The architecture check scans tools/ for duplicate class names and fails when game/ or content/ references res://tools/. The three tools scripts drop their global class_name (every caller preloads them), and ADR 0012 records that tools/ depends on the domain only. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
258 lines
8.5 KiB
GDScript
258 lines
8.5 KiB
GDScript
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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const TerrainHeightField = preload("res://game/domain/sites/terrain_height_field.gd")
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class Primitive extends RefCounted:
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func elevation_delta(_x_m: float, _z_m: float) -> float:
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return 0.0
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static func distance_to_segment(point: Vector2, start: Vector2, end: Vector2) -> float:
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var segment := end - start
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var length_squared := segment.length_squared()
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if length_squared == 0.0:
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return point.distance_to(start)
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var t := clampf((point - start).dot(segment) / length_squared, 0.0, 1.0)
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return point.distance_to(start + segment * t)
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static func end_taper(point: Vector2, start: Vector2, end: Vector2, taper_m: float) -> float:
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if taper_m <= 0.0:
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return 1.0
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var segment := end - start
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var length := segment.length()
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if length == 0.0:
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return 1.0
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var along := clampf((point - start).dot(segment) / length, 0.0, length)
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return smoothstep(0.0, taper_m, along) * smoothstep(0.0, taper_m, length - along)
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class SlopedPlane extends Primitive:
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var depth_m: float
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var slope_x: float
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var slope_z: float
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var reference_x_m: float
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var reference_z_m: float
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func _init(p_depth_m: float, p_slope_x: float, p_slope_z: float, p_reference_x_m: float, p_reference_z_m: float) -> void:
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depth_m = p_depth_m
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slope_x = p_slope_x
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slope_z = p_slope_z
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reference_x_m = p_reference_x_m
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reference_z_m = p_reference_z_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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return -depth_m + slope_x * (x_m - reference_x_m) + slope_z * (z_m - reference_z_m)
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class Blob extends Primitive:
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var centre: Vector2
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var sigma_x_m: float
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var sigma_z_m: float
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var amplitude_m: float
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func _init(p_centre: Vector2, p_sigma_x_m: float, p_sigma_z_m: float, p_amplitude_m: float) -> void:
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centre = p_centre
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sigma_x_m = p_sigma_x_m
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sigma_z_m = p_sigma_z_m
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amplitude_m = p_amplitude_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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var dx := (x_m - centre.x) / sigma_x_m
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var dz := (z_m - centre.y) / sigma_z_m
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return amplitude_m * exp(-(dx * dx + dz * dz))
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class Ridge extends Primitive:
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var start: Vector2
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var end: Vector2
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var sigma_m: float
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var amplitude_m: float
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var taper_m: float
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func _init(p_start: Vector2, p_end: Vector2, p_sigma_m: float, p_amplitude_m: float, p_taper_m: float) -> void:
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start = p_start
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end = p_end
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sigma_m = p_sigma_m
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amplitude_m = p_amplitude_m
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taper_m = p_taper_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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var point := Vector2(x_m, z_m)
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var distance := distance_to_segment(point, start, end)
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var profile := exp(-pow(distance / sigma_m, 2.0))
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return amplitude_m * profile * end_taper(point, start, end, taper_m)
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class Groove extends Primitive:
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var start: Vector2
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var end: Vector2
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var half_width_m: float
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var depth_m: float
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var wall_softness_m: float
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func _init(p_start: Vector2, p_end: Vector2, p_half_width_m: float, p_depth_m: float, p_wall_softness_m: float) -> void:
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start = p_start
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end = p_end
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half_width_m = p_half_width_m
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depth_m = p_depth_m
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wall_softness_m = p_wall_softness_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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var point := Vector2(x_m, z_m)
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var distance := distance_to_segment(point, start, end)
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var inside := 1.0 - smoothstep(
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half_width_m - wall_softness_m,
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half_width_m + wall_softness_m,
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distance
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)
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return -depth_m * inside * end_taper(point, start, end, half_width_m)
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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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var drop_m: float
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var softness_m: float
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var slope_beyond: float
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func _init(p_point: Vector2, p_normal: Vector2, p_drop_m: float, p_softness_m: float, p_slope_beyond: float) -> void:
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point = p_point
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normal = p_normal.normalized()
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drop_m = p_drop_m
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softness_m = p_softness_m
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slope_beyond = p_slope_beyond
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func elevation_delta(x_m: float, z_m: float) -> float:
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var signed_distance := (Vector2(x_m, z_m) - point).dot(normal)
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var step := drop_m * smoothstep(-softness_m, softness_m, signed_distance)
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var slope := maxf(signed_distance - softness_m, 0.0) * slope_beyond
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return -(step + slope)
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class Ripples extends Primitive:
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var direction: Vector2
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var wavelength_m: float
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var amplitude_m: float
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var centre: Vector2
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var radius_m: float
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func _init(p_direction: Vector2, p_wavelength_m: float, p_amplitude_m: float, p_centre: Vector2, p_radius_m: float) -> void:
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direction = p_direction.normalized()
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wavelength_m = p_wavelength_m
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amplitude_m = p_amplitude_m
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centre = p_centre
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radius_m = p_radius_m
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func elevation_delta(x_m: float, z_m: float) -> float:
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var point := Vector2(x_m, z_m)
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var phase := point.dot(direction) * TAU / wavelength_m
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var falloff := 1.0
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if radius_m > 0.0:
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falloff = 1.0 - smoothstep(radius_m * 0.6, radius_m, point.distance_to(centre))
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return amplitude_m * sin(phase) * falloff
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class Roughness extends Primitive:
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var amplitude_m: float
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var _noise: FastNoiseLite
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func _init(p_seed: int, p_frequency: float, p_amplitude_m: float) -> void:
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amplitude_m = p_amplitude_m
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_noise = FastNoiseLite.new()
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_noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
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_noise.seed = p_seed
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_noise.frequency = p_frequency
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_noise.fractal_type = FastNoiseLite.FRACTAL_FBM
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_noise.fractal_octaves = 3
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func elevation_delta(x_m: float, z_m: float) -> float:
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return _noise.get_noise_2d(x_m, z_m) * amplitude_m
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class MaterialPatch extends RefCounted:
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var centre: Vector2
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var radius_m: float
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var material: int
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func _init(p_centre: Vector2, p_radius_m: float, p_material: int) -> void:
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centre = p_centre
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radius_m = p_radius_m
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material = p_material
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class Recipe extends RefCounted:
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var columns: int = 2
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var rows: int = 2
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var cell_size_m: float = 1.0
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var origin_x_m: float = 0.0
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var origin_z_m: float = 0.0
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var floor_elevation_m: float = -1000.0
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var rock_slope_degrees: float = 20.0
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var rock_reflectivity: float = 0.72
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var sand_reflectivity: float = 0.45
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var primitives: Array[Primitive] = []
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var material_patches: Array[MaterialPatch] = []
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static func bake(recipe: Recipe) -> SiteTerrainData:
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var data := SiteTerrainData.new()
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data.columns = recipe.columns
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data.rows = recipe.rows
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data.cell_size_m = recipe.cell_size_m
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data.origin_x_m = recipe.origin_x_m
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data.origin_z_m = recipe.origin_z_m
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data.rock_reflectivity = recipe.rock_reflectivity
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data.sand_reflectivity = recipe.sand_reflectivity
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var cell_count := recipe.columns * recipe.rows
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# Packed arrays are passed by value in GDScript: fill locals, assign once.
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var elevations := PackedFloat32Array()
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var materials := PackedByteArray()
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elevations.resize(cell_count)
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materials.resize(cell_count)
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for row in recipe.rows:
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var z_m := recipe.origin_z_m + float(row) * recipe.cell_size_m
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for column in recipe.columns:
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var x_m := recipe.origin_x_m + float(column) * recipe.cell_size_m
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var elevation := 0.0
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for primitive: Primitive in recipe.primitives:
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elevation += primitive.elevation_delta(x_m, z_m)
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elevations[data.index_of(column, row)] = maxf(elevation, recipe.floor_elevation_m)
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materials[data.index_of(column, row)] = SonarMaterial.Value.SAND
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data.elevations_m = elevations
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data.materials = materials
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var field := TerrainHeightField.from_data(data)
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if field == null:
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return null
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var rock_cosine := cos(deg_to_rad(recipe.rock_slope_degrees))
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for row in recipe.rows:
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for column in recipe.columns:
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if field.normal_at_cell(column, row).y < rock_cosine:
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materials[data.index_of(column, row)] = SonarMaterial.Value.ROCK
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for patch: MaterialPatch in recipe.material_patches:
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for row in recipe.rows:
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var z_m := recipe.origin_z_m + float(row) * recipe.cell_size_m
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for column in recipe.columns:
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var x_m := recipe.origin_x_m + float(column) * recipe.cell_size_m
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if Vector2(x_m, z_m).distance_to(patch.centre) <= patch.radius_m:
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materials[data.index_of(column, row)] = patch.material
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data.materials = materials
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return data
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static func write_preview_png(data: SiteTerrainData, path: String) -> Error:
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var field := TerrainHeightField.from_data(data)
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if field == null:
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return ERR_INVALID_DATA
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var image := Image.create(data.columns, data.rows, false, Image.FORMAT_RGB8)
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var span := maxf(field.maximum_elevation_m() - field.minimum_elevation_m(), 0.001)
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for row in data.rows:
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for column in data.columns:
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var ratio := (field.elevation_at_cell(column, row) - field.minimum_elevation_m()) / span
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var color := Color(ratio, ratio, ratio)
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if field.material_at_cell(column, row) == SonarMaterial.Value.ROCK:
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color.r = minf(color.r + 0.16, 1.0)
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image.set_pixel(column, row, color)
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return image.save_png(path)
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