Terrain des sites de plongée : champ de hauteur authoré, Banc du Vigilant, formes variées et rendu sous-marin #4

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olix21 wants to merge 47 commits from olix21/worktree-terrain-site-zone1 AGit into main
pull from: olix21/worktree-terrain-site-zone1
12 changed files with 154 additions and 258 deletions
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@@ -23,6 +23,6 @@ script = ExtResource("3_usfet")
site_id = &"vehicle_test"
display_name = "Site de calibration du véhicule"
terrain = ExtResource("4_awe7g")
playable_bounds_m = Rect2(-90, -176, 180, 204)
playable_bounds_m = Rect2(-90, -176, 180, 246)
spawn_position_m = Vector3(0, -12, 12)
placements = Array[ExtResource("1_j2ii4")]([SubResource("Resource_5juth"), SubResource("Resource_tboiu")])
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@@ -0,0 +1,43 @@
[gd_scene load_steps=7 format=3]
[ext_resource type="PackedScene" path="res://game/world/sites/dive_site.tscn" id="1_site"]
[ext_resource type="PackedScene" path="res://game/world/submarine/submarine_actor.tscn" id="2_submarine"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_camera_rig.tscn" id="3_camera"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_interior.tscn" id="4_cockpit"]
[sub_resource type="ParticleProcessMaterial" id="SuspendedMotion"]
emission_shape = 3
emission_box_extents = Vector3(45, 28, 70)
direction = Vector3(0.1, 0.04, 0)
spread = 180.0
initial_velocity_min = 0.02
initial_velocity_max = 0.09
gravity = Vector3(0, 0, 0)
scale_min = 0.025
scale_max = 0.08
[sub_resource type="SphereMesh" id="SuspendedParticleMesh"]
radius = 0.035
height = 0.07
[node name="DiveWorld" type="Node3D"]
[node name="DiveSite" parent="." instance=ExtResource("1_site")]
unique_name_in_owner = true
[node name="SubmarineActor" parent="." instance=ExtResource("2_submarine")]
unique_name_in_owner = true
[node name="SuspendedParticles" type="GPUParticles3D" parent="SubmarineActor"]
amount = 360
lifetime = 14.0
preprocess = 14.0
visibility_aabb = AABB(-50, -35, -78, 100, 70, 156)
process_material = SubResource("SuspendedMotion")
draw_pass_1 = SubResource("SuspendedParticleMesh")
[node name="CockpitInterior" parent="SubmarineActor" instance=ExtResource("4_cockpit")]
unique_name_in_owner = true
[node name="CockpitCameraRig" parent="SubmarineActor" instance=ExtResource("3_camera")]
unique_name_in_owner = true
@@ -1,20 +0,0 @@
[gd_scene load_steps=5 format=3]
[ext_resource type="PackedScene" path="res://game/world/sites/vehicle_test_environment.tscn" id="1_environment"]
[ext_resource type="PackedScene" path="res://game/world/submarine/submarine_actor.tscn" id="2_submarine"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_camera_rig.tscn" id="3_camera"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_interior.tscn" id="4_cockpit"]
[node name="VehicleTestWorld" type="Node3D"]
[node name="Environment" parent="." instance=ExtResource("1_environment")]
[node name="SubmarineActor" parent="." instance=ExtResource("2_submarine")]
unique_name_in_owner = true
position = Vector3(0, -12, 12)
[node name="CockpitInterior" parent="SubmarineActor" instance=ExtResource("4_cockpit")]
unique_name_in_owner = true
[node name="CockpitCameraRig" parent="SubmarineActor" instance=ExtResource("3_camera")]
unique_name_in_owner = true
@@ -29,6 +29,12 @@ const SubmarineTelemetryAdapter = preload(
const ReferenceBathymetryAcquisition = preload(
"res://game/world/sonar/reference_bathymetry_acquisition.gd"
)
const DiveSiteDefinition = preload("res://game/domain/sites/dive_site_definition.gd")
const DiveSite = preload("res://game/world/sites/dive_site.gd")
const PlayableBoundsRule = preload("res://game/application/sites/playable_bounds_rule.gd")
const PlayableBoundsStatus = preload(
"res://game/application/sites/playable_bounds_status.gd"
)
const ProductionInputAdapter = preload(
"res://game/infrastructure/input/production_input_adapter.gd"
)
@@ -51,9 +57,8 @@ const ConfirmationDialogScreen = preload(
const RebindResult = preload("res://game/application/input/rebind_result.gd")
const MAIN_MENU_SCENE = preload("res://game/presentation/main_menu/main_menu_screen.tscn")
const VEHICLE_TEST_WORLD_SCENE_PATH := (
"res://game/composition/vertical_slice/vehicle_test_world.tscn"
)
const DIVE_WORLD_SCENE_PATH := "res://game/composition/vertical_slice/dive_world.tscn"
const DEFAULT_SITE_PATH := "res://content/sites/vehicle_test.tres"
const COCKPIT_HUD_SCENE = preload("res://game/presentation/cockpit/cockpit_hud.tscn")
const SONAR_DISPLAY_SCENE = preload(
"res://game/presentation/sonar/sonar_display.tscn"
@@ -87,6 +92,10 @@ var _sonar_service: SonarService
var _sonar_display: SonarDisplay
var _latest_update: DiveUpdate
var _active_world: Node3D
var _selected_site_path := DEFAULT_SITE_PATH
var _dive_site: DiveSite
var _bounds_rule: PlayableBoundsRule
var _bounds_status: PlayableBoundsStatus
var _active_screen: Control
var _active_overlay: Control
var _vehicle_command_sequence := 0
@@ -105,7 +114,7 @@ func _ready() -> void:
_show_main_menu()
func _start_vehicle_test() -> void:
func _start_dive() -> void:
var rules = DiveRulesResolver.new().resolve(
DiveDifficultyProfile.standard(),
DiveUpgradeEffects.new(),
@@ -117,12 +126,29 @@ func _start_vehicle_test() -> void:
if not session.is_ready():
return
var world_scene := load(VEHICLE_TEST_WORLD_SCENE_PATH) as PackedScene
var definition := load(_selected_site_path) as DiveSiteDefinition
if definition == null:
push_error("dive site definition %s cannot be loaded" % _selected_site_path)
return
var definition_error := definition.validation_error()
if not definition_error.is_empty():
push_error("dive site %s is invalid: %s" % [_selected_site_path, definition_error])
return
var world_scene := load(DIVE_WORLD_SCENE_PATH) as PackedScene
if world_scene == null:
return
var world := world_scene.instantiate() as Node3D
_replace_active_world(world)
_dive_site = world.get_node("%DiveSite") as DiveSite
var site_error := _dive_site.configure(definition)
if not site_error.is_empty():
push_error("dive site %s cannot be built: %s" % [_selected_site_path, site_error])
_show_main_menu()
return
_actor = world.get_node("%SubmarineActor") as SubmarineActor
_actor.global_transform = _dive_site.spawn_transform()
_bounds_rule = PlayableBoundsRule.new(definition.playable_bounds_m)
_bounds_status = _bounds_rule.evaluate(_actor.global_position)
_camera_controller = world.get_node("%CockpitCameraRig") as CockpitCameraController
_instrument_panel = world.get_node("%CockpitInterior") as CockpitInstrumentPanel
_hud = COCKPIT_HUD_SCENE.instantiate() as CockpitHud
@@ -154,6 +180,7 @@ func _start_vehicle_test() -> void:
_runner.next_sequence()
)
_hud.present(_latest_update, initial_telemetry)
_hud.present_bounds(_bounds_status)
_instrument_panel.present(_latest_update, initial_telemetry)
_camera_controller.present_telemetry(initial_telemetry)
_input_adapter.set_gameplay_enabled(true)
@@ -196,6 +223,8 @@ func _physics_process(delta: float) -> void:
return_route
)
_hud.present(_latest_update, telemetry)
_bounds_status = _bounds_rule.evaluate(_actor.global_position)
_hud.present_bounds(_bounds_status)
_instrument_panel.present(_latest_update, telemetry)
_sonar_service.advance(delta)
_present_sonar()
@@ -243,6 +272,18 @@ func sonar_display() -> SonarDisplay:
return _sonar_display
func select_dive_site(definition_path: String) -> void:
_selected_site_path = definition_path
func dive_site() -> DiveSite:
return _dive_site
func latest_bounds_status() -> PlayableBoundsStatus:
return _bounds_status
func _finish_dive_motion() -> void:
_dive_terminal = true
_input_adapter.set_gameplay_enabled(false)
@@ -444,6 +485,9 @@ func _show_main_menu() -> void:
_pilot_use_case = null
_telemetry_adapter = null
_actor = null
_dive_site = null
_bounds_rule = null
_bounds_status = null
_camera_controller = null
_instrument_panel = null
_hud = null
@@ -457,7 +501,7 @@ func _show_main_menu() -> void:
_replace_active_world(null)
var screen := MAIN_MENU_SCENE.instantiate() as MainMenuScreen
_replace_active_screen(screen)
screen.new_game_requested.connect(_start_vehicle_test)
screen.new_game_requested.connect(_start_dive)
screen.quit_requested.connect(_quit_game)
+18
View File
@@ -5,9 +5,12 @@ const DiveUpdate = preload("res://game/domain/dive/dive_update.gd")
const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
const DiveTerminalReason = preload("res://game/domain/dive/dive_terminal_reason.gd")
const VehicleTelemetry = preload("res://game/application/dive/vehicle_telemetry.gd")
const PlayableBoundsStatus = preload("res://game/application/sites/playable_bounds_status.gd")
@onready var _alert_panel: PanelContainer = %AlertPanel
@onready var _alert_label: Label = %AlertLabel
@onready var _bounds_panel: PanelContainer = %BoundsPanel
@onready var _bounds_label: Label = %BoundsLabel
@onready var _ejection_panel: PanelContainer = %EjectionPanel
@onready var _ejection_label: Label = %EjectionLabel
@onready var _terminal_panel: PanelContainer = %TerminalPanel
@@ -29,6 +32,21 @@ func present(update: DiveUpdate, telemetry: VehicleTelemetry) -> void:
]
func present_bounds(status: PlayableBoundsStatus) -> void:
if status == null or not status.requires_warning():
_bounds_panel.visible = false
return
_bounds_panel.visible = true
if status.state == PlayableBoundsStatus.State.OUTSIDE:
_bounds_label.text = tr("HORS ZONE · FAITES DEMI-TOUR")
else:
_bounds_label.text = "%s · %d m" % [tr("LIMITE DE ZONE"), int(status.distance_to_edge_m)]
func bounds_warning_visible() -> bool:
return _bounds_panel.visible
func alert_overlay_visible() -> bool:
return _alert_panel.visible
@@ -57,6 +57,27 @@ theme_override_font_sizes/font_size = 20
text = "ALERTE · ATTENTION"
horizontal_alignment = 1
[node name="BoundsPanel" type="PanelContainer" parent="."]
unique_name_in_owner = true
visible = false
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_left = 560.0
offset_top = 88.0
offset_right = -560.0
offset_bottom = 136.0
grow_horizontal = 2
theme_override_styles/panel = SubResource("AlertStyle")
[node name="BoundsLabel" type="Label" parent="BoundsPanel"]
unique_name_in_owner = true
layout_mode = 2
theme_override_colors/font_color = Color(1, 0.82, 0.42, 1)
theme_override_font_sizes/font_size = 18
text = "LIMITE DE ZONE"
horizontal_alignment = 1
[node name="EjectionPanel" type="PanelContainer" parent="."]
unique_name_in_owner = true
visible = false
@@ -1,153 +0,0 @@
class_name VehicleTestEnvironment
extends Node3D
const TERRAIN_COLUMNS := 61
const TERRAIN_ROWS := 69
const TERRAIN_WIDTH_M := 180.0
const TERRAIN_LENGTH_M := 200.0
const TERRAIN_NEAR_Z := 28.0
func _ready() -> void:
_add_bathymetric_terrain()
_place_calibration_target()
_add_suspended_particles()
func _add_suspended_particles() -> void:
var particles := GPUParticles3D.new()
particles.name = "SuspendedParticles"
particles.position = Vector3(0.0, -34.0, -42.0)
particles.amount = 360
particles.lifetime = 14.0
particles.preprocess = 14.0
particles.visibility_aabb = AABB(
Vector3(-50.0, -35.0, -78.0),
Vector3(100.0, 70.0, 156.0)
)
var motion := ParticleProcessMaterial.new()
motion.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
motion.emission_box_extents = Vector3(45.0, 28.0, 70.0)
motion.direction = Vector3(0.1, 0.04, 0.0)
motion.spread = 180.0
motion.initial_velocity_min = 0.02
motion.initial_velocity_max = 0.09
motion.gravity = Vector3.ZERO
motion.scale_min = 0.025
motion.scale_max = 0.08
particles.process_material = motion
var particle_mesh := SphereMesh.new()
particle_mesh.radius = 0.035
particle_mesh.height = 0.07
particles.draw_pass_1 = particle_mesh
add_child(particles)
func _add_bathymetric_terrain() -> void:
var surface := SurfaceTool.new()
surface.begin(Mesh.PRIMITIVE_TRIANGLES)
for row in range(TERRAIN_ROWS - 1):
for column in range(TERRAIN_COLUMNS - 1):
var top_left := _terrain_vertex(row, column)
var top_right := _terrain_vertex(row, column + 1)
var bottom_left := _terrain_vertex(row + 1, column)
var bottom_right := _terrain_vertex(row + 1, column + 1)
_add_terrain_triangle(surface, top_left, top_right, bottom_left)
_add_terrain_triangle(surface, top_right, bottom_right, bottom_left)
surface.generate_normals()
var mesh := surface.commit()
var body := StaticBody3D.new()
body.name = "BathymetricTerrain"
body.set_meta("sonar_material", 1)
body.set_meta("sonar_reflectivity", 0.72)
var mesh_instance := MeshInstance3D.new()
mesh_instance.name = "Mesh"
mesh_instance.mesh = mesh
var material := StandardMaterial3D.new()
material.albedo_color = Color(0.075, 0.19, 0.19)
material.roughness = 0.92
mesh_instance.material_override = material
body.add_child(mesh_instance)
var collision := CollisionShape3D.new()
collision.name = "Collision"
var height_map := HeightMapShape3D.new()
height_map.map_width = TERRAIN_COLUMNS
height_map.map_depth = TERRAIN_ROWS
var height_data := PackedFloat32Array()
height_data.resize(TERRAIN_COLUMNS * TERRAIN_ROWS)
for row in TERRAIN_ROWS:
for column in TERRAIN_COLUMNS:
var vertex := _terrain_vertex(row, column)
height_data[row * TERRAIN_COLUMNS + column] = vertex.y
height_map.map_data = height_data
collision.shape = height_map
collision.position = Vector3(
0.0,
0.0,
TERRAIN_NEAR_Z - TERRAIN_LENGTH_M * 0.5
)
collision.scale = Vector3(
TERRAIN_WIDTH_M / float(TERRAIN_COLUMNS - 1),
1.0,
TERRAIN_LENGTH_M / float(TERRAIN_ROWS - 1)
)
body.add_child(collision)
add_child(body)
func _terrain_vertex(row: int, column: int) -> Vector3:
var x := lerpf(
-TERRAIN_WIDTH_M * 0.5,
TERRAIN_WIDTH_M * 0.5,
float(column) / float(TERRAIN_COLUMNS - 1)
)
var z := TERRAIN_NEAR_Z - (
TERRAIN_LENGTH_M * float(row) / float(TERRAIN_ROWS - 1)
)
return Vector3(x, _terrain_height(x, z), z)
func _terrain_height(x: float, z: float) -> float:
var distance_ratio := clampf(
(TERRAIN_NEAR_Z - z) / TERRAIN_LENGTH_M,
0.0,
1.0
)
var base := lerpf(-40.0, -78.0, distance_ratio)
var left_ridge := 13.0 * exp(
-(pow(x + 24.0, 2.0) / 210.0 + pow(z + 48.0, 2.0) / 980.0)
)
var right_ridge := 15.0 * exp(
-(pow(x - 25.0, 2.0) / 250.0 + pow(z + 58.0, 2.0) / 1150.0)
)
var channel := -8.5 * exp(
-(pow(x, 2.0) / 120.0 + pow(z + 66.0, 2.0) / 2500.0)
)
var rear_rise := 8.0 * exp(
-(pow(x + 5.0, 2.0) / 900.0 + pow(z + 125.0, 2.0) / 620.0)
)
var undulation := 1.8 * sin(x * 0.075) * cos(z * 0.048)
return base + left_ridge + right_ridge + channel + rear_rise + undulation
func _add_terrain_triangle(
surface: SurfaceTool,
a: Vector3,
b: Vector3,
c: Vector3
) -> void:
surface.set_uv(Vector2(a.x, a.z) * 0.02)
surface.add_vertex(a)
surface.set_uv(Vector2(b.x, b.z) * 0.02)
surface.add_vertex(b)
surface.set_uv(Vector2(c.x, c.z) * 0.02)
surface.add_vertex(c)
func _place_calibration_target() -> void:
var target := get_node_or_null("SonarCalibrationTarget") as Node3D
if target != null:
target.position.y = _terrain_height(target.position.x, target.position.z) + 2.5
@@ -1,75 +0,0 @@
[gd_scene load_steps=8 format=3]
[ext_resource type="Script" path="res://game/world/sites/vehicle_test_environment.gd" id="1_environment"]
[sub_resource type="Environment" id="EnvironmentUnderwater"]
background_mode = 1
background_color = Color(0.005, 0.045, 0.065, 1)
ambient_light_source = 3
ambient_light_color = Color(0.12, 0.32, 0.37, 1)
ambient_light_energy = 0.42
fog_enabled = true
fog_light_color = Color(0.07, 0.25, 0.3, 1)
fog_light_energy = 0.48
fog_density = 0.014
fog_height = -4.0
fog_height_density = 0.025
volumetric_fog_enabled = true
volumetric_fog_density = 0.025
volumetric_fog_length = 72.0
[sub_resource type="SphereMesh" id="BeaconMesh"]
radius = 0.55
height = 1.1
[sub_resource type="StandardMaterial3D" id="MetalTargetMaterial"]
albedo_color = Color(0.24, 0.18, 0.08, 1)
metallic = 0.88
roughness = 0.27
[sub_resource type="BoxMesh" id="MetalTargetMesh"]
size = Vector3(8, 5, 7)
[sub_resource type="BoxShape3D" id="MetalTargetShape"]
size = Vector3(8, 5, 7)
[sub_resource type="StandardMaterial3D" id="BeaconMaterial"]
shading_mode = 0
albedo_color = Color(0.2, 0.78, 0.9, 1)
emission_enabled = true
emission = Color(0.2, 0.78, 0.9, 1)
emission_energy_multiplier = 5.0
[node name="VehicleTestEnvironment" type="Node3D"]
script = ExtResource("1_environment")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("EnvironmentUnderwater")
[node name="AmbientDirection" type="DirectionalLight3D" parent="."]
rotation_degrees = Vector3(-52, -24, 0)
light_color = Color(0.39, 0.65, 0.7, 1)
light_energy = 0.38
shadow_enabled = true
[node name="NavigationBeacon" type="MeshInstance3D" parent="."]
position = Vector3(0, -15, -22)
mesh = SubResource("BeaconMesh")
material_override = SubResource("BeaconMaterial")
[node name="BeaconLight" type="OmniLight3D" parent="NavigationBeacon"]
omni_range = 12.0
light_color = Color(0.2, 0.78, 0.9, 1)
light_energy = 4.0
[node name="SonarCalibrationTarget" type="StaticBody3D" parent="."]
position = Vector3(0, -60, -58)
metadata/sonar_material = 2
metadata/sonar_reflectivity = 1.0
[node name="Mesh" type="MeshInstance3D" parent="SonarCalibrationTarget"]
mesh = SubResource("MetalTargetMesh")
material_override = SubResource("MetalTargetMaterial")
[node name="Collision" type="CollisionShape3D" parent="SonarCalibrationTarget"]
shape = SubResource("MetalTargetShape")
@@ -5,6 +5,7 @@ const VerticalSliceRoot = preload(
)
const MainMenuScreen = preload("res://game/presentation/main_menu/main_menu_screen.gd")
const CockpitHud = preload("res://game/presentation/cockpit/cockpit_hud.gd")
const PlayableBoundsStatus = preload("res://game/application/sites/playable_bounds_status.gd")
const CockpitDetailing = preload(
"res://game/presentation/cockpit/cockpit_detailing.gd"
)
@@ -19,7 +20,7 @@ const ProductionInputAdapter = preload(
"res://game/infrastructure/input/production_input_adapter.gd"
)
const TEST_COUNT := 78
const TEST_COUNT := 83
var _failures: Array[String] = []
@@ -75,6 +76,7 @@ func _test_vehicle_slice(composition: VerticalSliceRoot) -> void:
var continue_button := menu.get_node("%ContinueButton") as Button
_expect(continue_button.disabled, "continue is disabled without save")
var new_game_button := menu.get_node("%NewGameButton") as Button
composition.select_dive_site("res://content/sites/vehicle_test.tres")
new_game_button.pressed.emit()
await process_frame
await physics_frame
@@ -110,6 +112,22 @@ func _test_vehicle_slice(composition: VerticalSliceRoot) -> void:
_expect(sonar_service != null, "production sonar service is assembled")
_expect(sonar_display != null, "shared sonar presentation is assembled")
_expect(composition.latest_update() != null, "dive session starts with a typed update")
_expect(composition.dive_site() != null, "composition instantiates the selected dive site")
_expect(
composition.dive_site() != null
and composition.dive_site().definition().site_id == &"vehicle_test",
"selected site definition drives the world"
)
_expect(
actor != null and actor.global_position.is_equal_approx(Vector3(0.0, -12.0, 12.0)),
"submarine spawns at the site spawn point"
)
_expect(
composition.latest_bounds_status() != null
and composition.latest_bounds_status().state == PlayableBoundsStatus.State.INSIDE,
"spawn is inside the playable bounds"
)
_expect(hud != null and not hud.bounds_warning_visible(), "no bounds warning inside the zone")
if (
actor == null
or camera == null
+2 -2
View File
@@ -11,7 +11,7 @@ const SitePlacement = preload("res://game/domain/sites/site_placement.gd")
static func recipe() -> SiteTerrainBaker.Recipe:
var result := SiteTerrainBaker.Recipe.new()
result.columns = 61
result.rows = 69
result.rows = 83
result.cell_size_m = 3.0
result.origin_x_m = -90.0
result.origin_z_m = -176.0
@@ -35,7 +35,7 @@ static func definition(terrain: SiteTerrainData) -> DiveSiteDefinition:
result.site_id = &"vehicle_test"
result.display_name = "Site de calibration du véhicule"
result.terrain = terrain
result.playable_bounds_m = Rect2(-90.0, -176.0, 180.0, 204.0)
result.playable_bounds_m = Rect2(-90.0, -176.0, 180.0, 246.0)
result.spawn_position_m = Vector3(0.0, -12.0, 12.0)
result.spawn_yaw_radians = 0.0
var target := SitePlacement.new()