. region_m is a world-space (x, z) rectangle with a hard
## hard edge; an empty rectangle applies everywhere. Ledges need two to three cells of ## edge; an empty rectangle applies everywhere.
## wall per layer to be resolved: at 1.5 m per cell, 4 m layers on a 50 degree wall. ##
## 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: class Strata extends Modifier:
const BED_SHARPNESS_SPREAD := 0.3
var layer_height_m: float var layer_height_m: float
var sharpness: float var sharpness: float
var region_m: Rect2 var region_m: Rect2
var dip: Vector2
var warp_amplitude_m: float
var thickness_variation: float
var _minimum_tangent: float var _minimum_tangent: float
var _full_tangent: float var _full_tangent: float
var _slow_warp: FastNoiseLite
var _notch_warp: FastNoiseLite
var _bed_noise: FastNoiseLite
func _init( func _init(
p_layer_height_m: float, p_layer_height_m: float,
p_sharpness: float, p_sharpness: float,
p_minimum_slope_degrees: float, p_minimum_slope_degrees: float,
p_full_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: ) -> void:
assert(p_layer_height_m > 0.0, "strata need a positive layer height") assert(p_layer_height_m > 0.0, "strata need a positive layer height")
layer_height_m = p_layer_height_m layer_height_m = p_layer_height_m
sharpness = clampf(p_sharpness, 0.0, 0.999) sharpness = clampf(p_sharpness, 0.0, 0.999)
region_m = p_region_m 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)) _minimum_tangent = tan(deg_to_rad(p_minimum_slope_degrees))
_full_tangent = tan(deg_to_rad(p_full_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: 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)): 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()) var weight := smoothstep(_minimum_tangent, _full_tangent, gradient.length())
if weight <= 0.0: if weight <= 0.0:
return elevation_m return elevation_m
var layer := floorf(elevation_m / layer_height_m) # Work in "bed space": the stack tilted by the dip and bent by the warp.
var fraction := elevation_m / layer_height_m - layer var bed_elevation := elevation_m - dip.x * x_m - dip.y * z_m
var sharpened := clampf((fraction - 0.5) / (1.0 - sharpness) + 0.5, 0.0, 1.0) if _slow_warp != null:
return lerpf(elevation_m, (layer + sharpened) * layer_height_m, weight) 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 ## Seeded noise weighted by the local slope: rock faces and ridge flanks get crumbly
+12 -6
View File
@@ -68,16 +68,17 @@ static func recipe() -> SiteTerrainBaker.Recipe:
SiteTerrainBaker.Outcrop.new(EAST_BUTTE_CENTRE, 38.0, 75.0, 9.0, 8.0, 202, 5.0, true), SiteTerrainBaker.Outcrop.new(EAST_BUTTE_CENTRE, 38.0, 75.0, 9.0, 8.0, 202, 5.0, true),
SiteTerrainBaker.Canyon.new(PackedVector2Array(CREVASSE_PATH), CREVASSE_HALF_WIDTH_M, CREVASSE_DEPTH_M, 1.0, 203, 1.0, SonarMaterial.Value.SAND), SiteTerrainBaker.Canyon.new(PackedVector2Array(CREVASSE_PATH), CREVASSE_HALF_WIDTH_M, CREVASSE_DEPTH_M, 1.0, 203, 1.0, SonarMaterial.Value.SAND),
# SW — le Chaos: ninety boulders of 2-6 m radius plus six coral heads, on rippled sand. # SW — le Chaos: ninety angular blocks of 2-6 m radius plus six rounded coral heads,
SiteTerrainBaker.BoulderField.new(BOULDER_FIELD_CENTRE, BOULDER_FIELD_RADIUS_M, 301, 90, 2.0, 6.0, 0.7), # on rippled sand.
SiteTerrainBaker.BoulderField.new(Vector2(-100.0, 130.0), 40.0, 302, 6, 6.0, 9.0, 0.6), SiteTerrainBaker.BoulderField.new(BOULDER_FIELD_CENTRE, BOULDER_FIELD_RADIUS_M, 301, 90, 2.0, 6.0, 0.7, 0.85),
SiteTerrainBaker.BoulderField.new(Vector2(-100.0, 130.0), 40.0, 302, 6, 6.0, 9.0, 0.6, 0.0),
SiteTerrainBaker.Ripples.new(Vector2(1.0, 0.3), 3.5, 0.3, BOULDER_FIELD_CENTRE, 110.0), SiteTerrainBaker.Ripples.new(Vector2(1.0, 0.3), 3.5, 0.3, BOULDER_FIELD_CENTRE, 110.0),
# SE — les Éperons: two pitted rock spurs 7-8 m high framing a 20 m sand channel # SE — les Éperons: two pitted rock spurs 7-8 m high framing a 20 m sand channel
# littered with small blocks. # littered with small blocks.
SiteTerrainBaker.Outcrop.new(WEST_SPUR_CENTRE, 30.0, 60.0, 8.0, 5.0, 401, 7.0, true), SiteTerrainBaker.Outcrop.new(WEST_SPUR_CENTRE, 30.0, 60.0, 8.0, 5.0, 401, 7.0, true),
SiteTerrainBaker.Outcrop.new(EAST_SPUR_CENTRE, 30.0, 55.0, 7.0, 5.0, 402, 7.0, true), SiteTerrainBaker.Outcrop.new(EAST_SPUR_CENTRE, 30.0, 55.0, 7.0, 5.0, 402, 7.0, true),
SiteTerrainBaker.BoulderField.new(CHANNEL_CENTRE, 50.0, 403, 12, 1.5, 3.0, 0.8), SiteTerrainBaker.BoulderField.new(CHANNEL_CENTRE, 50.0, 403, 12, 1.5, 3.0, 0.8, 1.0),
# S — la Corniche: sinuous 22 m escarpment, then a 42 degree slope to the 80 m floor, # S — la Corniche: sinuous 22 m escarpment, then a 42 degree slope to the 80 m floor,
# with rounded knolls on the slope. # with rounded knolls on the slope.
@@ -97,8 +98,13 @@ static func recipe() -> SiteTerrainBaker.Recipe:
result.modifiers = [ result.modifiers = [
# Crumbly rock faces, smooth sand. Before the strata so the ledges stay flat. # Crumbly rock faces, smooth sand. Before the strata so the ledges stay flat.
SiteTerrainBaker.SlopeRoughness.new(2028, 0.12, 0.7, 20.0, 40.0), SiteTerrainBaker.SlopeRoughness.new(2028, 0.12, 0.7, 20.0, 40.0),
# Strata on the north-west quarter only (mesa flanks and canyon walls): 4 m ledges. # Strata on the north-west quarter only (mesa flanks and canyon walls): beds of
SiteTerrainBaker.Strata.new(4.0, 0.85, 30.0, 50.0, Rect2(-256.0, -256.0, 256.0, 256.0)), # about 4 m, dipping 1.3 degrees to the south-east, bent by 2.4 m of slow warp,
# each bed with its own thickness and hardness.
SiteTerrainBaker.Strata.new(
4.0, 0.85, 30.0, 50.0, Rect2(-256.0, -256.0, 256.0, 256.0),
Vector2(0.015, 0.018), 105, 2.4, 0.5
),
] ]
return result return result
+4 -1
View File
@@ -75,7 +75,10 @@ static func recipe() -> SiteTerrainBaker.Recipe:
# Crumbly rock on every slope steeper than the sand rule, smooth sand elsewhere. # Crumbly rock on every slope steeper than the sand rule, smooth sand elsewhere.
# Before the strata so the ledges stay flat. # Before the strata so the ledges stay flat.
SiteTerrainBaker.SlopeRoughness.new(1935, 0.12, 0.7, 20.0, 40.0), SiteTerrainBaker.SlopeRoughness.new(1935, 0.12, 0.7, 20.0, 40.0),
SiteTerrainBaker.Strata.new(4.0, 0.85, 25.0, 40.0, Rect2(-384.0, STRATA_START_Z, 768.0, 384.0 - STRATA_START_Z)), SiteTerrainBaker.Strata.new(
4.0, 0.85, 25.0, 40.0, Rect2(-384.0, STRATA_START_Z, 768.0, 384.0 - STRATA_START_Z),
Vector2(0.008, 0.0), 1938, 2.0, 0.45
),
] ]
result.material_patches = [ result.material_patches = [
SiteTerrainBaker.MaterialPatch.new(Vector2(140.0, 40.0), 28.0, SonarMaterial.Value.ROCK), SiteTerrainBaker.MaterialPatch.new(Vector2(140.0, 40.0), 28.0, SonarMaterial.Value.ROCK),