feat(tools): Outcrop and BoulderField primitives with forced rock material
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -243,6 +243,110 @@ class Escarpment extends Primitive:
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return -(step + slope)
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## Flat-topped elliptical mound (or, with a negative height, a flat-bottomed pit) whose
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## flank spans wall_width_m inside a noise-roughened outline. With rock_top the whole
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## mound above 30 % of its height is rock, sommet plat compris.
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class Outcrop extends Primitive:
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var centre: Vector2
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var radius_x_m: float
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var radius_z_m: float
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var height_m: float
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var wall_width_m: float
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var edge_amplitude_m: float
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var rock_top: bool
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var _noise: FastNoiseLite
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var _mean_radius_m: float
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func _init(
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p_centre: Vector2,
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p_radius_x_m: float,
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p_radius_z_m: float,
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p_height_m: float,
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p_wall_width_m: float,
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p_edge_seed: int,
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p_edge_amplitude_m: float,
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p_rock_top: bool
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) -> void:
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centre = p_centre
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radius_x_m = p_radius_x_m
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radius_z_m = p_radius_z_m
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height_m = p_height_m
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wall_width_m = p_wall_width_m
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edge_amplitude_m = p_edge_amplitude_m
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rock_top = p_rock_top
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_noise = edge_noise(p_edge_seed, p_edge_amplitude_m)
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_mean_radius_m = (p_radius_x_m + p_radius_z_m) * 0.5
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func elevation_delta(x_m: float, z_m: float) -> float:
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var dx := (x_m - centre.x) / radius_x_m
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var dz := (z_m - centre.y) / radius_z_m
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var edge_distance := (sqrt(dx * dx + dz * dz) - 1.0) * _mean_radius_m
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edge_distance += edge_offset(_noise, edge_amplitude_m, x_m, z_m)
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return height_m * (1.0 - smoothstep(-wall_width_m, 0.0, edge_distance))
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func material_at(x_m: float, z_m: float) -> int:
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if rock_top and absf(elevation_delta(x_m, z_m)) > 0.3 * absf(height_m):
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return SonarMaterial.Value.ROCK
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return NO_MATERIAL
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## count half-ellipsoid boulders scattered uniformly in a disc by a seeded generator.
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## Boulders combine by maximum, so overlapping blocks never pile into one mound, and every
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## cell they cover is rock.
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class BoulderField extends Primitive:
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var centre: Vector2
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var radius_m: float
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var height_ratio: float
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var _boulders := PackedVector3Array() # x, z, radius
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var _reach_m: float
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func _init(
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p_centre: Vector2,
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p_radius_m: float,
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p_seed: int,
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p_count: int,
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p_boulder_radius_min_m: float,
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p_boulder_radius_max_m: float,
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p_height_ratio: float
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) -> void:
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centre = p_centre
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radius_m = p_radius_m
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height_ratio = p_height_ratio
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_reach_m = p_radius_m + p_boulder_radius_max_m
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var generator := RandomNumberGenerator.new()
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generator.seed = p_seed
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for _index in p_count:
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var distance := p_radius_m * sqrt(generator.randf())
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var angle := TAU * generator.randf()
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var boulder_radius := generator.randf_range(p_boulder_radius_min_m, p_boulder_radius_max_m)
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_boulders.append(Vector3(
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p_centre.x + distance * cos(angle),
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p_centre.y + distance * sin(angle),
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boulder_radius
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))
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func boulders() -> PackedVector3Array:
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return _boulders
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func elevation_delta(x_m: float, z_m: float) -> float:
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if Vector2(x_m, z_m).distance_to(centre) > _reach_m:
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return 0.0
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var highest := 0.0
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for boulder in _boulders:
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var dx := x_m - boulder.x
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var dz := z_m - boulder.y
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var squared := dx * dx + dz * dz
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var radius_squared := boulder.z * boulder.z
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if squared < radius_squared:
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highest = maxf(highest, boulder.z * height_ratio * sqrt(1.0 - squared / radius_squared))
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return highest
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func material_at(x_m: float, z_m: float) -> int:
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if elevation_delta(x_m, z_m) > 0.0:
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return SonarMaterial.Value.ROCK
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return NO_MATERIAL
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class Step extends Primitive:
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var point: Vector2
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var normal: Vector2
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